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COM_5ePack_Homebrew - Classes.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="cHB5CGunsl" name="Gunslinger" description="This archtype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons. \n\nSource: http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters?src=slider_view&filters=45469" compset="CustomSpec" summary="This archtype focuses on the ability to design, craft and utilize powerful, yet dangerous ranged weapons." uniqueness="unique">
<usesource source="5eGunSliCP"/>
<tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
<tag group="SpecSource" tag="cHelpFtr" name="Fighter" abbrev="Fighter"/>
<tag group="abCategory" tag="FtrMarArch" name="Fighter Martial Archetype" abbrev="Fighter Martial Archetype"/>
<tag group="Helper" tag="Secondary" name="Secondary" abbrev="Secondary"/>
<tag group="ProductId" tag="PrId5CMatM" name="Matthew Mercer" abbrev="Matthew Mercer"/>
<bootstrap thing="cHB5CFireP">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cHB5CGunSm">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cHB5CGrit">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cHB5CDeaES">
<autotag group="ClSpecWhen" tag="3"/>
</bootstrap>
<bootstrap thing="cHB5CQuicD">
<autotag group="ClSpecWhen" tag="7"/>
</bootstrap>
<bootstrap thing="cHB5CVioSh">
<autotag group="ClSpecWhen" tag="7"/>
</bootstrap>
<bootstrap thing="cHB5CTrSho">
<autotag group="ClSpecWhen" tag="10"/>
</bootstrap>
<bootstrap thing="cHB5CLigRe">
<autotag group="ClSpecWhen" tag="15"/>
</bootstrap>
<bootstrap thing="cHB5CPieSh">
<autotag group="ClSpecWhen" tag="15"/>
</bootstrap>
<bootstrap thing="cHB5CVicIn">
<autotag group="ClSpecWhen" tag="18"/>
</bootstrap>
<bootstrap thing="cHB5CHemCr">
<autotag group="ClSpecWhen" tag="18"/>
</bootstrap>
<bootstrap thing="cHB5CAmmun">
<autotag group="ClSpecWhen" tag="1"/>
</bootstrap>
</thing>
<thing id="w5CPistol" name="Pistol" description="Reload 4, Missfire 1" compset="Weapon">
<fieldval field="gWeight" value="3"/>
<fieldval field="gSizeCost" value="250"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="10"/>
<fieldval field="wRangeNorm" value="100"/>
<fieldval field="wRangeLong" value="400"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="w5CMusket" name="Musket" description="Two-handed, reload 1, missfire 2" compset="Weapon">
<fieldval field="gWeight" value="10"/>
<fieldval field="gSizeCost" value="500"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="12"/>
<fieldval field="wRangeNorm" value="200"/>
<fieldval field="wRangeLong" value="800"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf" name="misfire" abbrev="misfire"/>
<tag group="Helper" tag="Always2H"/>
<tag group="wProfReq" tag="Special"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="w5CPepperb" name="Pepperbox" description="Reload 6, misfire 2" compset="Weapon">
<fieldval field="gWeight" value="5"/>
<fieldval field="gSizeCost" value="450"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="10"/>
<fieldval field="wRangeNorm" value="150"/>
<fieldval field="wRangeLong" value="600"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf"/>
<tag group="wProfReq" tag="Special"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="w5CScatteG" name="Scattergun" description="Reload 2, misfire 3, scatter" compset="Weapon">
<fieldval field="gWeight" value="10"/>
<fieldval field="gSizeCost" value="500"/>
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wRangeNorm" value="15"/>
<fieldval field="wRangeLong" value="30"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf" name="misfire" abbrev="misfire"/>
<tag group="Helper" tag="Always2H"/>
<tag group="wProfReq" tag="Special"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="Prop5CScat" name="Scatter" abbrev="Scatter"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="w5CBadNews" name="Bad News" description="Two-handed, reload 1, misfire 3" compset="Weapon">
<fieldval field="gWeight" value="10"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="25"/>
<fieldval field="wRangeNorm" value="300"/>
<fieldval field="wRangeLong" value="1200"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf" name="misfire" abbrev="misfire"/>
<tag group="Helper" tag="Always2H"/>
<tag group="wProfReq" tag="ImprovMel"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="TwoHanded"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="w5CHandMor" name="Hand Mortar" description="Reload 1, misfire 3, explosive" compset="Weapon">
<fieldval field="gWeight" value="10"/>
<fieldval field="wDieCount" value="2"/>
<fieldval field="wDieSize" value="8"/>
<fieldval field="wRangeNorm" value="100"/>
<fieldval field="wRangeLong" value="400"/>
<usesource source="5eGunSliCP"/>
<tag group="wProperty" tag="Ammunition" name="Ammunition" abbrev="Ammunition"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="EquipType" tag="Metal" name="Metal" abbrev="Metal"/>
<tag group="wCategory" tag="Firearm"/>
<tag group="wProperty" tag="Prop5CRelo" name="reload" abbrev="reload"/>
<tag group="wProperty" tag="Prop5CMisf"/>
<tag group="wProfReq" tag="Special"/>
<tag group="ProductId" tag="PrId5CMatM"/>
<tag group="wProperty" tag="Prop5CExpl" name="Explosive" abbrev="Explosive"/>
<tag group="wProperty" tag="5CGuns"/>
</thing>
<thing id="cHB5CFireP" name="Firearm Proficiency" description="Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms." compset="ClSpecial" summary="Proficient with firearms.">
<tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
<eval phase="First"><![CDATA[~ Build all weapon tags on us from all Thing Weapons
foreach thing in BaseWep where "wProperty.5CGuns"
perform eachthing.pulltags[WepProf.?]
nexteach
~ push all weapon proficiency tags to hero
perform hero.pushtags[WepProf.?]]]></eval>
</thing>
<thing id="cHB5CGrit" name="Grit" description="Also starting at 3rd level, you gain a number of grit points equal to your Wisdom modifier (minimum of 1). You can spend grit points to perform various "shot" attacks with your firearms. An attack can only be affected by a single shot feature. You can regain spent Grit points in the following ways:\n\n{b}Critical Hit with a Firearm: {/b}Each time the Gunslinger scores a Critical Hit with a Firearm attack while in the heat of combat, they regain 1 Grit point. Critical hits gained outside of die rolls (via enemy conditions) not not generate grit. \n\n{b}Killing Blow with a Firearm:{/b} Each time you reduce a dangerous creature to 0 hit points with a Firearm attack, and kill them, you regain 1 spent Grit point.\n\nYou also regain all spent grit points after finishing a short or long rest." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
<tag group="User" tag="Tracker"/>
<tag group="Usage" tag="ShortRest"/>
<tag group="ChargeAttr" tag="aWIS"/>
<tag group="ChargeCalc" tag="AttrOnly"/>
<tag group="ChargeAttr" tag="Minimum1"/>
</thing>
<thing id="cHB5CDeaES" name="Deadeye Shot" description="Beginning at 3rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CQuicD" name="Quickdraw" description="When you reach 7th level you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
<eval phase="PostAttr" priority="10000"><![CDATA[ ~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] = 1)
hero.child[Initiative].field[Bonus].value += hero.child[ProfBonus].field[tProfBonus].value]]></eval>
</thing>
<thing id="cHB5CVioSh" name="Violent Shot" description="Starting at 7th level, you've discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more grit points before making an attack roll with a firearm. For each grit point spent, that attack gains +2 to the firearm's misfire score. \n\nIf the attack hits, you can roll one additional weapon damage die per grit point spent when determining damage of the attack." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CTrSho" name="Trick Shot" description="By 10th level, you've honed you aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making at attack roll to target a specific location on the target's body. If the specific body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.\n\n{b}Trick Shot DC = 8 + {/b} your proficiency bonus + you Dexterity modifier. \n\n{b}Head.{/b} On a hit, the taget takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn. \n\n{b}Arms.{/b} On a hit, the targer takes normal damage and must make a Strength saving throw or drop 1 held item of your choice. \n\n{b}Torso.{/b} On a hit, the targer takes normal damage and is pushed up to 10 feet directly away from you. \n\n{b}Legs/Wings.{/b} On a hit, the targer takes normal damage and must make a Strength saving throw or get knocked prone." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CLigRe" name="Lightning Reload" description="Starting at 15th level, you can reload any firearm as a bonus action." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CPieSh" name="Piercing Shot" description="By 15th level, you've refined your deadly gunplay to allow certain shots to pierce through foes and continue on to damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly begind the target within your first range increment. Only the initial attack can misfire." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CVicIn" name="Vicious Intent" description="At 18th level, your firearm attacks score a critical hit on a roll of 19-20." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
</thing>
<thing id="cHB5CHemCr" name="Hemorrhaging Critical" description="Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
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<thing id="cHB5CAmmun" name="Ammunition" description="All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tool (cost and time are DM's discretion). Each firearm uses its own unique ammunition." compset="ClSpecial">
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<tag group="WepProf" tag="Firearm" name="Firearms" abbrev="Firearms"/>
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<thing id="cHB5CGunSm" name="Gunsmith" description="Upon choosing this archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ummunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely rate and experimental firearms are only available through crafting." compset="ClSpecial">
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<tag group="ProfTool" tag="gTooTinker"/>
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<thing id="c5CClrExor" name="Exorcism" description="Gods or religious sects particularly invested in protecting mortals from demonic influence and possession may include the Exorcism domain, including Helm, Ilmater, Lathander, Torm, and Tyr in the Forgotten Realms setting; Pelor and St. Cuthbert in the Greyhawk setting; Paladine in the Dragonlance setting; Aureon, Dol Arrah, the Silver Flame, and the Path of Light in the Eberron setting; and at least some denominations of all Abrahamic faiths, Buddhism, and Hinduism in the real world (among others; I am not remotely capable of speaking broadly on this topic). In any case, the Exorcism domain is never a deity's only domain, but a small and active arm of a greater Church. In rare cases, nature deities take a strong enough position against the intrusion of creatures from Outside that they consecrate a cleric with the power to banish intruders.\n\nAs paladins and many clerics defend their faith and innocents under their care against physical threats, including warfare, pestilence, and oppression, exorcists defend against spiritual threats from other planes: celestials (particularly evil or fallen angels), elementals, fey, and fiends. These enemies may manifest in subtle ways, and an exorcist must exercise great insight to root them out without destroying innocents in the process.\n\nSource: http://harbinger-of-doom.blogspot.com.au/2015/02/d-5e-exorcism-domain.html" compset="CustomSpec" uniqueness="unique">
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<thing id="cHB5CSAoFa" name="Subtle Agent of the Faith" description="At 1st level, you gain proficiency in two of the following: Arcana, Insight, Intimidate, any one musical instrument, the Abyssal language, the Celestial language, the Infernal language, the Sylvan language, or the Primordial language.\n\nNote: Use adjustments to add these to your sheet." compset="ClSpecial">
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<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
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<thing id="cHB5CAfSpW" name="Armed for Spiritual Warfare" description="At 1st level, you either gain proficiency in heavy armor, or you gain the word of censure cantrip (see below).\n\nNote: Use adjustments to add these to your sheet." compset="ClSpecial">
<tag group="abAction" tag="None" name="No action" abbrev="None"/>
<tag group="abDuration" tag="Constant" name="Constant" abbrev="cons"/>
<tag group="abRange" tag="Personal" name="Personal" abbrev="pers"/>
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<thing id="cHB5CCDTtF" name="Channel Divinity: Turn the Faithless" description="Starting at 2nd level, you can use your Channel Divinity to turn fey and fiendish creatures. As an action, you present your holy symbol and speak a prayer censuring fiends and the fey. Each creature of those types that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. (This ability does not include destroying fiends or fey.)" compset="ClSpecial">
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<fieldval field="abDuration" value="1"/>
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<tag group="abDuration" tag="Minute"/>
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<thing id="cHB5CCDRaD" name="Channel Divinity: Retribution against Deceit" description="Starting at 6th level, you can use your Channel Divinity to punish those who would invade your allies' thoughts. As a reaction, whenever an ally (not including yourself) within 30 feet fails a saving throw against the charmed or frightened conditions, or becomes possessed, you may grant that ally a new saving throw against the same saving throw DC. If the second roll is successful, you may deal 2d8 + your Charisma modifier radiant damage to the creature that forced the initial saving throw. At 11th level, the damage caused by this effect increases to 3d8 + your Charisma modifier radiant damage. At 17th level, the damage caused by this effect increases to 4d8 + your Charisma modifier radiant damage." compset="ClSpecial">
<fieldval field="abRange" value="30 feet"/>
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<tag group="abAction" tag="Reaction"/>
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<thing id="cHB5CPWoSC" name="Potent Weapons of the Secret Crusade" description="Starting at 8th level, you may either gain Divine Strike (as the 8th-level Life Domain ability), or you may add the greater of your Wisdom bonus or Charisma bonus to the damage you deal with cleric cantrips." compset="ClSpecial">
<fieldval field="abRange" value="30 feet"/>
<tag group="abDuration" tag="Instant"/>
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<thing id="cHB5CDivIn" name="The Divine Interdiction" description="Starting at 17th level, whenever you force a celestial, elemental, fiend, or fey to make a saving throw and they roll a natural 1, or whenever you deal a critical hit to a creature of those types, it suffers a banishment effect as if cast by you. If you are currently maintaining Concentration on another effect, you can choose to drop the spell you are currently concentrating on in favor of the banishment. If you do not, the banishment lasts until the end of your next turn. For the purpose of this ability, your holy symbol is an item distasteful to that creature. (If casting banishment is what triggered this effect in the first place, you may choose a new target within 30 feet to be affected by banishment.)\n\nFurther, you gain advantage on all saving throws against the charmed or frightened effects, and against any form of possession." compset="ClSpecial">
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<tag group="abDuration" tag="Instant"/>
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<thing id="cHelpAlc" name="Alchemist" description="Whether secreted away in a smoky basement laboratory or gleefully experimenting in a well-respected school of magic, the alchemist is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews. While some creators of alchemical items content themselves with sedentary lives as merchants selling tindertwigs and smokesticks, the true alchemist answers a deeper calling. Rather than cast magic like a spellcaster, the alchemist captures his own magic potential within liquids and extracts he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all manner of self-transformative magic.\n\nSource: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1109" compset="Class" uniqueness="unique">
<comment><![CDATA[Source: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1109]]></comment>
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<fieldval field="cSpecSing" value="Refinement Focus"/>
<fieldval field="cSpecName" value="Refinement Focus"/>
<fieldval field="cSkillMax" value="2"/>
<fieldval field="StartAll" value="Leather armor, longsword, alchemist kit, adventurer’s kit, pistol, formulae book, 30gp "/>
<fieldval field="StartArmor" value="Leather armor"/>
<fieldval field="StartWeap" value="longsword, crossbow (hand)"/>
<fieldval field="StartGear" value="alchemist kit, adventurer’s kit, formulae book, 30gp "/>
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<fieldval field="cSpBkName" value="Formula Book"/>
<fieldval field="cSpellName" value="Formulas"/>
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<tag group="WepProf" tag="wBlowgun"/>
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<thing id="c5CAlcGold" name="Refinement of Gold" description="As a follower of the Refinement of Gold you seek nothing less than perfection. You believe that your goal should always be focused on perfecting your formulae, and mastering the basic skills of a true alchemist. You do not veer from your focus or let petty distractions get in your way. You will be a master alchemist or you will die trying." compset="CustomSpec" uniqueness="unique">
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<thing id="cHB5CSwiAl" name="Swift Alchemy" description="You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items and extracts. So if you use an alchemical kit to create simple alchemy items it only takes 15 minutes. Each extract only takes you 30 seconds to make." compset="ClSpecial"></thing>
<thing id="cHB5CImpBo" name="Improved Bomb" description="Starting at 5th level you learn how to enhance simple destructive alchemical items. This works just like your bomb ability but in addition to adding damage you can also apply one of the following effects: \n\nArea affect – you change the bomb so that instead of targeting a single target it affects an area 10ft wide. Anything caught in the blast must make a check or suffer the normal effects of the bomb. \n\nBlinding – Creatures that are hit by the bomb must make a Constitution save (DC equals 8 + your Intelligence modifier + your proficiency bonus) or be blinded for 1 minute. \n\nDelayed - The bomb can be placed so that it explodes a number of rounds after you cease contact with it. This delay can be any number of rounds as chosen by you, up to a number of rounds equal to your level. If at any point you reclaim possession of the delayed bomb, you can end the timer and prevent the bomb’s detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and half damage to all adjacent creatures (Dex save negates). You cannot have more than one delayed bomb at one time. You create another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 8 + your Intelligence modifier + your proficiency bonus). \n\nStinky – In addition to the normal effects, the bomb also produces a 10 foot radius cloud of noxious gas. The cloud’s area is lightly obscured. Each creature that starts its turn in the cloud must make a Constitution saving throw (DC 8 + your intelligence modifier + proficiency bonus). On a failed save the creature spends its next turn chocking and retching. This cloud lasts for 1 round. \n\nSticky – A bomb you add the sticky affect to becomes slightly adhesive. This either produces an effect identical to a tanglefoot bag when you throw the item at a target (but only affecting the target of the attack) or makes the vial itself stick to a target, granting you advantage on the attack you make with the alchemical item (since it sticks to its target). \n\nStarting at 10thlevel you can add two affects from this list to a single bomb. At 15thlevel you can add up to three effects from this list one bomb." compset="ClSpecial">
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<thing id="cHB5CInfus" name="Infusion" description="Beginning at 12th level, when you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects." compset="ClSpecial">
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<thing id="cHB5CInAlc" name="Instant Alchemy" description="Beginning at 12th level, when you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects." compset="ClSpecial">
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<thing id="cHB5CGrDis" name="Grand Discovery" description="At 20th level, you make a grand discovery. This discovery is chosen from the list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work. \n\nPotion of Perfected Form – You brew a single one time use potion that either increases a single mental ability score (either Intelligence, Wisdom or Charisma) by 2 points up to a maximum of 22, or permanently grants you advantage on all checks made with a single mental ability score (your choice). In addition this potion stops your aging process giving you eternal youth. Grand Elixir of Regeneration – You create a onetime use elixir that grants you (only you) permanent regeneration. After imbibing the potion you regenerate 10 hit points at the start of each of your turns. \n\nPhilosopher’s Stone – You’ve learned how to create a philosopher's stone, and can do so once per month at no cost. Creating a philosopher's stone takes 1 day of work. A Philosopher’s Stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open a cavity is revealed at the stone's heart. This cavity is lined with a magical type of quicksilver that enables you to transmute base metals (iron and lead) into silver and gold. A single philosopher's stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp) before being consumed. However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period. The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon. \n\nPotion of True Invisibility - You can create a potion of true invisibility and may do so once a week with no cost. A potion of true invisibility can only be used by you but once used it renders you invisible for 1 hour no matter if you attack or not. In addition while under the effects of a potion of true invisibility you are impossible to scry and it’s impossible to gain any information on you using any divination spell that is not divine in origin." compset="ClSpecial">
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<arrayval field="usrArray" index="1" value="Grand Elixir of Regeneration"/>
<arrayval field="usrArray" index="2" value="Philosopher’s Stone"/>
<arrayval field="usrArray" index="3" value="Potion of True Invisibility"/>
<tag group="abAction" tag="None"/>
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<thing id="sp5CAbsInh" name="Absorbing Inhalation" description="You quaff a potion that grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. If the targeted cloud is a magical effect, you must succeed at a check (Intelligence + Proficiency Bonus vs. DC of the spell) to inhale it. Inhaling the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures. It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in resp onse. \n\nWhile inhaled, the cloud does not harm you. You may keep the cloud harmlessly contained within you for concentration plus up to 1 round per level, but you must hold your breath to do so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that duration. As an action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the cloud's original area, if smaller than a 60-foot cone). Any creature in the breath's area is subject to its normal effects, making saving throws and spell resistance checks as appropriate against the cloud's original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not exhale the cloud before this spell's duration expires, you suffer the cloud's effects and automatically fail any saving throw to resist it." compset="Spell">
<fieldval field="sRange" value="60ft cone"/>
<fieldval field="sDuration" value="Instantaneous, concentration, see text "/>
<fieldval field="sArea" value="Cone"/>
<fieldval field="sTarget" value="Self, cone, see text "/>
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<tag group="sCastTime" tag="Action1"/>
<tag group="sClass" tag="cHelpAlc"/>
<tag group="sLevel" tag="4"/>
<tag group="sRange" tag="Touch"/>
<tag group="sSchool" tag="Sch5CExtra"/>
<tag group="sDuration" tag="Concent"/>
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<thing id="sp5CAncMem" name="Ancestral Memory" description="When you consume this extract, you open your mind to the vast experiences of your ancestors in the hope of learning something pertinent about your current situation. The chance of successfully finding an ancestral memory that is pertinent is equal to 70% + your alchemist level. Failure indicates you merely gain advantage on all Intelligence-based skill checks for the duration of the spell. Success indicates that you not only gain advantage on all Intelligence-based skill checks, but that one of your ancestors came across a situation or problem similar to one you are currently facing. In this case, the GM provides you with some specific information to assist you in overcoming your problem. For example, you might encounter a clay golem deep underground, and finds that you magic weapon seems to be useless against the creature. You mix and drink an ancestral memory extract, and “remember” the proper type of weapons and spells that work against such creatures." compset="Spell">
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<fieldval field="sTarget" value="Self"/>
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<tag group="sDuration" tag="Minute"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra"/>
<tag group="sClass" tag="cHelpAlc"/>
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<thing id="sp5CAntHau" name="Ant Haul" description="You consume an extract that triples your carrying capacity. This does not affect your actual Strength in any way, merely the amount of material you can carry while benefiting from this extract. It also has no effect on encumbrance due to armor. If you wear armor you still take the normal penalties for doing so regardless of how much weight the spell allows you to carry. Before the effect expires you can transfer it to another willing living creature by touching them. After which the effect stops working on you and your carrying capacity returns to normal, while the creature’s carrying capacity increases as per the effect. This does not increase the duration of the effect, so if you keep it for 10 minutes before passing it off to another they have the effect for 50 minutes." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self, Touch, see text"/>
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<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sSchool" tag="Sch5CExtra"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="cHB5CForBo" name="Formula Book" description="You have a formula book that contains the knowledge of all the extracts you know how to make. It starts with 2 1stlevel formulae of your choice. This works in all ways as a mage’s spellbook. Each time you gain an alchemist level you can add a new formula to your book from a formula chosen from the alchemist formula list. This formula must be for an extract of a level you can make as noted on the Alchemist table. On your adventures you might find other extract formulas that you can add to your formula book." compset="ClSpecial"></thing>
<thing id="c5CExtPeDa" name="Extracts Per Day" description="Extracts behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects that a potion normally could not. When you mix an extract you infuse the chemicals and reagents in the extract with magic siphoned from your own magical aura. Because of this you can create only a certain number of extracts of each level per day as noted in the Alchemist table. An extract immediately becomes inert if it leaves your possession, reactivating as soon as it returns to your keeping, and thus you cannot normally pass out your extracts for allies to use. An extract, once created, remains potent until your next long rest at which point it becomes inert, so you must re-prepare your extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but you can keep some (or even all) of your daily extract slots open so that you can prepare extracts in the field as needed. \n\nLvl 1 | 2 | 3 | 4 | 5 | 6\n---------------------------\n01: 1 | x | x | x | x | x\n02: 2 | x | x | x | x | x\n03: 3 | x | x | x | x | x\n04: 4 | 1 | x | x | x | x\n05: 4 | 2 | x | x | x | x\n06: 4 | 2 | x | x | x | x\n07: 4 | 3 | 1 | x | x | x\n08: 4 | 3 | 2 | x | x | x\n09: 4 | 3 | 2 | x | x | x\n10: 4 | 3 | 2 | x | x | x\n11: 4 | 3 | 3 | x | x | x\n12: 4 | 3 | 3 | 1 | x | x\n13: 4 | 3 | 3 | 2 | x | x\n14: 4 | 3 | 3 | 2 | 1 | x\n15: 4 | 3 | 3 | 2 | 1 | x\n16: 4 | 3 | 3 | 2 | 1 | x\n17: 4 | 3 | 3 | 3 | 1 | 1\n18: 4 | 3 | 3 | 3 | 1 | 1\n19: 4 | 3 | 3 | 3 | 2 | 1\n20: 4 | 3 | 3 | 3 | 2 | 1" compset="ClSpecial"></thing>
<thing id="c5CUsingEx" name="Using Extracts" description="To create an extract you must have the formula written in your formula book and it must be of a level that you can create extracts for. In some cases you may use up a higher level slot to build a stronger lower level extract but you cannot do that in reverse. An extract is “cast” either by drinking it, as if imbibing a potion, or by throwing the extract at a target. The effects of an extract are given in the description for that extract. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. Some extracts require more costly components but those will be noted in the description of the extract. The DC to resist one of your extracts equals 8 + your Intelligence modifier + your proficiency bonus." compset="ClSpecial"></thing>
<thing id="cHB5CBomb" name="Bomb" description="In addition to magical extracts you are adept at swiftly mixing various volatile chemicals and combining them with simple alchemical formula to create powerful bombs you can hurl at your enemies. Whenever you use a simple alchemy item (non-extract) that attacks targets (such as a vial of Alchemist Fire) you can add a small vial of chemicals to the item as part of the attack. These chemicals add +1d6 damage to the initial damage the item does. This damage increases as you gain levels as shown on the alchemist’s table. You can add this damage to any simple alchemy item you use (no matter if the base item does damage or not) provided you are the one using it. This is true rather you created the item or not. You are also considered proficient in any alchemical item you add your bomb mixture to and may add your proficiency bonus to attacks with that item. The bomb chemicals cannot be handed to someone else. They go inert very quickly once mixed and if not used immediately they will render the entire alch emi cal it em useless.\n\nLvl Bomb Dmg\n---------------------------\n01: 1d6\n02: 1d6\n03: 2d6\n04: 2d6\n05: 3d6\n06: 3d6\n07: 4d6\n08: 4d6\n09: 5d6\n10: 5d6\n11: 6d6\n12: 6d6\n13: 7d6\n14: 7d6\n15: 8d6\n16: 8d6\n17: 9d6\n18: 9d6\n19: 10d6\n20: 10d6" compset="ClSpecial">
<tag group="Helper" tag="ClExLose"/>
</thing>
<thing id="c5CAlcLead" name="Refinement of Lead" description="As a follower of the Refinement of Lead you are focused on the transformative power of alchemy. You use alchemy to change your own body, turning yourself into an instrument of battle and discovery. Some might scoff at the notion of ingesting powerful chemicals in order to enhance your abilities but you know that the price of knowledge is high and it’s a price you are more than willing to pay." compset="CustomSpec" uniqueness="unique">
<tag group="Helper" tag="Primary"/>
<tag group="abCategory" tag="SAC5CAlcRF" name="Alchemist Refinement Focus" abbrev="Alchemist Refinement Focus"/>
<tag group="Helper" tag="SpecUp"/>
<tag group="SpecSource" tag="cHelpAlc"/>
<bootstrap thing="cHB5CEleRe">
<autotag group="ClSpecWhen" tag="2"/>
</bootstrap>
<bootstrap thing="cHB5CMutag">
<autotag group="ClSpecWhen" tag="5"/>
</bootstrap>
<bootstrap thing="cHB5CFerMu">
<autotag group="ClSpecWhen" tag="12"/>
</bootstrap>
<bootstrap thing="cHB5CPoisI">
<autotag group="ClSpecWhen" tag="16"/>
</bootstrap>
<bootstrap thing="cHB5CGraM1">
<autotag group="ClSpecWhen" tag="20"/>
</bootstrap>
<bootstrap thing="c5CGraM2">
<autotag group="ClSpecWhen" tag="20"/>
</bootstrap>
</thing>
<thing id="cHB5CEleRe" name="Elemental Resistance" description="When you choose this path at 2ndlevel you choose an energy type (fire, acid, poison, lightning, thunder or cold). From that point on you have resistance to damage from that energy type and you gain advantage on all saves against damage from that energy type" compset="ClSpecial">
<tag group="abAction" tag="None"/>
<tag group="fShowWhat" tag="Energy"/>
<tag group="Helper" tag="ActivMenu"/>
</thing>
<thing id="cHB5CMutag" name="Mutagen" description="As a 5th level follower of the Principle of Lead you have discovered how to create a mutagen that you can imbibe in order to heighten your physical prowess. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time. If you brew a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in your possession becomes inert until you pick it up again. \n\nWhen you brew a mutagen select one physical ability score; either Strength, Dexterity, or Constitution. It takes an action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +1 bonus to AC and grants advantage to all attacks, checks and saves you make with your chosen ability. This effect lasts for 1 hour per alchemist level. A non-alchemist who drinks a mutagen must make a Constitution save (DC 8 + your Intelligence modifier) or become nauseated (retching and unable to take actions) for 1 hour. \n\nA non-alchemist can never gain the benefit of a mutagen, but as an alchemist you can gain the effects of another alchemist's mutagen if you drink it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end." compset="ClSpecial">
<fieldval field="usrLabelAr" value="Pick One"/>
<arrayval field="usrArray" index="0" value="Strength"/>
<arrayval field="usrArray" index="1" value="Dexterity"/>
<arrayval field="usrArray" index="2" value="Constitution"/>
<tag group="abAction" tag="None"/>
</thing>
<thing id="cHB5CFerMu" name="Feral Mutagen" description="Starting at 12th level whenever you imbibe your mutagen you gain massive claws and fangs. These grant you the ability to make either two claw attacks with a single action or a bite attack. The claw attacks deal 2d6 (plus Str modifier) slashing damage and the bite attack deals 4d8 (plus Strength modifier) in piercing damage and you are considered proficient with these attacks. While the mutagen is in effect you have advantage on all Intimidation skill checks." compset="ClSpecial">
<tag group="abAction" tag="None"/>
</thing>
<thing id="cHB5CPoisI" name="Poison Immunity" description="At 16th level you become completely immune to poisons. Poison damage does not affect you and you don’t suffer any ill effects from any poison. You also become immune to the intoxication condition." compset="ClSpecial">
<tag group="abAction" tag="None"/>
<tag group="CondImm" tag="pcnPoison"/>
</thing>
<thing id="cHB5CGraM1" name="Grand Mutagen (+4 points)" description="Starting at 20th level in addition to its normal effects your mutagen increases one ability score (Strength, Dexterity or Constitution) by +4 points (up to a maximum of 24). After drinking the grand mutagen once you no longer need to imbibe your mutagen to gain these effects and can turn them on and off with a bonus action. They last until your next long rest or until you are knocked unconscious or killed." compset="ClSpecial">
<fieldval field="usrLabelAr" value="Pick One"/>
<arrayval field="usrArray" index="0" value="Strength"/>
<arrayval field="usrArray" index="1" value="Dexterity"/>
<arrayval field="usrArray" index="2" value="Constitution"/>
<tag group="abAction" tag="None"/>
</thing>
<thing id="c5CGraM2" name="Grand Mutagen (Advantage)" description="Starting at 20th level you can also choose a second ability score (Str, Dex or Con) and gain advantage to all attacks, checks and saves you make with that ability. After drinking the grand mutagen once you no longer need to imbibe your mutagen to gain these effects and can turn them on and off with a bonus action. They last until your next long rest or until you are knocked unconscious or killed." compset="ClSpecial">
<fieldval field="usrLabelAr" value="Pick One"/>
<arrayval field="usrArray" index="0" value="Strength"/>
<arrayval field="usrArray" index="1" value="Dexterity"/>
<arrayval field="usrArray" index="2" value="Constitution"/>
<tag group="abAction" tag="None"/>
</thing>
<thing id="sp5CBatTra" name="Battle Trance" description="You are transformed into a single-minded force of destruction. You gain a number of temporary hit points equal to 1d6 + your alchemist level (maximum +10), and advantage on saving throws against mind-affecting effects. While this extract lasts if you are knocked to 0 hit points and not killed outright you do not become unconscious and can continue fighting. You cannot use the withdraw action or willingly move away from a creature that has attacked you. You also have disadvantage on all Intelligence or Wisdom based checks (but not saves) and all checks to maintain concentration." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sSchool" tag="Sch5CExtra"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBeaSha" name="Beast Shape" description="This extract allows you to transform part of your body into that of a beast gaining a portion of their abilities (chosen at time you quaff the extract). Choose one of the following transformation effects and gain the listed benefit: \n\n* Hound’s Nose – You transform your nose into the snout of a wolf or dog. You can track by scent and have advantage on all perception checks to notice invisible creatures. \n* Spider’s Eyes – Your eyes transform into the multifaceted eyes of a spider. You gain 360 vision and advantage on all perception checks. \n* Cat’s Eyes – Your eyes change into the slited pupils of a cat. You gain low-light vision. \n* Fish’s Fins – Your hands change halfway between fins and your normal hands. You gain advantage on all swim checks and gain a swim speed equal to your normal speed but you can still operate weapons and items normally.\n* Frog’s Legs – You gain advantage on all Strength checks to jump and can add 10 feet to the distance you can leap." compset="Spell">
<fieldval field="sDuration" value="1 minute per level"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBlend" name="Blend" description="Once consumed this extract causes your body to emit a small puff of chemicals which change your coloration and the coloration of your equipment to match that of your surroundings. This grants you advantage on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this extract until the start of your next turn. If you make an attack, this spell ends (as invisibility)." compset="Spell">
<fieldval field="sDuration" value="10 minutes"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBlink" name="Blink" description="This extract has the same effect as the spell of the same name. \n\nRoll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.\n\nWhile on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane.\n\nCreatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sTarget" value="Self, only if you are not on the Ethereal plane"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBraEli" name="Brain Elixir" description="Your Intelligence increases by +2 for the duration and you gain advantage on all Intelligence checks to recall lore and all Intelligence and Wisdom saves." compset="Spell">
<fieldval field="sDuration" value="4 hours"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBreLif" name="Breathe of Life" description="At any time during the next hour after consuming this extract you can breathe out a cloud of life giving gas as a swift action. When exhaled the cloud fills a 50 foot area. You can choose up to six creatures within that cloud (including yourself). Each target regains 1d8+2 hit points. The spell has no effect on undead or constructs. Alternatively you can throw the extract like a bomb into an area (as an action). This has the same effect as if you exhaled it but affects a sphere up to 50 feet away. \n\nAt higher levels: You can create this extract using a slot of 4thlevel or higher. If you do so the healing increases by 1d8 for each level above 3rd." compset="Spell">
<fieldval field="sDuration" value="1 hour or until used, see text"/>
<fieldval field="sTarget" value="Self, 50 feet"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CBurrow" name="Burrow" description="You can burrow at a speed of 15 feet (or 10 feet if you’re medium or heavy armor, or if you carry a medium or heavy load) through sand, loose soil, or gravel, or at a speed of 5 feet through stone. You cannot charge or run while burrowing. Loose material collapses behind you 1 round after you leave the area. This spell does not give you the ability to breathe underground, so when passing through loose material, you must hold your breath and take only short trips, or else you may suffocate." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 10 minutes"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CChaCha" name="Charmer's Charisma" description="After drinking this potion you feel more charming and more relaxed. For the duration you have advantage on all Charisma checks." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CCliEss" name="Clinging Essence" description="When you create this extract you choose acid, cold, fire, lightning or poison. You apply the essence to a non-magical weapon or up to 20 pieces of ammunition. Until the extract ends the weapon or ammunition does 1d6 extra damage of the appropriate type. \n\nAt higher levels: If you create this extract using a slot of 4thlevel or higher the bonus increases to 2d6. If you use a 6thlevel slot the bonus increases to 3d6." compset="Spell">
<fieldval field="sDuration" value="2 hours"/>
<fieldval field="sTarget" value="One Weapon"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CColMem" name="Collective Memory" description="This extract allows you to tap into the collective memory of other mortal minds. Pick a single Intelligence skill or tool and tool and for the duration of the extract you can add your proficiency bonus to uses of that tool or skill." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CAlcDV" name="Darkvision" description="You gain darkvision with a range of 120 feet." compset="Spell">
<fieldval field="sDuration" value="8 hours"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CDefSho" name="Defensive Shock" description="As you quaff this extract your skin sparks with electricity (at no harm to you). You gain resistance to lightning damage. In addition, any creature that touches you, grabs you, or makes a melee attack against you must make a Constitution save or suffer 1d6 + your Intelligence modifier lightning damage or half on a successful save." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CDisLie" name="Discern Lies" description="Each round, you concentrate on one target, who must be within range. You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The extract does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CDraBre" name="Dragon's Breath" description="After ingesting this extract you gain the ability to breathe out a blast of energy. You can hold it in for up to 1 minute and can exhale it at any time as an swift action. Creatures in the affected area take 1d6 points of energy damage per alchemist level (maximum of 12d6). A successful Dex save results in half damage. The spell's effect and energy type depend on the type of dragon scale used: \n\n* Black dragon: 60-foot line of acid. \n* Blue or bronze dragon: 60-foot line of electricity. \n* Green dragon: 30-foot cone of acid. \n* Gold or red dragon: 30-foot cone of fire. \n* Silver or white dragon: 30-foot cone of cold. \n* Brass dragon: 60-foot line of fire. \n* Copper dragon: 60-foot line of acid." compset="Spell">
<fieldval field="sDuration" value="Concentration, Up to 1 minute, Instantaneous "/>
<fieldval field="sTarget" value="Self, varies, see text "/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CDyeBom" name="Dye Bomb" description="You throw this extract at any spot within the listed range. Upon striking that spot the extract bursts open showering the area in a luminescent dye that (your choice of color) that emits dim light in the radius for the duration. Any creature in the area must make a Dex saving throw. On a failed save they get hit with the dye and are outlined in light. Any attack roll against an affected creature or object has advantage if the creature can see it, and the creature or object cannot benefit from turning invisible." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sTarget" value="50 feet"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CEleSto" name="Electrical Storm" description="As you drink the extract your eyes glow with electrical current. As a swift action you can fire off lightning to attack a target (object or creature) up to 50 feet away. You can three such bolts before the extract expires. With each bolt the target must make a Dex saving throw or take 10d6 damage or half as much on a fail ed save." compset="Spell">
<fieldval field="sDuration" value="Concentration, Up to 1 minute, Instantaneous, see text "/>
<fieldval field="sTarget" value="Self, varies, see text "/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CEleBod" name="Elemental Body" description="When use this extract, you transform into an elemental being, air, earth, fire or water. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect. \n\n* Air elemental: You gain a +2 bonus to your Dexterity. You also gain fly 60 feet (perfect), darkvision 60 feet, and the whirlwind attack ability. \no Whirlwind Attack: (reach 5ft, 1 creature). Dex + Proficiency bonus vs. AC. Hit: The target takes 2d6 + Dex Modifier in bludgeoning damage and must make a Con save (if it is your size or smaller). On a failed save the target is pulled into your space and engulfed. While engulfed its pulled into your space and takes 2d6 damage at the start of each of its turns until it escapes. The target can escape by making a DC 11 Strength check. In all other ways this works like the air elemental ability of the same name. \n\n* Earth elemental: If the form you take is that of an elemental, you gain a +2 bonus to your Strength and a +2 AC. You also gain darkvision 60 feet and the earth glide ability. \no Earth Glide: You can move through stone, dirt or rock (except metal) as if that element weren’ t ther e lea ving no si gn of your pass age. \n\n* Fire elemental: If the form you take is that of a fire elemental, you gain a +2 size bonus to your Dexterity. You gain darkvision 60 feet, immunity to fire, vulnerability to cold, and the burn attack ability.\no Burn Attack: (reach 5ft, 1 creature). Dex + Proficiency bonus vs. AC. Hit: The target takes 3d6 fire damage and must make a Dex save. On a failed save the target takes 1d6 fire damage at the start of each of its turns until it takes an action to put out the fire. \n\n* Water elemental: If the form you take is that of a water elemental, you gain a +2 size bonus to your Constitution. You also gain swim 60 feet, darkvision 60 feet, the ability to breathe water and the vortex attack special ability. \no Vortex Attack: (reach 5ft, 1 creature). Con + Proficiency bonus vs. AC. Hit: The target takes 2d6 + Dex Modifier in bludgeoning damage and must make a Con save (if it is your size or smaller). On a failed save the target is pulled into your space and engulfed. While engulfed its pulled into your space and takes 2d6 damage at the start of each of its turns until it escapes. The target can escape by making a DC 11 Strength check. In all other ways this works like the engulf water elemental ability." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute per level "/>
<fieldval field="sTarget" value="Self, varies, see text "/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CElxLif" name="Elixir of Life" description="Upon drinking this elixir you are filled with a supernatural lifeforce. At any point within the next 24 hours you can touch a single creature that has died in the last 10 days and bring them back to life as per the raise dead spell (this works in all ways as raise dead). If instead you are killed while this elixir is in effect the elixir works on you, automatically raising you from the dead, as per the spell. \n\nRaise The Dead Spell\nYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.\n\nThis spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.\n\nThis spell closes all mortal wounds, 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 automatically fails.\n\nComing back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears." compset="Spell">
<fieldval field="sDuration" value="24 hours"/>
<fieldval field="sTarget" value="Self, varies, see text "/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5cEnlRed" name="Enlarge/Reduce" description="This extract causes you to immediately grow larger or smaller for the duration. Everything you are wearing and carrying changes size with you. Any item you drop returns to normal size at once. \n\nEnlarge: Your size doubles in all dimensions and your weight is multiplied by eight. Your size category increases by one category – from small to medium or from medium to large. If there isn’t enough room for you to double your size you attain the maximum possible size in the space available. Until the effect ends you have advantage on Strength checks and Strength saving throws. Your weapon’s also grow to match your new size. While these weapons are enlarged your attacks with them deal 1d4 extra damage. \n\nReduce: Your size is halved in all dimensions and your weight is reduced to one eighth of normal. This reduction decreases your size by one category. Until the effect ends you have disadvantage on Strength checks and Strength saving throws. Your weapons shrink to match your new size. While these weapons are reduced your attacks with them deal 1d4 less damage (this can’t reduce the damage below 1)." compset="Spell">
<fieldval field="sDuration" value="1 minute per level"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CEruPus" name="Erupting Pustules" description="You gain the ability to cause horrible, rash-like pustules to erupt from a target creature’s body. After you drink this elixir the next creature you touch (as a swift action) in the next 10 minutes must make a Con save or have pustules erupt from their skin. The creature takes 3d8 damage and it becomes overwhelmed trying to itch its skin. It has disadvantage on all attacks and ability checks until the start of your next turn. On a successful save it takes no damage. Your touch does not affect undead, constructs or elementals." compset="Spell">
<fieldval field="sDuration" value="10 minutes, 1 round, see text "/>
<fieldval field="sTarget" value="Self, 1 creature, see text "/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CEruQui" name="Erupting Quills" description="You quaff the extract and quills burst from your skin. These spikes do not damage your clothes or armor. Until the effects of the extract wear off anyone who grabs you takes 3d8 damage and must make a Con check or immediately let go. Until the effect ends as an action you can launch a single quill at a target up to 25 feet away with a ranged attack that you are proficient in. On a hit the target takes 1d8 + Dex damage. Quills lost in this way automatically grow back unless the effect has expired." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CExhSli" name="Exhalation of Slime" description="Upon drinking this extract your body immediately starts producing an oily sweaty excretion that completely covers you. For the duration (or until you use the exhalation of slime attack) you cannot be restrained and you can spend 5 feet of movement to automatically escape from any grapple or non-magical restraints. Until the duration ends you can make an exhalation of slime attack. \n\nExhalation of Slime: Choose a target point up to 15 feet away. You spit out a stream of slime that covers a 10 foot square centered on that point. That area becomes difficult terrain as per an oil of slipperiness. Once you make an exhalation of slime attack the other effects of this elixir end." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CFirBre" name="Fire Breath" description="You breathe out a 15 foot cone of fire. Each creature in the cone must make a Dex saving throw. A creature takes 3d6 damage on a failed save and half as much on a successful one. The fire ignites flammable objects in the area that are being worn or carried. \n\nAt Higher Levels: If you create this extract using a higher level slot the damage increases by 1d6 for each level above 1st." compset="Spell">
<fieldval field="sDuration" value="Instantaneous "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Instant"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CFlight" name="Flight" description="You gain the ability to fly as per the spell, fly. \n\nSpell: Fly\nYou touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 hour "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CFoaPla" name="Foaming Plaster" description="You toss the extract on the ground, which expands into a blast of foaming plaster, filling an area 10 foot radius centered on the point you threw the extract. The area becomes difficult terrain. Each creature in that radius must make a Dex saving throw or be restrained until it breaks free. A creature restrained by the plaster can make a Strength check (vs. the original saving throw DC) to break free. Creatures who enter the area (but were not in it when the effect started) are not restrained." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="25 feet"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CGasFor" name="Gaseous Form" description="You and all of your gear become insubstantial, misty, and translucent. While effected by this, you cannot take actions, and cannot be damaged. You gain a fly speed of 20ft and can squeeze through cracks or openings." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 2 minutes "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
</thing>
<thing id="sp5CGooTin" name="Goodnight Tincture" description="You apply the extract to an item of food or drink that you are either holding or adjacent to. The next creature that consumes the food or drink must make a Con save. On a failed save it falls unconscious for 1 hour or until its subject to an attack or violent motion." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="See text"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CHeaWar" name="Healing Warmth" description="Upon drinking this you gain the ability to heal damage others have suffered. You can heal a total of 12 hit points of damage. You can either use that all up on a single target or spread it out among several, as long as the total damage healed does not exceed 12 damage. You can use this ability on yourself or any target you can touch. Touching a target in this way is a swift action. This spell has no effect on undead or constructs. \n\nAt higher levels: When you create this extract using a higher level slot it heals 8 additional hit points for every level above 1st." compset="Spell">
<fieldval field="sDuration" value="1 hour or until used, see text"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CAlcInv" name="Invisibility" description="This extract works like the spell of the same name. \n\nSpell: Invisibility\nA creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CJump" name="Jump" description="You gain advantage on all Strength checks to jump and can add 10 feet to the distance you can leap." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 minute per level "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CKeeSen" name="Keen Senses" description="You gain advantage on all perception checks." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 round per level "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CKinRev" name="Kinetic Reverberation" description="This extract converts the momentum and force from melee attacks made against you, reflecting them back upon the attacker’s weapon. After making a successful melee attack against you, an attacker must make a Constitution saving throw. If the attacker fails the save, it takes damage equal to the damage rolled against you." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 1 round per level "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CLiLaAd" name="Lightning Lash Admixture" description="Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of simple alchemical items you create and throw during this extract’s duration. When you throw a simple alchemical item that hits a single target, lashes of electrical energy are released from the item, coalescing on the target and up to three creatures within 10 feet of the target. Those affected by the electricity must succeed at a Dexterity saving throw or take 1d6 points of lightning damage each time they move more than 5 feet for the duration of the effect." compset="Spell">
<fieldval field="sDuration" value="1 round per level "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CNauFle" name="Nauseating Flesh" description="For the duration of this extract your skin does poison damage. Any creature who grapples or touches you must make a Constitution save or take 2d6 poison damage (half on a successful save). You can touch one creature a round as a swift action, at which time they are subjected to the effects of your nauseating touch." compset="Spell">
<fieldval field="sDuration" value="1 round per level "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Round"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CNecTou" name="Necromancer’s Touch" description="After imbibing this potion you gain the ability to animate a single corpse or pile of bones as per the spell Animate Dead. You must touch the corpse or bones in order to use this effect. This ability can only be used to raise a single corpse and works in all ways like Animate Dead. \n\nAt Higher Levels: When you create this extract using a higher level slot. For each spell slot above 4thyou can animate one additional corpse." compset="Spell">
<fieldval field="sDuration" value="1 minute or until used, see text "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="3"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="UntilTrig"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CNegAro" name="Negate Aroma" description="When you drink this you lose all natural and unnatural odors, including odors emitted by items you are wearing or carrying. While under the effect of negate aroma you cannot be tracked, located, or pinpointed by the scent special quality. In addition, this extract prevents you from using the stench special ability and similar odor-based abilities (such as those possessed by troglodytes). Negate aroma does not prevent you from acquiring outside smells or odors. If someone dowses you with a pungent substance that would effectively negate the benefits of the spell until the substance is neutralized or washed a way." compset="Spell">
<fieldval field="sDuration" value="1 h our per l evel"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CNigVis" name="Nightmare Vision" description="Unlike other extracts this one is burned and then inhaled as smoke instead of ingested. When you inhale the smoke of this extract you gain the ability to send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The creature rolls a Wisdom save. On a failed save the nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare also leaves the subject fatigued and unable to regain spells or benefit from a long rest for the next 24 hours. On a successful save the subject is not affected by this ability. You can’t use this ability on a subject you’ve never met. If you’ve only met them a few times the subject has advantage on the save. If you know them well the subject has disadvantage." compset="Spell">
<fieldval field="sDuration" value="Concentration, up to 10 minutes "/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sDuration" tag="Concent"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5COilEth" name="Oil of Etherealness" description="You rub this extract on your skin and you become insubstantial and invisible as per the spell of etherealness.\n\nSpell: Etherealness\nYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.\n\nYou ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.\n\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.\n\nThis spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="6"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5COilSli" name="Oil of Slipperiness" description="Spread this oil on the ground. It functions exactly as the Grease spell.\n\nSpell: Grease\nSlick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.\n\nWhen the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone." compset="Spell">
<fieldval field="sDuration" value="1 minute"/>
<fieldval field="sTarget" value="See Text"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="1"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5COssWax" name="Ossip Wax" description="You smear the wax on one adjacent object of large or smaller size. The object’s weight is reduced by 500 lbs. If this reduction causes the object to become weightless it floats 5 feet above the ground." compset="Spell">
<fieldval field="sDuration" value="5 minutes"/>
<fieldval field="sTarget" value="1 object"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Minute"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CPoiTou" name="Poison Touch" description="After drinking this extract you gain a poisonous touch. The next creature you touch must succeed on a Constitution save or fall unconscious for the remaining duration of the extract (so if you use the extract and wait 30 minutes before touching a creature, that creature falls asleep for 30 minutes on a failed save). If the creature succeeds at the save it is immune to your poison touch for 24 hours but you may use the touch on a different creature. \n\nAt Higher Levels: You can create this extract using a higher level slot. For every slot above 3rdlevel or higher adds 1 additional hour to the duration of the effect." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="2"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>
<tag group="sClass" tag="cHelpAlc"/>
<bootstrap thing="xFly"></bootstrap>
</thing>
<thing id="sp5CPolJui" name="Polyjuice" description="This extract lets you perfectly imitate a humanoid creature. In order to create this extract you need to have a snippet of hair or skin from the subject. You mix that into the extract and upon drinking the extract you transform into an exact copy of the subject including physical characteristics (as per the polymorth spell). You gain a +10 on any Charisma checks to pass yourself off as the subject." compset="Spell">
<fieldval field="sDuration" value="1 hour"/>
<fieldval field="sTarget" value="Self"/>
<usesource source="5eHBAlcCP"/>
<tag group="sLevel" tag="4"/>
<tag group="sCastTime" tag="Action1"/>
<tag group="sSchool" tag="Sch5CExtra" name="Extract" abbrev="Extract"/>
<tag group="sDuration" tag="Hour"/>