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chore: clean
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File diff suppressed because it is too large
Load Diff
@@ -1762,7 +1762,7 @@
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}
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],
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"entries": [
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"A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.",
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"A shimmering, multicolored plane of light forms a vertical opaque wall\u2014up to 90 feet long, 30 feet high, and 1 inch thick\u2014centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.",
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"The wall sheds {@variantrule Bright Light|XPHB} within 100 feet and {@variantrule Dim Light|XPHB} for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. Whenever another creature that can see the wall moves is within 20 feet of it, it must succeed on a Constitution saving throw or have the {@condition Blinded|XPHB} condition for 1 minute. After a creature makes this saving throw it does not need to do so again until the start of its next turn.",
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"The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table. After a creature makes a saving throw for a layer, it does not need to make a saving throw for that layer again until the start of its next turn.",
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"The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. {@spell Antimagic Field|XPHB} has no effect on the wall, and {@spell Dispel Magic|XPHB} can affect only the violet layer.",
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@@ -2103,7 +2103,7 @@
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"entries": [
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"You touch a creature that has been dead for no longer than 10 days and wasn't Undead when it died. It must make a DC 10 death saving throw.",
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"On a success, it is revived with 1 Hit Point. If its also a natural 20, the spell does not consume its material component. On a failure, this spell cannot be used to revive this creature. This restriction ends if the creature is revived through other means. If its also a natural 1, it can never be revived.",
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"Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature are closed, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell has no effect.",
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"Any poisons that affected the revived creature at its time of death are neutralized. All mortal wounds on the revived creature are closed, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival\u2014its head, for instance\u2014the spell has no effect.",
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"Coming back from the dead is an ordeal. The revived creature takes 2 levels of {@condition exhaustion}."
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],
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"affectsCreatureType": [
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@@ -4858,7 +4858,7 @@
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"You instantaneously create a new flame within 5 ft of it that fits within a 5-foot cube. Until the end of your next turn the new flame persists without fuel.",
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"You instantaneously extinguish the flames within the cube.",
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"You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.",
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"You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour."
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"You cause simple shapes\u2014such as the vague form of a creature, an inanimate object, or a location\u2014to appear within the flames and animate as you like. The shapes last for 1 hour."
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]
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},
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"If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action."
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@@ -13107,7 +13107,7 @@
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},
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"entries": [
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"You summon an otherworldly spirit to act as your Steed. It manifests as a large animal in an unoccupied space you can see within range. This creature uses the {@creature Otherworldly Steed|GaldeveerTanksAndFlanks} stat block.",
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"Choose the Steed's creature type when you prepare this spell: Celestial, Fey, or Fiend. Choose the steed's environment when you summon it: Air, Water, Land. The Steed resembles a large animal of your choice—such as an horse, a shark, or a hippogriff—that is native to the chosen environment. Both choices determine certain traits in the stat block. The Steed is your ally and obeys all of your commands.",
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"Choose the Steed's creature type when you prepare this spell: Celestial, Fey, or Fiend. Choose the steed's environment when you summon it: Air, Water, Land. The Steed resembles a large animal of your choice\u2014such as an horse, a shark, or a hippogriff\u2014that is native to the chosen environment. Both choices determine certain traits in the stat block. The Steed is your ally and obeys all of your commands.",
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{
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"type": "entries",
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"name": "Disappearance of the Steed",
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@@ -13483,7 +13483,7 @@
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],
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"entries": [
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"You summon an otherworldly spirit to act as your familiar. It manifests as a little animal in an unoccupied space you can see within range. This creature uses the {@creature Otherworldly Familiar|GaldeveerTanksAndFlanks} stat block.",
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"Choose the familiar's creature type when you prepare this spell: Celestial, Fey, or Fiend. Choose what type of animal the familiar is when you summon it: Bird, Fish, Quadraped, Insect. The familiar resembles a Tiny animal of your choice—such as an owl, a cat, or a frog. Both choices determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.",
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"Choose the familiar's creature type when you prepare this spell: Celestial, Fey, or Fiend. Choose what type of animal the familiar is when you summon it: Bird, Fish, Quadraped, Insect. The familiar resembles a Tiny animal of your choice\u2014such as an owl, a cat, or a frog. Both choices determine certain traits in the stat block. The familiar is your ally and obeys all of your commands.",
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{
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"type": "entries",
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"name": "Disappearance of the familiar",
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@@ -15716,7 +15716,7 @@
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],
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"entries": [
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"Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into {@variantrule Difficult Terrain|XPHB}. They disappear when the spell ends.",
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"Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature’s turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free."
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"Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the {@condition Restrained|XPHB} condition until the spell ends. At the start of each of the {@condition restrained} creature's turns it can repeat the saving throw, breaking free on a success. A {@condition Restrained|XPHB} creature or a creature it is within reach of can take an action to make a Strength ({@skill Athletics}) check against your spell save DC. On a success, it breaks free."
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],
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"savingThrow": [
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"strength"
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@@ -18306,7 +18306,7 @@
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"type": "entries",
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"name": "Image",
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"entries": [
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"If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
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"If you create an image of an object\u2014such as a chair, muddy footprints, or a small chest\u2014it must be no larger than a 5-foot Cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it."
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]
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}
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],
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@@ -26939,7 +26939,7 @@
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}
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},
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{
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"name": "Prankster’s Verse",
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"name": "Prankster's Verse",
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"level": 0,
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"school": "N",
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"time": [
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@@ -27054,7 +27054,7 @@
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}
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},
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{
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"name": "Villain’s Verse",
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"name": "Villain's Verse",
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"level": 0,
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"school": "N",
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"time": [
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@@ -27305,7 +27305,7 @@
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]
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},
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"entries": [
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"Choose a flame within 20 ft. At the end of each of your turns roll a {@dice d8} and allow creatures within the flame’s light to regain hit points. The total number of hit points regained cannot exceed the number that was rolled. Each creature that regains hit points in this way has tolerance to cold damage until the end of their next turn."
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"Choose a flame within 20 ft. At the end of each of your turns roll a {@dice d8} and allow creatures within the flame's light to regain hit points. The total number of hit points regained cannot exceed the number that was rolled. Each creature that regains hit points in this way has tolerance to cold damage until the end of their next turn."
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],
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"source": "GaldeveerTanksandFlanks",
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"components": {
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@@ -29858,7 +29858,7 @@
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]
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},
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"entries": [
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"When you learn this cantrip choose a cantrip you can learn that has a casting time of one action and doesn’t deal damage. While you know this spell a spectral ring that indicates the chosen cantrip is on one of your fingers. When you cast this spell, cast the chosen cantrip without spending the casting time. You cannot cast the chosen cantrip in this way again for one minute. The corresponding ring is not visible during this time. You can learn this cantrip multiple times, choosing a different cantrip each time. "
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"When you learn this cantrip choose a cantrip you can learn that has a casting time of one action and doesn't deal damage. While you know this spell a spectral ring that indicates the chosen cantrip is on one of your fingers. When you cast this spell, cast the chosen cantrip without spending the casting time. You cannot cast the chosen cantrip in this way again for one minute. The corresponding ring is not visible during this time. You can learn this cantrip multiple times, choosing a different cantrip each time. "
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],
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"source": "GaldeveerTanksandFlanks",
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"components": {
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@@ -30105,7 +30105,7 @@
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]
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},
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"entries": [
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"As a bonus action you can create a mouth on your hand until the start of your next turn. If you are holding something with that hand, the mouth’s speech is muffled and it cannot perform verbal components. If that hand cannot be used to perform material or somatic components, it cannot perform verbal components either. You cannot perform somatic and verbal components or material and verbal components with the same hand."
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"As a bonus action you can create a mouth on your hand until the start of your next turn. If you are holding something with that hand, the mouth's speech is muffled and it cannot perform verbal components. If that hand cannot be used to perform material or somatic components, it cannot perform verbal components either. You cannot perform somatic and verbal components or material and verbal components with the same hand."
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],
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"source": "GaldeveerTanksandFlanks",
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"components": {
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@@ -30391,7 +30391,7 @@
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]
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},
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"entries": [
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"Gain temporary hit points equal to half the triggering spell’s level rounded up. The temporary hit points disappear after one minute."
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"Gain temporary hit points equal to half the triggering spell's level rounded up. The temporary hit points disappear after one minute."
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],
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"source": "GaldeveerTanksandFlanks",
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"components": {
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@@ -33340,7 +33340,7 @@
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}
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],
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"entries": [
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"You can perform the somatic components of a spell with a hand that isn’t empty. It cannot be a hand that is holding a material component that is being used in a spell. Your weapon’s base damage has +1 while you have a hand that isn’t holding a weapon or a shield."
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"You can perform the somatic components of a spell with a hand that isn't empty. It cannot be a hand that is holding a material component that is being used in a spell. Your weapon's base damage has +1 while you have a hand that isn't holding a weapon or a shield."
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]
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},
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{
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@@ -33357,7 +33357,7 @@
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}
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],
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"entries": [
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"You can use a shield as a d6 bludgeoning weapon with the guard property. If you have training with the shield then you’re proficient in it as a weapon. This does not allow you to draw or stow the shield when you would normally draw or stow a weapon. Gain a weapon mastery from any class that can be used with this weapon."
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"You can use a shield as a d6 bludgeoning weapon with the guard property. If you have training with the shield then you're proficient in it as a weapon. This does not allow you to draw or stow the shield when you would normally draw or stow a weapon. Gain a weapon mastery from any class that can be used with this weapon."
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]
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},
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{
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@@ -33441,7 +33441,7 @@
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],
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"entries": [
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"The base damage of your unarmed strikes is 3. When you make an unarmed strike, you can choose to make it with two of your free hands. If you do, it counts as a two handed attack and the weapon's base damage is 4.",
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"At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature you’re grappling or holding onto."
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"At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature you're grappling or holding onto."
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]
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},
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{
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@@ -33458,7 +33458,7 @@
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}
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],
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"entries": [
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"You can use strength instead of dexterity for weapons that don’t have the loading property. If you do, masteries still treat your attack rolls as dexterity attack rolls. Add 1 to your weapon's base damage when you make an attack in this way. "
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"You can use strength instead of dexterity for weapons that don't have the loading property. If you do, masteries still treat your attack rolls as dexterity attack rolls. Add 1 to your weapon's base damage when you make an attack in this way. "
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]
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},
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{
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@@ -34536,4 +34536,4 @@
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]
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}
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]
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}
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}
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@@ -8978,4 +8978,4 @@
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]
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}
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]
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}
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}
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