chore: clean

This commit is contained in:
TheGiddyLimit
2026-06-19 16:13:45 +01:00
parent 45a1be001e
commit 2d82bcb991
2 changed files with 125 additions and 65 deletions
@@ -1287,7 +1287,7 @@
}
],
"entries": [
"You can take the {@action Dash|XPHB|Dash action} as a {@variantrule Bonus Action|XPHB}. Additionally, when you take the {@action Dash|XPHB|Dash action} on your turn, {@variantrule Difficult Terrain|XPHB} doesnt cost you extra movement for the rest of that turn."
"You can take the {@action Dash|XPHB|Dash action} as a {@variantrule Bonus Action|XPHB}. Additionally, when you take the {@action Dash|XPHB|Dash action} on your turn, {@variantrule Difficult Terrain|XPHB} doesn't cost you extra movement for the rest of that turn."
],
"featureType": [
"Enchantment"
@@ -7839,31 +7839,70 @@
"Battle Dice"
],
"rows": [
[0],
[0],
["{@dice 2d8}"],
["{@dice 2d8}"],
["{@dice 2d8}"],
["{@dice 2d8}"],
["{@dice 3d8}"],
["{@dice 3d8}"],
["{@dice 3d8}"],
["{@dice 3d8}"],
["{@dice 3d8}"],
["{@dice 3d8}"],
["{@dice 3d10}"],
["{@dice 3d10}"],
["{@dice 3d10}"],
["{@dice 3d10}"],
["{@dice 3d10}"],
["{@dice 3d10}"],
["{@dice 4d10}"],
["{@dice 4d10}"]
[
0
],
[
0
],
[
"{@dice 2d8}"
],
[
"{@dice 2d8}"
],
[
"{@dice 2d8}"
],
[
"{@dice 2d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d8}"
],
[
"{@dice 3d10}"
],
[
"{@dice 3d10}"
],
[
"{@dice 3d10}"
],
[
"{@dice 3d10}"
],
[
"{@dice 3d10}"
],
[
"{@dice 3d10}"
],
[
"{@dice 4d10}"
],
[
"{@dice 4d10}"
]
]
}
],
"foundryAdvancement": [
{
"type": "ScaleValue",
"configuration": {
@@ -15606,7 +15645,7 @@
"type": "inset",
"name": "Making Your Own Initiation",
"entries": [
"You can work with your GM to create an Arcane Initiation to suit your characters background. Choose two spells of your choice from any classs spell list; one cantrip should be suitable for combat, and the other for utility. Avoid choosing cantrips that are otherwise exclusive to another spellcaster"
"You can work with your GM to create an Arcane Initiation to suit your character's background. Choose two spells of your choice from any class's spell list; one cantrip should be suitable for combat, and the other for utility. Avoid choosing cantrips that are otherwise exclusive to another spellcaster"
]
}
]
@@ -15660,7 +15699,7 @@
"type": "inset",
"name": "Cantrip Spell Level",
"entries": [
"Due to their focus on cantrips, warmages are extremely adept at punching through magical defenses. When you cast a warmage cantrip, it counts as a spell of a level equal to half your warmage level (to a maximum of 9th level) for the purposes of {@spell counterspell}, {@spell dispel magic}, and traits such as a {@creature rakshasa|MM|rakshasas} Limited Magic Immunity."
"Due to their focus on cantrips, warmages are extremely adept at punching through magical defenses. When you cast a warmage cantrip, it counts as a spell of a level equal to half your warmage level (to a maximum of 9th level) for the purposes of {@spell counterspell}, {@spell dispel magic}, and traits such as a {@creature rakshasa|MM|rakshasa's} Limited Magic Immunity."
]
}
]
@@ -38527,7 +38566,7 @@
"level": 3,
"header": 3,
"entries": [
"When you hit a creature with an attack, you can expend one battle die as a bonus action to hold that creature in place. Until the end of its next turn, the target cant willingly move unless it first takes the Disengage action."
"When you hit a creature with an attack, you can expend one battle die as a bonus action to hold that creature in place. Until the end of its next turn, the target can't willingly move unless it first takes the Disengage action."
]
},
{
@@ -38765,10 +38804,10 @@
"level": 3,
"header": 2,
"entries": [
"Also at 3rd level, you learn the Lancers secret unarmed combat technique, granting you the following benefits:",
"Also at 3rd level, you learn the Lancers' secret unarmed combat technique, granting you the following benefits:",
{
"type": "list",
"items": [
"items": [
"You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.",
"You can roll a {@dice d6} in place of the normal damage of your unarmed strikes.",
"Your unarmed strikes count as melee weapons for the purposes of warmage spells.",
@@ -38845,7 +38884,7 @@
"level": 15,
"header": 2,
"entries": [
"Starting at 15th level, you can lunge up to 30 feet using your {@subclassFeature Shock Trooper|Warmage|VSS|Lancers|VSS|3|VSS} feature. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You cant teleport into an occupied space."
"Starting at 15th level, you can lunge up to 30 feet using your {@subclassFeature Shock Trooper|Warmage|VSS|Lancers|VSS|3|VSS} feature. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't teleport into an occupied space."
]
},
{
@@ -39130,7 +39169,7 @@
"You gain a +2 bonus on attack rolls you make until the start of your next turn."
],
[
"{@b Lanes.} Guess which of the following spans the number falls within: 0120, 2140, 4160 , 6180, 8100.",
"{@b Lanes.} Guess which of the following spans the number falls within: 01\u201320, 21\u201340, 41\u201360 , 61\u201380, 81\u201300.",
"You can gain advantage on an attack roll, ability check, or saving throw you make before the end of your next turn."
],
[
@@ -39157,7 +39196,7 @@
"header": 3,
"entries": [
"You have four Chips of Fate, and regain all expended chips when you finish a long rest. You gain two additional Chips of Fate at 7th level (6 chips total), two more at 10th level (8 chips total), and two more at 15th level (10 chips total).",
"Whenever you place a bet on the roulette wheel, you can expend one to four of your chips to place additional bets equal to the number of chips expended. No matter how many chips you expend, you can only place two types of bets, such as Singles and Tens, per d100 roll. You cant place more than one Odd/Even or High/Low bets. You can gain two benefits at once if you win two bets on the same roll."
"Whenever you place a bet on the roulette wheel, you can expend one to four of your chips to place additional bets equal to the number of chips expended. No matter how many chips you expend, you can only place two types of bets, such as Singles and Tens, per d100 roll. You can't place more than one Odd/Even or High/Low bets. You can gain two benefits at once if you win two bets on the same roll."
]
},
{
@@ -39185,7 +39224,7 @@
"level": 10,
"header": 2,
"entries": [
"Starting at 10th level, as a reaction when a creature you can see makes an attack roll against you, you can conjure your roulette wheel between yourself and the attacker. You and the attacker each roll a {@dice d100}. If your roll is equal or higher, the attack misses, and you cant use this ability again until you finish a short or long rest."
"Starting at 10th level, as a reaction when a creature you can see makes an attack roll against you, you can conjure your roulette wheel between yourself and the attacker. You and the attacker each roll a {@dice d100}. If your roll is equal or higher, the attack misses, and you can't use this ability again until you finish a short or long rest."
]
},
{
@@ -40757,7 +40796,7 @@
}
],
"optionalfeature": [
{
{
"name": "Adventurer",
"source": "VSS",
"page": 3,
@@ -40977,7 +41016,7 @@
"AFS:WM"
],
"entries": [
"When you hit with a cantrip that requires a melee attack and exceed the targets AC by 5 or more or score a critical hit, you can add your proficiency bonus to the damage roll."
"When you hit with a cantrip that requires a melee attack and exceed the target's AC by 5 or more or score a critical hit, you can add your proficiency bonus to the damage roll."
]
},
{
@@ -41618,7 +41657,7 @@
}
],
"entries": [
"When you cast a cantrip that requires a single spell attack roll and you dont have disadvantage on the roll, you can choose to roll with advantage. The attack automatically misses if the sum of the two rolled dice exceeds 21, and it is a critical hit if the sum equals 21."
"When you cast a cantrip that requires a single spell attack roll and you don't have disadvantage on the roll, you can choose to roll with advantage. The attack automatically misses if the sum of the two rolled dice exceeds 21, and it is a critical hit if the sum equals 21."
]
},
{
@@ -41788,9 +41827,9 @@
],
"entries": [
"You gain the following formation:",
"{@b Capture.} You can use this formation when you and three or more allies that arent incapacitated are adjacent to a hostile creature and surround it. You can determine this by placing an imaginary cube around the hostile creature. If you and your allies are adjacent to each side of the cube, the creature is surrounded.",
"When you activate this formation, the hostile creature must make a Dexterity saving throw against your warmage spell save DC or be enveloped by chains of magical force and {@condition stunned} for 1 minute. At the end of each of the creatures turns, it can make a Dexterity saving throw, freeing itself and ending this formation on a success.",
"Once you use this feature, you cant use it again until you finish a short or long rest."
"{@b Capture.} You can use this formation when you and three or more allies that aren't incapacitated are adjacent to a hostile creature and surround it. You can determine this by placing an imaginary cube around the hostile creature. If you and your allies are adjacent to each side of the cube, the creature is surrounded.",
"When you activate this formation, the hostile creature must make a Dexterity saving throw against your warmage spell save DC or be enveloped by chains of magical force and {@condition stunned} for 1 minute. At the end of each of the creature's turns, it can make a Dexterity saving throw, freeing itself and ending this formation on a success.",
"Once you use this feature, you can't use it again until you finish a short or long rest."
]
},
{
@@ -41949,7 +41988,7 @@
}
}
],
"entries": [
"entries": [
"When you expend one or more {@subclassFeature Chips of Fate|Warmage|VSS|Roulette|ValdaSpireExtras|3|ValdaSpireExtras} to bet and lose at least one bet, you regain one expended {@subclassFeature Chips of Fate|Warmage|VSS|Roulette|ValdaSpireExtras|3|ValdaSpireExtras}."
]
},
@@ -42074,7 +42113,7 @@
}
],
"entries": [
"While you arent wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier."
"While you aren't wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier."
]
},
{
@@ -42205,7 +42244,7 @@
"_": [
"find steed"
]
}
}
}
]
},
@@ -42246,7 +42285,7 @@
}
],
"entries": [
"When you finish a long rest, you can spend 10 minutes performing a ritual to create a contingent cantrip. Cast a warmage cantrip that has a casting time of 1 action or 1 bonus action and doesnt deal damage. The cantrip doesnt take effect immediately, but instead it takes effect the next time you speak a specified command word (no action required). When you perform this ritual, choose whether the cantrip targets you, the nearest friendly creature, or the nearest hostile creature. The cantrip cant use other warmage tricks when it comes into effect.",
"When you finish a long rest, you can spend 10 minutes performing a ritual to create a contingent cantrip. Cast a warmage cantrip that has a casting time of 1 action or 1 bonus action and doesn't deal damage. The cantrip doesn't take effect immediately, but instead it takes effect the next time you speak a specified command word (no action required). When you perform this ritual, choose whether the cantrip targets you, the nearest friendly creature, or the nearest hostile creature. The cantrip can't use other warmage tricks when it comes into effect.",
"You can only have one contingent cantrip at a time. If you perform this ritual again, the previous contingent cantrip ends."
]
},
@@ -42427,7 +42466,7 @@
],
"entries": [
"When you cast a cantrip that allows you to make multiple ranged spell attacks, such as {@spell magic daggers|VSS} or {@spell force dart|VSS} using the {@optfeature Split Fire|VSS} trick, and you miss with one or more attacks, you can reroll all of your misses.",
"Once you use this trick, you cant do so again until you finish a short or long rest."
"Once you use this trick, you can't do so again until you finish a short or long rest."
]
},
{
@@ -43011,7 +43050,7 @@
}
],
"entries": [
"You learn the {@spell spare the dying} cantrip, which doesnt count against your number of cantrips known. Additionally, when you cast {@spell spare the dying} on a creature that has 0 hit points, the target regains 1 hit point and gains temporary hit points equal to your warmage level, which last for 1 minute. Once a creature regains hit points from this trick, it cant do so again until it finishes a long rest."
"You learn the {@spell spare the dying} cantrip, which doesn't count against your number of cantrips known. Additionally, when you cast {@spell spare the dying} on a creature that has 0 hit points, the target regains 1 hit point and gains temporary hit points equal to your warmage level, which last for 1 minute. Once a creature regains hit points from this trick, it can't do so again until it finishes a long rest."
]
},
{
@@ -43174,7 +43213,7 @@
],
"entries": [
"You have learned to graciously accept defeat using your {@subclassFeature Deck of Fate|Warmage|VSS|Cards|VSS|3|VSS}. As a reaction when you are hit by an attack, you can play your entire hand to cast the {@spell shield} spell without expending a spell slot.",
"Once you use this trick, you cant use it again until you finish a rest short or long rest."
"Once you use this trick, you can't use it again until you finish a rest short or long rest."
]
},
{
@@ -43572,7 +43611,7 @@
}
],
"entries": [
"You have become exceptionally skilled at using the {@spell prestidigitation} cantrip to mimic other spells. When you cast {@spell prestidigitation}, you can use it to emulate the effects of any other cantrip that doesnt deal damage, even one that is not on the warmage spell list. To do so, you must succeed on a DC 15 Intelligence ({@skill Arcana}) check, otherwise the spell fails. Intelligence is your spellcasting ability for a cantrip cast using this trick, and it counts as a warmage cantrip for you."
"You have become exceptionally skilled at using the {@spell prestidigitation} cantrip to mimic other spells. When you cast {@spell prestidigitation}, you can use it to emulate the effects of any other cantrip that doesn't deal damage, even one that is not on the warmage spell list. To do so, you must succeed on a DC 15 Intelligence ({@skill Arcana}) check, otherwise the spell fails. Intelligence is your spellcasting ability for a cantrip cast using this trick, and it counts as a warmage cantrip for you."
]
},
{
@@ -44100,7 +44139,7 @@
],
"entries": [
"When you create the image of an object in an unoccupied space using the {@spell minor illusion} cantrip, you can fill it with fibers of shadowstuff, causing it to become partially real. No matter what form the semi-real object takes, it still must be no larger than a 5-foot cube. It has AC 10 and 5 hit points, and it weighs 5 pounds. You can only have one semi-real illusion at a time. While this semi-real object exists, the cantrip requires your concentration.",
"The illusion cant replicate a creature, but it can deal damage to a creature within its 5-foot cube. If the illusion is of an object that can deal damage, a creature that enters the objects 5-foot cube or begins its turn there must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 1d6 damage of a type appropriate to the illusion. This damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6}). This damage cant trigger {@classFeature Warmage Edge|Warmage|VSS|2|VSS} or any warmage tricks."
"The illusion can't replicate a creature, but it can deal damage to a creature within its 5-foot cube. If the illusion is of an object that can deal damage, a creature that enters the object's 5-foot cube or begins its turn there must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 1d6 damage of a type appropriate to the illusion. This damage increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6}). This damage can't trigger {@classFeature Warmage Edge|Warmage|VSS|2|VSS} or any warmage tricks."
]
},
{
@@ -44271,9 +44310,9 @@
}
],
"entries": [
"You learn the {@spell vicious mockery} cantrip, which doesnt count against your number of cantrips known.",
"Additionally, when a creature you can see makes an attack roll against you, you can cast {@spell vicious mockery} targeting that creature as a reaction. If the creature fails its saving throw, the cantrip imposes disadvantage on the triggering attack roll, instead of the creatures next attack roll, potentially causing the attack to miss.",
"Once you cast this cantrip as a reaction, you cant do so again until you finish a short or long rest."
"You learn the {@spell vicious mockery} cantrip, which doesn't count against your number of cantrips known.",
"Additionally, when a creature you can see makes an attack roll against you, you can cast {@spell vicious mockery} targeting that creature as a reaction. If the creature fails its saving throw, the cantrip imposes disadvantage on the triggering attack roll, instead of the creature's next attack roll, potentially causing the attack to miss.",
"Once you cast this cantrip as a reaction, you can't do so again until you finish a short or long rest."
],
"additionalSpells": [
{
@@ -44282,10 +44321,8 @@
"vicious mockery|PHB"
]
}
}
]
},
{
"name": "Mystical Vision",
@@ -44314,7 +44351,6 @@
"detect magic|PHB"
]
}
}
]
},
@@ -44755,8 +44791,8 @@
}
],
"entries": [
"Once on each of your turns, when you deal force damage with a warmage cantrip, you can roll a {@dice d6} on the following table to change the cantrips damage type for this casting. You can apply tricks to the casting as normal using the new damage type.",
"Additionally, you can apply the trick corresponding to the rolled damage type, even if you dont know the trick. You can do so twice and regain all expended uses when you finish a short or long rest.",
"Once on each of your turns, when you deal force damage with a warmage cantrip, you can roll a {@dice d6} on the following table to change the cantrip's damage type for this casting. You can apply tricks to the casting as normal using the new damage type.",
"Additionally, you can apply the trick corresponding to the rolled damage type, even if you don't know the trick. You can do so twice and regain all expended uses when you finish a short or long rest.",
{
"type": "table",
"caption": "Prismatic Cantrip",
@@ -44770,13 +44806,37 @@
"col-4",
"col-7"
],
"rows": [
[ 1, "acid", "{@optfeature Corrosive Cantrip|VSS}" ],
[ 2, "cold", "{@optfeature Icy Cantrip|VSS}" ],
[ 3, "fire", "{@optfeature Explosive Cantrip|VSS}" ],
[ 4, "lightning", "{@optfeature Static Cantrip|VSS}" ],
[ 5, "poison", "{@optfeature Draining Cantrip|VSS}" ],
[ 6, "thunder", "{@optfeature Silent Cantrip|VSS}" ]
"rows": [
[
1,
"acid",
"{@optfeature Corrosive Cantrip|VSS}"
],
[
2,
"cold",
"{@optfeature Icy Cantrip|VSS}"
],
[
3,
"fire",
"{@optfeature Explosive Cantrip|VSS}"
],
[
4,
"lightning",
"{@optfeature Static Cantrip|VSS}"
],
[
5,
"poison",
"{@optfeature Draining Cantrip|VSS}"
],
[
6,
"thunder",
"{@optfeature Silent Cantrip|VSS}"
]
]
}
]
@@ -44957,7 +45017,7 @@
}
],
"entries": [
"Once on each of your turns, when you cast a spell that deals acid, cold, fire, force, lightning, poison, or thunder, you can change the damage type to radiant. You can reroll one of the cantrips damage dice and must use the new roll.",
"Once on each of your turns, when you cast a spell that deals acid, cold, fire, force, lightning, poison, or thunder, you can change the damage type to radiant. You can reroll one of the cantrip's damage dice and must use the new roll.",
"The number of damage dice you can reroll increases by 1 when you reach 11th level (2 dice) and 17th level (3 dice)."
]
},
@@ -45120,7 +45180,7 @@
}
],
"entries": [
"When you cast a cantrip that deals damage and requires a single spell attack roll and you miss, you can channel some of the residual magic into a secondary beam of arcane energy as a bonus action. Make a ranged spell attack against a creature you can see within the cantrips range. On a hit, the target takes 1d6 damage of the cantrips damage type. This beam doesnt count as a cantrip.",
"When you cast a cantrip that deals damage and requires a single spell attack roll and you miss, you can channel some of the residual magic into a secondary beam of arcane energy as a bonus action. Make a ranged spell attack against a creature you can see within the cantrip's range. On a hit, the target takes 1d6 damage of the cantrip's damage type. This beam doesn't count as a cantrip.",
"This damage increases to {@dice 1d8} when you reach 5th level, to {@dice 1d10} when you reach 11th level, and to {@dice 1d12} when you reach 17th level."
]
},
@@ -45540,8 +45600,8 @@
"otherSummary": {
"entry": "Warmage ({@subclass Dice|Warmage|VSS|VSS|House of Dice})",
"entrySummary": "House of Dice"
}
}
}
}
],
"entries": [
"If you roll a 1 or 2 on a {@subclassFeature Dice of Fate|Warmage|VSS|Dice|VSS|3|VSS|Die of Fate}, you keep the die instead of giving it to the GM."