From 7c4200b4318e621a76467a525ae65697094765c8 Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:13:24 +0100
Subject: [PATCH 001/159] [Fix] Countdown UI Initial Position (#1267)
* .
* Fixed so countdown ui respects foundry UiScale
* Raised system version
---
module/applications/ui/countdowns.mjs | 16 ++++++++++++++--
styles/less/ui/countdown/countdown.less | 4 ++--
system.json | 2 +-
3 files changed, 17 insertions(+), 5 deletions(-)
diff --git a/module/applications/ui/countdowns.mjs b/module/applications/ui/countdowns.mjs
index 3d0b32ae..b7d19ede 100644
--- a/module/applications/ui/countdowns.mjs
+++ b/module/applications/ui/countdowns.mjs
@@ -81,6 +81,13 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
return frame;
}
+ /**@inheritdoc */
+ async _onFirstRender(context, options) {
+ await super._onFirstRender(context, options);
+
+ this.toggleCollapsedPosition(undefined, !ui.sidebar.expanded);
+ }
+
/** @override */
async _prepareContext(options) {
const context = await super._prepareContext(options);
@@ -124,6 +131,8 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
}
toggleCollapsedPosition = async (_, collapsed) => {
+ if (!this.element) return;
+
this.sidebarCollapsed = collapsed;
if (!collapsed) this.element.classList.add('expanded');
else this.element.classList.remove('expanded');
@@ -188,10 +197,13 @@ export default class DhCountdowns extends HandlebarsApplicationMixin(Application
Hooks.on(socketEvent.Refresh, this.cooldownRefresh.bind());
}
- close(options) {
+ async close(options) {
+ /* Opt out of Foundry's standard behavior of closing all application windows marked as UI when Escape is pressed */
+ if (options.closeKey) return;
+
Hooks.off('collapseSidebar', this.toggleCollapsedPosition);
Hooks.off(socketEvent.Refresh, this.cooldownRefresh);
- super.close(options);
+ return super.close(options);
}
static async updateCountdowns(progressType) {
diff --git a/styles/less/ui/countdown/countdown.less b/styles/less/ui/countdown/countdown.less
index 9fa42ec7..0f91bad4 100644
--- a/styles/less/ui/countdown/countdown.less
+++ b/styles/less/ui/countdown/countdown.less
@@ -18,7 +18,7 @@
box-shadow: none;
width: 300px;
top: 16px;
- right: 64px;
+ right: calc(64px * var(--ui-scale));
transition:
right ease 250ms,
opacity var(--ui-fade-duration) ease,
@@ -29,7 +29,7 @@
}
&.expanded {
- right: 364px;
+ right: calc(364px * var(--ui-scale));
}
&.icon-only {
diff --git a/system.json b/system.json
index a16b3562..a7c79226 100644
--- a/system.json
+++ b/system.json
@@ -2,7 +2,7 @@
"id": "daggerheart",
"title": "Daggerheart",
"description": "An unofficial implementation of the Daggerheart system",
- "version": "1.2.0",
+ "version": "1.2.1",
"compatibility": {
"minimum": "13",
"verified": "13.350",
From 64085283193ffd6185a4bee78dc90158b3ac0ba0 Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:13:37 +0100
Subject: [PATCH 002/159] The delete button wasn't working for them with broken
links (#1266)
---
module/applications/sheets/items/class.mjs | 4 ++--
templates/sheets/items/class/features.hbs | 2 +-
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/module/applications/sheets/items/class.mjs b/module/applications/sheets/items/class.mjs
index b88e6ca3..e7e00c42 100644
--- a/module/applications/sheets/items/class.mjs
+++ b/module/applications/sheets/items/class.mjs
@@ -203,10 +203,10 @@ export default class ClassSheet extends DHBaseItemSheet {
if (target === 'subclasses') {
const subclass = await foundry.utils.fromUuid(uuid);
- await subclass.update({ 'system.linkedClass': null });
+ await subclass?.update({ 'system.linkedClass': null });
}
- await this.document.update({ [`system.${target}`]: prop.filter(i => i.uuid !== uuid).map(x => x.uuid) });
+ await this.document.update({ [`system.${target}`]: prop.filter(i => i && i.uuid !== uuid).map(x => x.uuid) });
}
/**
diff --git a/templates/sheets/items/class/features.hbs b/templates/sheets/items/class/features.hbs
index 6ed449dc..ef940730 100644
--- a/templates/sheets/items/class/features.hbs
+++ b/templates/sheets/items/class/features.hbs
@@ -50,7 +50,7 @@
class='effect-control'
data-action='removeItemFromCollection'
data-target="subclasses"
- data-uuid={{subclass.uuid}}
+ data-uuid="{{subclass.uuid}}"
data-tooltip='{{localize "CONTROLS.CommonDelete"}}'
>
From c4b227de41e3a2f5e86823119fab619fb39a6745 Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:13:53 +0100
Subject: [PATCH 003/159] Added a system setting (appearance) to remove the
Countdown UI (#1265)
---
daggerheart.mjs | 10 ++++++----
lang/en.json | 3 +++
module/data/settings/Appearance.mjs | 1 +
templates/settings/appearance-settings/main.hbs | 4 ++++
4 files changed, 14 insertions(+), 4 deletions(-)
diff --git a/daggerheart.mjs b/daggerheart.mjs
index 651736a4..f497b766 100644
--- a/daggerheart.mjs
+++ b/daggerheart.mjs
@@ -167,12 +167,14 @@ Hooks.on('setup', () => {
});
Hooks.on('ready', async () => {
+ const appearanceSettings = game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.appearance);
ui.resources = new CONFIG.ui.resources();
- if (game.settings.get(SYSTEM.id, SYSTEM.SETTINGS.gameSettings.appearance).displayFear !== 'hide')
- ui.resources.render({ force: true });
+ if (appearanceSettings.displayFear !== 'hide') ui.resources.render({ force: true });
- ui.countdowns = new CONFIG.ui.countdowns();
- ui.countdowns.render({ force: true });
+ if (appearanceSettings.displayCountdownUI) {
+ ui.countdowns = new CONFIG.ui.countdowns();
+ ui.countdowns.render({ force: true });
+ }
if (!(ui.compendiumBrowser instanceof applications.ui.ItemBrowser))
ui.compendiumBrowser = new applications.ui.ItemBrowser();
diff --git a/lang/en.json b/lang/en.json
index b63a3aac..c3a20472 100755
--- a/lang/en.json
+++ b/lang/en.json
@@ -2219,6 +2219,9 @@
"displayFear": {
"label": "Display Fear"
},
+ "displayCountdownUI": {
+ "label": "Display Countdown UI"
+ },
"showGenericStatusEffects": {
"label": "Show Foundry Status Effects"
},
diff --git a/module/data/settings/Appearance.mjs b/module/data/settings/Appearance.mjs
index 47909b2c..7a5c730a 100644
--- a/module/data/settings/Appearance.mjs
+++ b/module/data/settings/Appearance.mjs
@@ -24,6 +24,7 @@ export default class DhAppearance extends foundry.abstract.DataModel {
choices: CONFIG.DH.GENERAL.fearDisplay,
initial: CONFIG.DH.GENERAL.fearDisplay.token.value
}),
+ displayCountdownUI: new BooleanField({ initial: true }),
diceSoNice: new SchemaField({
hope: diceStyle({ fg: '#ffffff', bg: '#ffe760', outline: '#000000', edge: '#ffffff' }),
fear: diceStyle({ fg: '#000000', bg: '#0032b1', outline: '#ffffff', edge: '#000000' }),
diff --git a/templates/settings/appearance-settings/main.hbs b/templates/settings/appearance-settings/main.hbs
index fda6243b..75a7e634 100644
--- a/templates/settings/appearance-settings/main.hbs
+++ b/templates/settings/appearance-settings/main.hbs
@@ -8,6 +8,10 @@
value=setting.displayFear
localize=true}}
{{formGroup
+ fields.displayCountdownUI
+ value=setting.displayCountdownUI
+ localize=true}}
+ {{formGroup
fields.showGenericStatusEffects
value=setting.showGenericStatusEffects
localize=true}}
From 54109bf655e14253956314fb8d432d34587782e3 Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:14:06 +0100
Subject: [PATCH 004/159] Fixed so countdown migration doesn't get stuck
because of countdowns set to 'Limited' ownership (#1264)
---
module/systemRegistration/migrations.mjs | 11 ++++++++++-
1 file changed, 10 insertions(+), 1 deletion(-)
diff --git a/module/systemRegistration/migrations.mjs b/module/systemRegistration/migrations.mjs
index 98a9a7e6..e3777a94 100644
--- a/module/systemRegistration/migrations.mjs
+++ b/module/systemRegistration/migrations.mjs
@@ -1,3 +1,5 @@
+import { RefreshType, socketEvent } from './socket.mjs';
+
export async function runMigrations() {
let lastMigrationVersion = game.settings.get(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.LastMigrationVersion);
if (!lastMigrationVersion) lastMigrationVersion = game.system.version;
@@ -158,7 +160,8 @@ export async function runMigrations() {
...countdown,
type: type,
ownership: Object.keys(countdown.ownership.players).reduce((acc, key) => {
- acc[key] = countdown.ownership.players[key].type;
+ acc[key] =
+ countdown.ownership.players[key].type === 1 ? 2 : countdown.ownership.players[key].type;
return acc;
}, {}),
progress: {
@@ -179,6 +182,12 @@ export async function runMigrations() {
});
await game.settings.set(CONFIG.DH.id, CONFIG.DH.SETTINGS.gameSettings.Countdowns, countdownSettings);
+ game.socket.emit(`system.${CONFIG.DH.id}`, {
+ action: socketEvent.Refresh,
+ data: { refreshType: RefreshType.Countdown }
+ });
+ Hooks.callAll(socketEvent.Refresh, { refreshType: RefreshType.Countdown });
+
lastMigrationVersion = '1.2.0';
}
From d1caded970636505ca74c86d286d1625670ca18b Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:14:17 +0100
Subject: [PATCH 005/159] Fixed so that the Homebrew settings screen for
homebrew weapon/armor features gets a correct title instead of 'Downtime
Moves' (#1263)
---
lang/en.json | 3 +++
module/applications/settings/homebrewSettings.mjs | 7 +++++++
.../sheets-configs/setting-feature-config.mjs | 9 +++++----
3 files changed, 15 insertions(+), 4 deletions(-)
diff --git a/lang/en.json b/lang/en.json
index c3a20472..14faa9d8 100755
--- a/lang/en.json
+++ b/lang/en.json
@@ -2347,6 +2347,9 @@
},
"Homebrew": {
"newDowntimeMove": "Downtime Move",
+ "downtimeMove": "Downtime Move",
+ "armorFeature": "Armor Feature",
+ "weaponFeature": "Weapon Feaure",
"newFeature": "New ItemFeature",
"downtimeMoves": "Downtime Moves",
"itemFeatures": "Item Features",
diff --git a/module/applications/settings/homebrewSettings.mjs b/module/applications/settings/homebrewSettings.mjs
index e880f7ee..8e566106 100644
--- a/module/applications/settings/homebrewSettings.mjs
+++ b/module/applications/settings/homebrewSettings.mjs
@@ -147,7 +147,14 @@ export default class DhHomebrewSettings extends HandlebarsApplicationMixin(Appli
const path = isDowntime ? `restMoves.${type}.moves.${id}` : `itemFeatures.${type}.${id}`;
const featureBase = isDowntime ? this.settings.restMoves[type].moves[id] : this.settings.itemFeatures[type][id];
+ const configTitle = isDowntime
+ ? game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.downtimeMove')
+ : type === 'armorFeatures'
+ ? game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.armorFeature')
+ : game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.weaponFeature');
+
const editedBase = await game.system.api.applications.sheetConfigs.SettingFeatureConfig.configure(
+ configTitle,
featureBase,
path,
this.settings,
diff --git a/module/applications/sheets-configs/setting-feature-config.mjs b/module/applications/sheets-configs/setting-feature-config.mjs
index e775f93d..832954ad 100644
--- a/module/applications/sheets-configs/setting-feature-config.mjs
+++ b/module/applications/sheets-configs/setting-feature-config.mjs
@@ -4,9 +4,10 @@ import DHActionConfig from './action-config.mjs';
const { HandlebarsApplicationMixin, ApplicationV2 } = foundry.applications.api;
export default class SettingFeatureConfig extends HandlebarsApplicationMixin(ApplicationV2) {
- constructor(move, movePath, settings, optionalParts, options) {
+ constructor(configTitle, move, movePath, settings, optionalParts, options) {
super(options);
+ this.configTitle = configTitle;
this.move = move;
this.movePath = movePath;
@@ -19,7 +20,7 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
}
get title() {
- return game.i18n.localize('DAGGERHEART.SETTINGS.Homebrew.downtimeMoves');
+ return this.configTitle;
}
static DEFAULT_OPTIONS = {
@@ -200,9 +201,9 @@ export default class SettingFeatureConfig extends HandlebarsApplicationMixin(App
if (!options.submitted) this.move = null;
}
- static async configure(move, movePath, settings, optionalParts, options = {}) {
+ static async configure(configTitle, move, movePath, settings, optionalParts, options = {}) {
return new Promise(resolve => {
- const app = new this(move, movePath, settings, optionalParts, options);
+ const app = new this(configTitle, move, movePath, settings, optionalParts, options);
app.addEventListener('close', () => resolve(app.move), { once: true });
app.render({ force: true });
});
From 72bf0171b341eddaca7820b61e4287a16161245b Mon Sep 17 00:00:00 2001
From: WBHarry <89362246+WBHarry@users.noreply.github.com>
Date: Tue, 11 Nov 2025 22:14:56 +0100
Subject: [PATCH 006/159] Fixed so it uses the currently viewed scene instead
of the active one (#1261)
---
module/applications/hud/tokenHUD.mjs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/module/applications/hud/tokenHUD.mjs b/module/applications/hud/tokenHUD.mjs
index bd846da5..a5fd719f 100644
--- a/module/applications/hud/tokenHUD.mjs
+++ b/module/applications/hud/tokenHUD.mjs
@@ -89,7 +89,7 @@ export default class DHTokenHUD extends foundry.applications.hud.TokenHUD {
setTimeout(() => token.document.delete(), animationDuration);
}
} else {
- const activeScene = game.scenes.find(x => x.active);
+ const activeScene = game.scenes.find(x => x.id === game.user.viewedScene);
const partyTokenData = [];
for (let member of this.actor.system.partyMembers) {
const data = await member.getTokenDocument();
From 977715d22ab6bf45b19c4fcf29fd12cba850d7f5 Mon Sep 17 00:00:00 2001
From: Chris Ryan <73275196+chrisryan10@users.noreply.github.com>
Date: Wed, 12 Nov 2025 17:29:33 +1000
Subject: [PATCH 007/159] Protect from error when no actor (e.g. enricher)
(#1273)
Co-authored-by: Chris Ryan Once per long rest, you can create a space of natural serenity within Close range. When you spend a few minutes resting within the space, clear Stress equal to your Instinct, distributed as you choose between you and your allies. Once per long rest, you can place a domain card from your loadout into your vault and choose to either: Gain Hope equal to the level of the card. Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card. Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move. Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move. Being part of a highborne community means you’re accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit. Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable.
",
"chatDisplay": true,
"actionType": "action",
- "cost": [
- {
- "scalable": false,
- "key": "hitPoints",
- "value": 1,
- "step": null,
- "consumeOnSuccess": false
- }
- ],
+ "cost": [],
"uses": {
"value": null,
"max": "1",
@@ -59,12 +51,12 @@
"compendiumSource": null,
"duplicateSource": null,
"exportSource": null,
- "coreVersion": "13.347",
+ "coreVersion": "13.351",
"systemId": "daggerheart",
- "systemVersion": "1.0.5",
+ "systemVersion": "1.2.1",
"createdTime": 1754349703843,
- "modifiedTime": 1755391373925,
- "lastModifiedBy": "VZIeX2YDvX338Zvr"
+ "modifiedTime": 1763119128913,
+ "lastModifiedBy": "9HOfUKAXuCu7hUPY"
},
"_key": "!items!P02cbN50LIoD662z"
}
From fbf1ee2046e84453ac42714e9af7086c1884722c Mon Sep 17 00:00:00 2001
From: Chris Ryan <73275196+chrisryan10@users.noreply.github.com>
Date: Sat, 15 Nov 2025 07:57:31 +1000
Subject: [PATCH 010/159] Fixed the Retract feature to be applied to the Galapa
character (#1281)
Co-authored-by: Chris Ryan
(When marked, manually enable the retract effect in effects tab and mark disadvantage when doing any action rolls)
(When marked, manually enable the Retract effect to Active in effects tab and mark disadvantage when doing any action rolls. Manually disable the Retract effect to Inactive in the effects tab when no longer retracted into your shell.)
Being part of a highborne community means you’re accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Traditionally, members of a highborne community possess incredible material wealth. While this can take a variety of forms depending on the community—including gold and other minerals, land, or controlling the means of production—this status always comes with power and influence. Highborne place great value on titles and possessions, and there is little social mobility within their ranks. Members of a highborne community often control the political and economic status of the areas in which they live due to their ability to influence people and the economy with their substantial wealth. The health and safety of the less affluent people who live in these locations often hinges on the ability of this highborne ruling class to prioritize the well-being of their subjects over profit.
Highborne are often amiable, candid, conniving, enterprising, ostentatious, and unflappable.
Privilege: You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.
", "features": [ "Compendium.daggerheart.communities.Item.C7NR6qRatawZusmg" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784392, - "modifiedTime": 1755394637367, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116112296, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "DVw2mOCHB8i0XeBz", "sort": 3400000, diff --git a/src/packs/communities/community_Loreborne_YsvlyqYoi8QQ8kwm.json b/src/packs/communities/community_Loreborne_YsvlyqYoi8QQ8kwm.json index 2db69c4d..1a5bc2cc 100644 --- a/src/packs/communities/community_Loreborne_YsvlyqYoi8QQ8kwm.json +++ b/src/packs/communities/community_Loreborne_YsvlyqYoi8QQ8kwm.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a loreborne community means you’re from a society that favors strong academic or political prowess.
Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
\nLoreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.
", + "description": "Being part of a loreborne community means you’re from a society that favors strong academic or political prowess. Loreborne communities highly value knowledge, frequently in the form of historical preservation, political advancement, scientific study, skill development, or lore and mythology compilation. Most members of these communities research in institutions built in bastions of civilization, while some eclectic few thrive in gathering information from the natural world. Some may be isolationists, operating in smaller enclaves, schools, or guilds and following their own unique ethos. Others still wield their knowledge on a larger scale, making deft political maneuvers across governmental landscapes.
Loreborne are often direct, eloquent, inquisitive, patient, rhapsodic, and witty.
Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.
", "features": [ "Compendium.daggerheart.communities.Item.JBZJmywisJg5X3tH" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784392, - "modifiedTime": 1755394793025, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116284438, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "YsvlyqYoi8QQ8kwm", "sort": 3400000, diff --git a/src/packs/communities/community_Orderborne_TY2TejenASXtS484.json b/src/packs/communities/community_Orderborne_TY2TejenASXtS484.json index ae6adc86..2f550326 100644 --- a/src/packs/communities/community_Orderborne_TY2TejenASXtS484.json +++ b/src/packs/communities/community_Orderborne_TY2TejenASXtS484.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there.
Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves are able to mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it’s not uncommon for orderborne to provide soldiers for hire to other cities or countries.
\nOrderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic.
", + "description": "Being part of an orderborne community means you’re from a collective that focuses on discipline or faith, and you uphold a set of principles that reflect your experience there. Orderborne are frequently some of the most powerful among the surrounding communities. By aligning the members of their society around a common value or goal, such as a god, doctrine, ethos, or even a shared business or trade, the ruling bodies of these enclaves are able to mobilize larger populations with less effort. While orderborne communities take a variety of forms—some even profoundly pacifistic—perhaps the most feared are those that structure themselves around military prowess. In such a case, it’s not uncommon for orderborne to provide soldiers for hire to other cities or countries.
Orderborne are often ambitious, benevolent, pensive, prudent, sardonic, and stoic.
Dedicated: Record three sayings or values your upbringing instilled in you. Once per rest, when you describe how you’re embodying one of these principles through your current action, you can roll a d20 as your Hope Die.
", "features": [ "Compendium.daggerheart.communities.Item.7aXWdH3gzaYREK0X" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784393, - "modifiedTime": 1755394802410, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116904633, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "TY2TejenASXtS484", "sort": 3400000, diff --git a/src/packs/communities/community_Ridgeborne_WHLA4qrdszXQHOuo.json b/src/packs/communities/community_Ridgeborne_WHLA4qrdszXQHOuo.json index 1b09ad82..8789cf6f 100644 --- a/src/packs/communities/community_Ridgeborne_WHLA4qrdszXQHOuo.json +++ b/src/packs/communities/community_Ridgeborne_WHLA4qrdszXQHOuo.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home.
Those who’ve lived in the mountains often consider themselves hardier than most because they’ve thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
\nRidgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.
", + "description": "Being part of a ridgeborne community means you’ve called the rocky peaks and sharp cliffs of the mountainside home. Those who’ve lived in the mountains often consider themselves hardier than most because they’ve thrived among the most dangerous terrain many continents have to offer. These groups are adept at adaptation, developing unique technologies and equipment to move both people and products across difficult terrain. As such, ridgeborne grow up scrambling and climbing, making them sturdy and strong-willed. Ridgeborne localities appear in a variety of forms—some cities carve out entire cliff faces, others construct castles of stone, and still more live in small homes on windblown peaks. Outside forces often struggle to attack ridgeborne groups, as the small militias and large military forces of the mountains are adept at utilizing their high-ground advantage.
Ridgeborne are often bold, hardy, indomitable, loyal, reserved, and stubborn.
Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
", "features": [ "Compendium.daggerheart.communities.Item.DYmmr5CknLtHnwuj" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784394, - "modifiedTime": 1755394814094, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116407915, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "WHLA4qrdszXQHOuo", "sort": 3400000, diff --git a/src/packs/communities/community_Seaborne_o5AA5J05N7EvH1rN.json b/src/packs/communities/community_Seaborne_o5AA5J05N7EvH1rN.json index cd474b14..53fc48e7 100644 --- a/src/packs/communities/community_Seaborne_o5AA5J05N7EvH1rN.json +++ b/src/packs/communities/community_Seaborne_o5AA5J05N7EvH1rN.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a seaborne community means you lived on or near a large body of water.
Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one’s head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
\nSeaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.
", + "description": "Being part of a seaborne community means you lived on or near a large body of water. Seaborne communities are built, both physically and culturally, around the specific waters they call home. Some of these groups live along the shore, constructing ports for locals and travelers alike. These harbors function as centers of commerce, tourist attractions, or even just a safe place to lay down one’s head after weeks of travel. Other seaborne live on the water in small boats or large ships, with the idea of “home” comprising a ship and its crew, rather than any one landmass. No matter their exact location, seaborne communities are closely tied to the ocean tides and the creatures who inhabit them. Seaborne learn to fish at a young age, and train from birth to hold their breath and swim in even the most tumultuous waters. Individuals from these groups are highly sought after for their sailing skills, and many become captains of vessels, whether within their own community, working for another, or even at the helm of a powerful naval operation.
Seaborne are often candid, cooperative, exuberant, fierce, resolute, and weathered.
Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
", "features": [ "Compendium.daggerheart.communities.Item.07x6Qe6qMzDw2xN4" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784395, - "modifiedTime": 1755394819693, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116525258, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "o5AA5J05N7EvH1rN", "sort": 3400000, diff --git a/src/packs/communities/community_Slyborne_rGwCPMqZtky7SE6d.json b/src/packs/communities/community_Slyborne_rGwCPMqZtky7SE6d.json index 3d8911be..8de74c97 100644 --- a/src/packs/communities/community_Slyborne_rGwCPMqZtky7SE6d.json +++ b/src/packs/communities/community_Slyborne_rGwCPMqZtky7SE6d.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists.
Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
\nSlyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious.
", + "description": "Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Being part of a slyborne community means you come from a group that operates outside the law, including all manner of criminals, grifters, and con artists. Members of slyborne communities are brought together by their disreputable goals and their clever means of achieving them. Many people in these communities have an array of unscrupulous skills: forging, thievery, smuggling, and violence. People of any social class can be slyborne, from those who have garnered vast wealth and influence to those without a coin to their name. To the outside eye, slyborne might appear to be ruffians with no loyalty, but these communities possess some of the strictest codes of honor which, when broken, can result in a terrifying end for the transgressor.
Slyborne are often calculating, clever, formidable, perceptive, shrewd, and tenacious.
Scoundrel: You have advantage on rolls to negotiate with criminals, detect lies, or find a safe place to hide.
", "features": [ "Compendium.daggerheart.communities.Item.ZmEuBdL0JrvuA8le" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784396, - "modifiedTime": 1755394825710, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116630044, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "rGwCPMqZtky7SE6d", "sort": 3400000, diff --git a/src/packs/communities/community_Underborne_eX0I1ZNMyD3nfaL1.json b/src/packs/communities/community_Underborne_eX0I1ZNMyD3nfaL1.json index 7a5134c6..9f59169c 100644 --- a/src/packs/communities/community_Underborne_eX0I1ZNMyD3nfaL1.json +++ b/src/packs/communities/community_Underborne_eX0I1ZNMyD3nfaL1.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of an underborne community means you’re from a subterranean society.
Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
\nUnderborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious.
", + "description": "Being part of an underborne community means you’re from a subterranean society. Many underborne live right beneath the cities and villages of other collectives, while some live much deeper. These communities range from small family groups in burrows to massive metropolises in caverns of stone. In many locales, underborne are recognized for their incredible boldness and skill that enable great feats of architecture and engineering. Underborne are regularly hired for their bravery, as even the least daring among them has likely encountered formidable belowground beasts, and learning to dispatch such creatures is common practice amongst these societies. Because of the dangers of their environment, many underborne communities develop unique nonverbal languages that prove equally useful on the surface.
Underborne are often composed, elusive, indomitable, innovative, resourceful, and unpretentious.
Low-Light Living: When you’re in an area with low light or heavy shadow, you have advantage on rolls to hide, investigate, or perceive details within that area.
", "features": [ "Compendium.daggerheart.communities.Item.aMla3xQuCHEwORGD" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784398, - "modifiedTime": 1755394833394, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116716346, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "eX0I1ZNMyD3nfaL1", "sort": 3400000, diff --git a/src/packs/communities/community_Wanderborne_82mDY2EIBfLkNwQj.json b/src/packs/communities/community_Wanderborne_82mDY2EIBfLkNwQj.json index 465e20e3..74f738e5 100644 --- a/src/packs/communities/community_Wanderborne_82mDY2EIBfLkNwQj.json +++ b/src/packs/communities/community_Wanderborne_82mDY2EIBfLkNwQj.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures.
Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
\nWanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.
", + "description": "Being part of a wanderborne community means you’ve lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Unlike many communities that are defined by their locale, wanderborne are defined by their traveling lifestyle. Because of their frequent migration, wanderborne put less value on the accumulation of material possessions in favor of acquiring information, skills, and connections. While some wanderborne are allied by a common ethos, such as a religion or a set of political or economic values, others come together after shared tragedy, such as the loss of their home or land. No matter the reason, the dangers posed by life on the road and the choice to continue down that road together mean that wanderborne are known for their unwavering loyalty.
Wanderborne are often inscrutable, magnanimous, mirthful, reliable, savvy, and unorthodox.
Nomadic Pack: Add a Nomadic Pack to your inventory. Once per session, you can spend a Hope to reach into this pack and pull out a mundane item that’s useful to your situation. Work with the GM to figure out what item you take out.
", "features": [ "Compendium.daggerheart.communities.Item.2RSrQouA2zEJ5Xee" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784398, - "modifiedTime": 1755394858795, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763159164621, + "lastModifiedBy": "QAGM1eF3vB8IkOKk" }, "_id": "82mDY2EIBfLkNwQj", "sort": 3400000, diff --git a/src/packs/communities/community_Wildborne_CRJ5pzJj4FjCtIlx.json b/src/packs/communities/community_Wildborne_CRJ5pzJj4FjCtIlx.json index 922c3fc7..536fc2fe 100644 --- a/src/packs/communities/community_Wildborne_CRJ5pzJj4FjCtIlx.json +++ b/src/packs/communities/community_Wildborne_CRJ5pzJj4FjCtIlx.json @@ -4,7 +4,7 @@ "type": "community", "folder": null, "system": { - "description": "Being part of a wildborne community means you lived deep within the forest.
Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It’s not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
\nWildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.
", + "description": "Being part of a wildborne community means you lived deep within the forest. Wildborne communities are defined by their dedication to the conservation of their homelands, and many have strong religious or cultural ties to the fauna they live among. This results in unique architectural and technological advancements that favor sustainability over short-term, high-yield results. It is a hallmark of wildborne societies to integrate their villages and cities with the natural environment and avoid disturbing the lives of the plants and animals. While some construct their lodgings high in the branches of trees, others establish their homes on the ground beneath the forest canopy. It’s not uncommon for wildborne to remain reclusive and hidden within their woodland homes.
Wildborne are often hardy, loyal, nurturing, reclusive, sagacious, and vibrant.
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.
", "features": [ "Compendium.daggerheart.communities.Item.TQ1AIQjndC4mYmmU" ], @@ -19,12 +19,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784398, - "modifiedTime": 1755394854412, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1763116864623, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "CRJ5pzJj4FjCtIlx", "sort": 3400000, From ef0290ae8a51a3716838d027001f1cdc54a54ad4 Mon Sep 17 00:00:00 2001 From: Chris Ryan <73275196+chrisryan10@users.noreply.github.com> Date: Sat, 15 Nov 2025 08:37:08 +1000 Subject: [PATCH 012/159] Update the Ancestry descriptions to include the Ancestry Features text from the SRD (#1275) Co-authored-by: Chris RyanClanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone.
They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
\nMany clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.
", + "description": "Clanks are sentient mechanical beings built from a variety of materials, including metal, wood, and stone. They can resemble humanoids, animals, or even inanimate objects. Like organic beings, their bodies come in a wide array of sizes. Because of their bespoke construction, many clanks have highly specialized physical configurations. Examples include clawed hands for grasping, wheels for movement, or built-in weaponry.
Many clanks embrace body modifications for style as well as function, and members of other ancestries often turn to clank artisans to construct customized mobility aids and physical adornments. Other ancestries can create clanks, even using their own physical characteristics as inspiration, but it’s also common for clanks to build one another. A clank’s lifespan extends as long as they’re able to acquire or craft new parts, making their physical form effectively immortal. That said, their minds are subject to the effects of time, and deteriorate as the magic that powers them loses potency.
Purposeful Design: Decide who made you and for what purpose. At character creation, choose one of your Experiences that best aligns with this purpose and gain a permanent +1 bonus to it.
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784381, - "modifiedTime": 1755394032819, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995047410, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "ed8BoLR4SHOpeV00", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Drakona_VLeOEqkLS0RbF0tB.json b/src/packs/ancestries/ancestry_Drakona_VLeOEqkLS0RbF0tB.json index 0f5657b4..87814167 100644 --- a/src/packs/ancestries/ancestry_Drakona_VLeOEqkLS0RbF0tB.json +++ b/src/packs/ancestries/ancestry_Drakona_VLeOEqkLS0RbF0tB.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath.
All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.
", + "description": "Drakona resemble wingless dragons in humanoid form and possess a powerful elemental breath. All drakona have thick scales that provide excellent natural armor against both attacks and the forces of nature. They are large in size, ranging from 5 feet to 7 feet on average, with long sharp teeth. New teeth grow throughout a Drakona’s approximately 350-year lifespan, so they are never in danger of permanently losing an incisor. Unlike their dragon ancestors, drakona don’t have wings and can’t fly without magical aid. Members of this ancestry pass down the element of their breath through generations, though in rare cases, a drakona’s elemental power will differ from the rest of their family’s.
Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784382, - "modifiedTime": 1755394105939, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995216730, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "VLeOEqkLS0RbF0tB", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Dwarf_pDt6fI6otv2E2odf.json b/src/packs/ancestries/ancestry_Dwarf_pDt6fI6otv2E2odf.json index 706dc2ec..9dcd3785 100644 --- a/src/packs/ancestries/ancestry_Dwarf_pDt6fI6otv2E2odf.json +++ b/src/packs/ancestries/ancestry_Dwarf_pDt6fI6otv2E2odf.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair.
Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
", + "description": "Dwarves are most easily recognized as short humanoids with square frames, dense musculature, and thick hair. Their average height ranges from 4 to 5 ½ feet, and they are often broad in proportion to their stature. Their skin and nails contain a high amount of keratin, making them naturally resilient. This allows dwarves to embed gemstones into their bodies and decorate themselves with tattoos or piercings. Their hair grows thickly—usually on their heads, but some dwarves have thick hair across their bodies as well. Dwarves of all genders can grow facial hair, which they often style in elaborate arrangements. Typically, dwarves live up to 250 years of age, maintaining their muscle mass well into later life.
Thick Skin: When you take Minor damage, you can mark 2 Stress instead of marking a Hit Point.
Increased Fortitude: Spend 3 Hope to halve incoming physical damage.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784382, - "modifiedTime": 1755394117175, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995338819, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "pDt6fI6otv2E2odf", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Elf_q2l6g3Ssa04K84GO.json b/src/packs/ancestries/ancestry_Elf_q2l6g3Ssa04K84GO.json index 3db7bee2..63084fd8 100644 --- a/src/packs/ancestries/ancestry_Elf_q2l6g3Ssa04K84GO.json +++ b/src/packs/ancestries/ancestry_Elf_q2l6g3Ssa04K84GO.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Elves are typically tall humanoids with pointed ears and acutely attuned senses.
Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
\nSome elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.
<", + "description": "Elves are typically tall humanoids with pointed ears and acutely attuned senses. Their ears vary in size and pointed shape, and as they age, the tips begin to droop. While elves come in a wide range of body types, they are all fairly tall, with heights ranging from about 6 to 6 ½ feet. All elves have the ability to drop into a celestial trance, rather than sleep. This allows them to rest effectively in a short amount of time.
Some elves possess what is known as a “mystic form,” which occurs when an elf has dedicated themself to the study or protection of the natural world so deeply that their physical form changes. These characteristics can include celestial freckles, the presence of leaves, vines, or flowers in their hair, eyes that flicker like fire, and more. Sometimes these traits are inherited from parents, but if an elf changes their environment or magical focus, their appearance changes over time. Because elves live for about 350 years, these traits can shift more than once throughout their lifespan.
Quick Reactions: Mark a Stress to gain advantage on a reaction roll.
Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784382, - "modifiedTime": 1755394127340, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995467472, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "q2l6g3Ssa04K84GO", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Faerie_XzJVbb5NT9k79ykR.json b/src/packs/ancestries/ancestry_Faerie_XzJVbb5NT9k79ykR.json index 93b277e6..5e114d9a 100644 --- a/src/packs/ancestries/ancestry_Faerie_XzJVbb5NT9k79ykR.json +++ b/src/packs/ancestries/ancestry_Faerie_XzJVbb5NT9k79ykR.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Faeries are winged humanoid creatures with insectile features.
These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
", + "description": "Faeries are winged humanoid creatures with insectile features. These characteristics cover a broad spectrum from humanoid to insectoid—some possess additional arms, compound eyes, lantern organs, chitinous exoskeletons, or stingers. Because of their close ties to the natural world, they also frequently possess attributes that allow them to blend in with various plants. The average height of a faerie ranges from about 2 feet to 5 feet, but some faeries grow up to 7 feet tall. All faeries possess membranous wings and they each go through a process of metamorphosis. The process and changes differ from faerie to faerie, but during this transformation each individual manifests the unique appearance they will carry throughout the rest of their approximately 50-year lifespan.
Luckbender: Once per session, after you or a willing ally within Close range makes an action roll, you can spend 3 Hope to reroll the Duality Dice.
Wings: You can fly. While flying, you can mark a Stress after an adversary makes an attack against you to gain a +2 bonus to your Evasion against that attack.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784383, - "modifiedTime": 1755394136677, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995596403, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "XzJVbb5NT9k79ykR", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Faun_HaYhe6WqoXW5EbRl.json b/src/packs/ancestries/ancestry_Faun_HaYhe6WqoXW5EbRl.json index 5dc04976..b093fba8 100644 --- a/src/packs/ancestries/ancestry_Faun_HaYhe6WqoXW5EbRl.json +++ b/src/packs/ancestries/ancestry_Faun_HaYhe6WqoXW5EbRl.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves.
Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
", + "description": "Fauns resemble humanoid goats with curving horns, square pupils, and cloven hooves. Though their appearances may vary, most fauns have a humanoid torso and a goatlike lower body covered in dense fur. Faun faces can be more caprine or more humanlike, and they have a wide variety of ear and horn shapes. Faun horns range from short with minimal curvature to much larger with a distinct curl. The average faun ranges from 4 feet to 6 ½ feet tall, but their height can change dramatically from one moment to the next based on their stance. The majority of fauns have proportionately long limbs, no matter their size or shape, and are known for their ability to deliver powerful blows with their split hooves. Fauns live for roughly 225 years, and as they age, their appearance can become increasingly goatlike.
Caprine Leap: You can leap anywhere within Close range as though you were using normal movement, allowing you to vault obstacles, jump across gaps, or scale barriers with ease.
Kick: When you succeed on an attack against a target within Melee range, you can mark a Stress to kick yourself off them, dealing an extra 2d6 damage and knocking back either yourself or the target to Very Close range.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784383, - "modifiedTime": 1755394142374, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995737722, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "HaYhe6WqoXW5EbRl", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Firbolg_hzKmydI8sR3uk4CO.json b/src/packs/ancestries/ancestry_Firbolg_hzKmydI8sR3uk4CO.json index 2de5ee24..6cdbad65 100644 --- a/src/packs/ancestries/ancestry_Firbolg_hzKmydI8sR3uk4CO.json +++ b/src/packs/ancestries/ancestry_Firbolg_hzKmydI8sR3uk4CO.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears.
Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
", + "description": "Firbolgs are bovine humanoids typically recognized by their broad noses and long, drooping ears. Some have faces that are a blend of humanoid and bison, ox, cow, or other bovine creatures. Others, often referred to as minotaurs, have heads that entirely resemble cattle. They are tall and muscular creatures, with heights ranging from around 5 feet to 7 feet, and possess remarkable strength no matter their age. Some firbolgs are known to use this strength to charge their adversaries, an action that is particuarly effective for those who have one of the many varieties of horn styles commonly found in this ancestry. Though their unique characteristics can vary, all firbolgs are covered in fur, which can be muted and earth-toned in color, or come in a variety of pastels, such as soft pinks and blues. On average, firbolgs live for about 150 years.
Charge: When you succeed on an Agility Roll to move from Far or Very Far range into Melee range with one or more targets, you can mark a Stress to deal 1d12 physical damage to all targets within Melee range.
Unshakable: When you would mark a Stress, roll a d6. On a result of 6, don’t mark it.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784384, - "modifiedTime": 1755394148626, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762995854689, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "hzKmydI8sR3uk4CO", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Fungril_J1hX7nBBc5jQiHli.json b/src/packs/ancestries/ancestry_Fungril_J1hX7nBBc5jQiHli.json index aa30fc5b..b8715499 100644 --- a/src/packs/ancestries/ancestry_Fungril_J1hX7nBBc5jQiHli.json +++ b/src/packs/ancestries/ancestry_Fungril_J1hX7nBBc5jQiHli.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Fungril resemble humanoid mushrooms.
They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
", + "description": "Fungril resemble humanoid mushrooms. They can be either more humanoid or more fungal in appearance, and they come in an assortment of colors, from earth tones to bright reds, yellows, purples, and blues. Fungril display an incredible variety of bodies, faces, and limbs, as there’s no single common shape among them. Even their heights range from a tiny 2 feet tall to a staggering 7 feet tall. While the common lifespan of a fungril is about 300 years, some have been reported to live much longer. They can communicate nonverbally, and many members of this ancestry use a mycelial array to chemically exchange information with other fungril across long distances.
Fungril Network: Make an Instinct Roll (12) to use your mycelial array to speak with others of your ancestry. On a success, you can communicate across any distance.
Death Connection: While touching a corpse that died recently, you can mark a Stress to extract one memory from the corpse related to a specific emotion or sensation of your choice.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784385, - "modifiedTime": 1755394159775, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996011587, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "J1hX7nBBc5jQiHli", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Galapa_eZNG5Iv0yfbHs5CO.json b/src/packs/ancestries/ancestry_Galapa_eZNG5Iv0yfbHs5CO.json index 2817ecf3..29111eb6 100644 --- a/src/packs/ancestries/ancestry_Galapa_eZNG5Iv0yfbHs5CO.json +++ b/src/packs/ancestries/ancestry_Galapa_eZNG5Iv0yfbHs5CO.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract.
On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
", + "description": "Galapa resemble anthropomorphic turtles with large, domed shells into which they can retract. On average, they range from 4 feet to 6 feet in height, and their head and body shapes can resemble any type of turtle. Galapa come in a variety of earth tones—most often shades of green and brown— and possess unique patterns on their shells. Members of this ancestry can draw their head, arms, and legs into their shell for protection to use it as a natural shield when defensive measures are needed. Some supplement their shell's strength or appearance by attaching armor or carving unique designs, but the process is exceedingly painful. Most galapa move slowly no matter their age, and they can live approximately 150 years.
Shell: Gain a bonus to your damage thresholds equal to your Proficiency.
Retract: Mark a Stress to retract into your shell. While in your shell, you have resistance to physical damage, you have disadvantage on action rolls, and you can’t move.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784385, - "modifiedTime": 1755394165825, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996127495, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "eZNG5Iv0yfbHs5CO", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Giant_3U8CncG92a7ERIJ0.json b/src/packs/ancestries/ancestry_Giant_3U8CncG92a7ERIJ0.json index d7b6bda0..c143cef8 100644 --- a/src/packs/ancestries/ancestry_Giant_3U8CncG92a7ERIJ0.json +++ b/src/packs/ancestries/ancestry_Giant_3U8CncG92a7ERIJ0.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Giants are towering humanoids with broad shoulders, long arms, and one to three eyes.
Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
", + "description": "Giants are towering humanoids with broad shoulders, long arms, and one to three eyes. Adult giants range from 6 ½ to 8 ½ feet tall and are naturally muscular, regardless of body type. They are easily recognized by their wide frames and elongated arms and necks. Though they can have up to three eyes, all giants are born with none and remain sightless for their first year of life. Until a giant reaches the age of 10 and their features fully develop, the formation of their eyes may fluctuate. Those with a single eye are commonly known as cyclops. The average giant lifespan is about 75 years.
Endurance: Gain an additional Hit Point slot at character creation.
Reach: Treat any weapon, ability, spell, or other feature that has a Melee range as though it has a Very Close range instead.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784386, - "modifiedTime": 1755394174325, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996412468, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "3U8CncG92a7ERIJ0", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Goblin_EKPEdIz9lA9grPqH.json b/src/packs/ancestries/ancestry_Goblin_EKPEdIz9lA9grPqH.json index a7f92b00..7e2241f1 100644 --- a/src/packs/ancestries/ancestry_Goblin_EKPEdIz9lA9grPqH.json +++ b/src/packs/ancestries/ancestry_Goblin_EKPEdIz9lA9grPqH.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears.
With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
", + "description": "Goblins are small humanoids easily recognizable by their large eyes and massive membranous ears. With keen hearing and sharp eyesight, they perceive details both at great distances and in darkness, allowing them to move through less-optimal environments with ease. Their skin and eye colors are incredibly varied, with no one hue, either vibrant or subdued, more dominant than another. A typical goblin stands between 3 feet and 4 feet tall, and each of their ears is about the size of their head. Goblins are known to use ear positions to very specific effect when communicating nonverbally. A goblin’s lifespan is roughly 100 years, and many maintain their keen hearing and sight well into advanced age.
Surefooted: You ignore disadvantage on Agility Rolls.
Danger Sense: Once per rest, mark a Stress to force an adversary to reroll an attack against you or an ally within Very Close range.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784386, - "modifiedTime": 1755394180109, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996520218, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "EKPEdIz9lA9grPqH", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Halfling_CtL2jDjvPOJxNJKm.json b/src/packs/ancestries/ancestry_Halfling_CtL2jDjvPOJxNJKm.json index 32b640b5..b9faddac 100644 --- a/src/packs/ancestries/ancestry_Halfling_CtL2jDjvPOJxNJKm.json +++ b/src/packs/ancestries/ancestry_Halfling_CtL2jDjvPOJxNJKm.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Halflings are small humanoids with large hairy feet and prominent rounded ears.
On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
", + "description": "Halflings are small humanoids with large hairy feet and prominent rounded ears. On average, halflings are 3 to 4 feet in height, and their ears, nose, and feet are larger in proportion to the rest of their body. Members of this ancestry live for around 150 years, and a halfling’s appearance is likely to remain youthful even as they progress from adulthood into old age. Halflings are naturally attuned to the magnetic fields of the Mortal Realm, granting them a strong internal compass. They also possess acute senses of hearing and smell, and can often detect those who are familiar to them by the sound of their movements.
Luckbringer: At the start of each session, everyone in your party gains a Hope.
Internal Compass: When you roll a 1 on your Hope Die, you can reroll it.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784387, - "modifiedTime": 1755394186643, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996659689, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "CtL2jDjvPOJxNJKm", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Human_wtJ5V5qRppLQn61n.json b/src/packs/ancestries/ancestry_Human_wtJ5V5qRppLQn61n.json index 5ef479b6..d44d6e36 100644 --- a/src/packs/ancestries/ancestry_Human_wtJ5V5qRppLQn61n.json +++ b/src/packs/ancestries/ancestry_Human_wtJ5V5qRppLQn61n.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance.
Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
", + "description": "Humans are most easily recognized by their dexterous hands, rounded ears, and bodies built for endurance. Their average height ranges from just under 5 feet to about 6 ½ feet. They have a wide variety of builds, with some being quite broad, others lithe, and many inhabiting the spectrum in between. Humans are physically adaptable and adjust to harsh climates with relative ease. In general, humans live to an age of about 100, with their bodies changing dramatically between their youngest and oldest years.
High Stamina: Gain an additional Stress slot at character creation.
Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784388, - "modifiedTime": 1755394199176, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996876543, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "wtJ5V5qRppLQn61n", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Infernis_hyxcuF2I0xcZSGkm.json b/src/packs/ancestries/ancestry_Infernis_hyxcuF2I0xcZSGkm.json index 823aedf8..621d8f9b 100644 --- a/src/packs/ancestries/ancestry_Infernis_hyxcuF2I0xcZSGkm.json +++ b/src/packs/ancestries/ancestry_Infernis_hyxcuF2I0xcZSGkm.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below.
On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
\nInfernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.
", + "description": "Infernis are humanoids who possess sharp canine teeth, pointed ears, and horns. They are the descendants of demons from the Circles Below. On average, infernis range in height from 5 feet to 7 feet and are known to have long fingers and pointed nails. Some have long, thin, and smooth tails that end in points, forks, or arrowheads. It’s common for infernis to have two or four horns—though some have crowns of many horns, or only one. These horns can also grow asymmetrically, forming unique, often curving, shapes that infernis enhance with carving and ornamentation. Their skin, hair, and horns come in an assortment of colors that can include soft pastels, stark tones, or vibrant hues, such as rosy scarlet, deep purple, and pitch black.
Infernis possess a “dread visage” that manifests both involuntarily, such as when they experience fear or other strong emotions, or purposefully, such as when they wish to intimidate an adversary. This visage can briefly modify their appearance in a variety of ways, including lengthening their teeth and nails, changing the colors of their eyes, twisting their horns, or enhancing their height. On average, infernis live up to 350 years, with some attributing this lifespan to their demonic lineage.
Fearless: When you roll with Fear, you can mark 2 Stress to change it into a roll with Hope instead.
Dread Visage: You have advantage on rolls to intimidate hostile creatures.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784388, - "modifiedTime": 1755394204627, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762996965311, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "hyxcuF2I0xcZSGkm", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Katari_yyW0UM8srD9WuwW7.json b/src/packs/ancestries/ancestry_Katari_yyW0UM8srD9WuwW7.json index 25819b34..45ed21c3 100644 --- a/src/packs/ancestries/ancestry_Katari_yyW0UM8srD9WuwW7.json +++ b/src/packs/ancestries/ancestry_Katari_yyW0UM8srD9WuwW7.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears.
They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
", + "description": "Katari are feline humanoids with retractable claws, vertically slit pupils, and high, triangular ears. They can also have small, pointed canine teeth, soft fur, and long whiskers that assist their perception and navigation. Their ears can swivel nearly 180 degrees to detect sound, adding to their heightened senses. Katari may look more or less feline or humanoid, with catlike attributes in the form of hair, whiskers, and a muzzle. About half of the katari population have tails. Their skin and fur come in a wide range of hues and patterns, including solid colors, calico tones, tabby stripes, and an array of spots, patches, marbling, or bands. Their height ranges from about 3 feet to 6 ½ feet, and they live to around 150 years.
Feline Instincts: When you make an Agility Roll, you can spend 2 Hope to reroll your Hope Die.
Retracting Claws: Make an Agility Roll to scratch a target within Melee range. On a success, they become temporarily Vulnerable.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784388, - "modifiedTime": 1755394210762, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762997128106, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "yyW0UM8srD9WuwW7", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Orc_D1RbUsRV9HpTrPuF.json b/src/packs/ancestries/ancestry_Orc_D1RbUsRV9HpTrPuF.json index dbbfe21b..4716c3f8 100644 --- a/src/packs/ancestries/ancestry_Orc_D1RbUsRV9HpTrPuF.json +++ b/src/packs/ancestries/ancestry_Orc_D1RbUsRV9HpTrPuF.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw.
Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
", + "description": "Orcs are humanoids most easily recognized by their square features and boar-like tusks that protrude from their lower jaw. Tusks come in various sizes, and though they extend from the mouth, they aren’t used for consuming food. Instead, many orcs choose to decorate their tusks with significant ornamentation. Orcs typically live for 125 years, and unless altered, their tusks continue to grow throughout the course of their lives. Their ears are pointed, and their hair and skin typically have green, blue, pink, or gray tones. Orcs tend toward a muscular build, and their average height ranges from 5 feet to 6 ½ feet.
Sturdy: When you have 1 Hit Point remaining, attacks against you have disadvantage.
Tusks: When you succeed on an attack against a target within Melee range, you can spend a Hope to gore the target with your tusks, dealing an extra 1d6 damage.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784389, - "modifiedTime": 1755394218178, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762997234733, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "D1RbUsRV9HpTrPuF", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Ribbet_HwOoBKXOL9Tf5j85.json b/src/packs/ancestries/ancestry_Ribbet_HwOoBKXOL9Tf5j85.json index 677852f7..7852a5e5 100644 --- a/src/packs/ancestries/ancestry_Ribbet_HwOoBKXOL9Tf5j85.json +++ b/src/packs/ancestries/ancestry_Ribbet_HwOoBKXOL9Tf5j85.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet.
They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
", + "description": "Ribbets resemble anthropomorphic frogs with protruding eyes and webbed hands and feet. They have smooth (though sometimes warty) moist skin and eyes positioned on either side of their head. Some ribbets have hind legs more than twice the length of their torso, while others have short limbs. No matter their size (which ranges from about 3 feet to 4 ½ feet), ribbets primarily move by hopping. All ribbets have webbed appendages, allowing them to swim with ease. Some ribbets possess a natural green-and-brown camouflage, while others are vibrantly colored with bold patterns. No matter their appearance, all ribbets are born from eggs laid in the water, hatch into tadpoles, and after about 6 to 7 years, grow into amphibians that can move around on land. Ribbets live for approximately 100 years.
Amphibious: You can breathe and move naturally underwater.
Long Tongue: You can use your long tongue to grab onto things within Close range. Mark a Stress to use your tongue as a Finesse Close weapon that deals d12 physical damage using your Proficiency.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784389, - "modifiedTime": 1755394245530, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762997435423, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "HwOoBKXOL9Tf5j85", "sort": 3400000, diff --git a/src/packs/ancestries/ancestry_Simiah_2yMLxxn7CHEvmShj.json b/src/packs/ancestries/ancestry_Simiah_2yMLxxn7CHEvmShj.json index 647ddf20..4ba108f0 100644 --- a/src/packs/ancestries/ancestry_Simiah_2yMLxxn7CHEvmShj.json +++ b/src/packs/ancestries/ancestry_Simiah_2yMLxxn7CHEvmShj.json @@ -4,7 +4,7 @@ "type": "ancestry", "folder": null, "system": { - "description": "Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet.
While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
", + "description": "Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet. While their appearance reflects all simian creatures, from the largest gorilla to the smallest marmoset, their size does not align with their animal counterparts, and they can be anywhere from 2 to 6 feet tall. All simiah can use their dexterous feet for nonverbal communication, work, and combat. Additionally, some also have prehensile tails that can grasp objects or help with balance during difficult maneuvers. These traits grant members of this ancestry unique agility that aids them in a variety of physical tasks. In particular, simiah are skilled climbers and can easily transition from bipedal movement to knuckle-walking and climbing, and back again. On average, simiah live for about 100 years.
Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.
Nimble: Gain a permanent +1 bonus to your Evasion at character creation.
", "features": [ { "type": "primary", @@ -26,12 +26,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.350", "systemId": "daggerheart", - "systemVersion": "1.0.5", + "systemVersion": "1.2.1", "createdTime": 1753922784390, - "modifiedTime": 1755394237166, - "lastModifiedBy": "VZIeX2YDvX338Zvr" + "modifiedTime": 1762997337259, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "2yMLxxn7CHEvmShj", "sort": 3400000, From bdbca0d35a17a2bb5c0a3bea1b30c2546c19abd8 Mon Sep 17 00:00:00 2001 From: Carlos Fernandez{{source.system.criticalThreshold}}+
+Note: At level 5 use Rally (Level 5) instead of Rally under class feature. (Automation will be implemented in a later release)
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.
Note: At level 5 use Rally (Level 5) instead of Rally under class feature. (Automation will be implemented in a later release)
Bards are the most charismatic people in all the realms. Members of this class are masters of captivation and specialize in a variety of performance types, including singing, playing musical instruments, weaving tales, or telling jokes. Whether performing for an audience or speaking to an individual, bards thrive in social situations. Members of this profession bond and train at schools or guilds, but a current of egotism runs through those of the bardic persuasion. While they may be the most likely class to bring people together, a bard of ill temper can just as easily tear a party apart.
A romance novel or a letter never opened
Make a Scene: Spend 3 Hope to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty.
Rally
Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. At level 1, your Rally Die is a d6. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the result. At the end of each session, clear all unspent Rally Dice.
At level 5, your Rally Die increases to a d8.
", "domains": [ "grace", "codex" @@ -85,12 +85,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754174600538, - "modifiedTime": 1756399046200, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764073562847, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_id": "vegl3bFOq3pcFTWT", "sort": 300000, diff --git a/src/packs/classes/class_Druid_ZNwUTCyGCEcidZFv.json b/src/packs/classes/class_Druid_ZNwUTCyGCEcidZFv.json index 5e30b889..27f70356 100644 --- a/src/packs/classes/class_Druid_ZNwUTCyGCEcidZFv.json +++ b/src/packs/classes/class_Druid_ZNwUTCyGCEcidZFv.json @@ -4,7 +4,7 @@ "_id": "ZNwUTCyGCEcidZFv", "img": "icons/creatures/mammals/wolf-howl-moon-black.webp", "system": { - "description": "Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
", + "description": "Becoming a druid is more than an occupation; it’s a calling for those who wish to learn from and protect the magic of the wilderness. While one might underestimate a gentle druid who practices the often-quiet work of cultivating flora, druids who channel the untamed forces of nature are terrifying to behold. Druids cultivate their abilities in small groups, often connected by a specific ethos or locale, but some choose to work alone. Through years of study and dedication, druids can learn to transform into beasts and shape nature itself.
A small bag of rocks and bones or a strange pendant found in the dirt
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.
Beastform: Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.
Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.
", "domains": [ "sage", "arcana" @@ -87,12 +87,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754222247012, - "modifiedTime": 1756399003725, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764073660360, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!ZNwUTCyGCEcidZFv" } diff --git a/src/packs/classes/class_Guardian_nRAyoC0fOzXPDa4z.json b/src/packs/classes/class_Guardian_nRAyoC0fOzXPDa4z.json index c412abba..8b52874d 100644 --- a/src/packs/classes/class_Guardian_nRAyoC0fOzXPDa4z.json +++ b/src/packs/classes/class_Guardian_nRAyoC0fOzXPDa4z.json @@ -4,7 +4,7 @@ "_id": "nRAyoC0fOzXPDa4z", "img": "icons/equipment/shield/heater-wooden-sword-green.webp", "system": { - "description": "The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
", + "description": "The title of guardian represents an array of martial professions, speaking more to their moral compass and unshakeable fortitude than the means by which they fight. While many guardians join groups of militants for either a country or cause, they’re more likely to follow those few they truly care for, majority be damned. Guardians are known for fighting with remarkable ferocity even against overwhelming odds, defending their cohort above all else. Woe betide those who harm the ally of a guardian, as the guardian will answer this injury in kind.
A totem from your mentor or a secret key
Frontline Tank: Spend 3 Hope to clear 2 Armor Slots.
Unstoppable: Once per long rest, you can become Unstoppable. You gain an Unstoppable Die. At level 1, your Unstoppable Die is a d4. Place it on your character sheet in the space provided, starting with the 1 value facing up. After you make a damage roll that deals 1 or more Hit Points to a target, increase the Unstoppable Die value by one. When the die’s value would exceed its maximum value or when the scene ends, remove the die and drop out of Unstoppable. At level 5, your Unstoppable Die increases to a d6.
While Unstoppable, you gain the following benefits:
• You reduce the severity of physical damage by one threshold (Severe to Major, Major to Minor, Minor to None).
• You add the current value of the Unstoppable Die to your damage roll.
• You can’t be Restrained or Vulnerable.
", "domains": [ "valor", "blade" @@ -83,12 +83,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754246931974, - "modifiedTime": 1756398951257, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764073702031, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!nRAyoC0fOzXPDa4z" } diff --git a/src/packs/classes/class_Ranger_BTyfve69LKqoOi9S.json b/src/packs/classes/class_Ranger_BTyfve69LKqoOi9S.json index f85f6d59..3bb01173 100644 --- a/src/packs/classes/class_Ranger_BTyfve69LKqoOi9S.json +++ b/src/packs/classes/class_Ranger_BTyfve69LKqoOi9S.json @@ -4,7 +4,7 @@ "_id": "BTyfve69LKqoOi9S", "img": "icons/weapons/bows/shortbow-recurve-yellow-blue.webp", "system": { - "description": "Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
", + "description": "Rangers are highly skilled hunters who, despite their martial abilities, rarely lend their skills to an army. Through mastery of the body and a deep understanding of the wilderness, rangers become sly tacticians, pursuing their quarry with cunning and patience. Many rangers track and fight alongside an animal companion with whom they’ve forged a powerful spiritual bond. By honing their skills in the wild, rangers become expert trackers, as likely to ensnare their foes in a trap as they are to assail them head-on.
A trophy from your first kill or a seemingly broken compass
Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.
Ranger’s Focus: Spend a Hope and make an attack against a target. On a success, deal your attack’s normal damage and temporarily make the attack’s target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus:
• You know precisely what direction they are in.
• When you deal damage to them, they must mark a Stress.
• When you fail an attack against them, you can end your Ranger’s Focus feature to reroll your Duality Dice.
", "domains": [ "bone", "sage" @@ -83,12 +83,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754268869310, - "modifiedTime": 1756398897309, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764074066172, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!BTyfve69LKqoOi9S" } diff --git a/src/packs/classes/class_Rogue_CvHlkHZfpMiCz5uT.json b/src/packs/classes/class_Rogue_CvHlkHZfpMiCz5uT.json index a0a59613..68b1e5b4 100644 --- a/src/packs/classes/class_Rogue_CvHlkHZfpMiCz5uT.json +++ b/src/packs/classes/class_Rogue_CvHlkHZfpMiCz5uT.json @@ -4,7 +4,7 @@ "_id": "CvHlkHZfpMiCz5uT", "img": "icons/magic/defensive/shield-barrier-blades-teal.webp", "system": { - "description": "Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there’s honor among thieves for those who know where to look.
", + "description": "Rogues are scoundrels, often in both attitude and practice. Broadly known as liars and thieves, the best among this class move through the world anonymously. Utilizing their sharp wits and blades, rogues trick their foes through social manipulation as easily as breaking locks, climbing through windows, or dealing underhanded blows. These masters of magical craft manipulate shadow and movement, adding an array of useful and deadly tools to their repertoire. Rogues frequently establish guilds to meet future accomplices, hire out jobs, and hone secret skills, proving that there’s honor among thieves for those who know where to look.
A set of forgery tools or a grappling hook
Rogue’s Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.
Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you.
After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
", "domains": [ "midnight", "grace" @@ -87,12 +87,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754325275832, - "modifiedTime": 1756398839983, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764074347573, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!CvHlkHZfpMiCz5uT" } diff --git a/src/packs/classes/class_Seraph_5ZnlJ5bEoyOTkUJv.json b/src/packs/classes/class_Seraph_5ZnlJ5bEoyOTkUJv.json index 7c3ce471..7c9b2882 100644 --- a/src/packs/classes/class_Seraph_5ZnlJ5bEoyOTkUJv.json +++ b/src/packs/classes/class_Seraph_5ZnlJ5bEoyOTkUJv.json @@ -4,7 +4,7 @@ "_id": "5ZnlJ5bEoyOTkUJv", "img": "icons/magic/holy/barrier-shield-winged-cross.webp", "system": { - "description": "Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.
", + "description": "Seraphs are divine fighters and healers imbued with sacred purpose. A wide array of deities exist within the realms, and thus numerous kinds of seraphs are appointed by these gods. Their ethos traditionally aligns with the domain or goals of their god, such as defending the weak, exacting vengeance, protecting a land or artifact, or upholding a particular faith. Some seraphs ally themselves with an army or locale, much to the satisfaction of their rulers, but other crusaders fight in opposition to the follies of the Mortal Realm. It is better to be a seraph’s ally than their enemy, as they are terrifying foes to those who defy their purpose.
A bundle of offerings or a sigil of your god
Life Support: Spend 3 Hope to clear a Hit Point on an ally within Close range.
Prayer Dice: At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet in the space provided. These are your Prayer Dice. You can spend any number of Prayer Dice to aid yourself or an ally within Far range. You can use a spent die’s value to reduce incoming damage, add to a roll’s result after the roll is made, or gain Hope equal to the result. At the end of each session, clear all unspent Prayer Dice.
", "domains": [ "valor", "splendor" @@ -83,12 +83,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.350", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754351482530, - "modifiedTime": 1760018751908, - "lastModifiedBy": "fBcTgyTzoARBvohY" + "modifiedTime": 1764074673043, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!5ZnlJ5bEoyOTkUJv" } diff --git a/src/packs/classes/class_Sorcerer_DchOzHcWIJE9FKcR.json b/src/packs/classes/class_Sorcerer_DchOzHcWIJE9FKcR.json index ce1ced71..e1076faf 100644 --- a/src/packs/classes/class_Sorcerer_DchOzHcWIJE9FKcR.json +++ b/src/packs/classes/class_Sorcerer_DchOzHcWIJE9FKcR.json @@ -4,7 +4,7 @@ "_id": "DchOzHcWIJE9FKcR", "img": "icons/magic/symbols/rune-sigil-horned-white-purple.webp", "system": { - "description": "Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous
force indeed.
", + "description": "Not all innate magic users choose to hone their craft, but those who do can become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice them. A sorcerer’s abilities can range from the elemental to the illusionary and beyond, and many practitioners band together into collectives based on their talents. The act of becoming a formidable sorcerer is not the practice of acquiring power, but learning to cultivate and control the power one already possesses. The magic of a misguided or undisciplined sorcerer is a dangerous force indeed.
A whispering orb or a family heirloom
Volatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
Arcane Sense: You can sense the presence of magical people and objects within Close range.
Minor Illusion: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself
within Close range. This illusion is convincing to anyone at Close range or farther.
Channel Raw Power: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:
• Gain Hope equal to the level of the card.
• Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.
", "domains": [ "arcana", "midnight" @@ -91,12 +91,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.350", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754349743129, - "modifiedTime": 1760018753854, - "lastModifiedBy": "fBcTgyTzoARBvohY" + "modifiedTime": 1764074848299, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!DchOzHcWIJE9FKcR" } diff --git a/src/packs/classes/class_Warrior_xCUWwJz4WSthvLfy.json b/src/packs/classes/class_Warrior_xCUWwJz4WSthvLfy.json index 3ecb2b72..5b07f909 100644 --- a/src/packs/classes/class_Warrior_xCUWwJz4WSthvLfy.json +++ b/src/packs/classes/class_Warrior_xCUWwJz4WSthvLfy.json @@ -4,7 +4,7 @@ "_id": "xCUWwJz4WSthvLfy", "img": "icons/weapons/swords/sword-broad-crystal-paired.webp", "system": { - "description": "Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
", + "description": "Becoming a warrior requires years, often a lifetime, of training and dedication to the mastery of weapons and violence. While many who seek to fight hone only their strength, warriors understand the importance of an agile body and mind, making them some of the most sought-after fighters across the realms. Frequently, warriors find employment within an army, a band of mercenaries, or even a royal guard, but their potential is wasted in any position where they cannot continue to improve and expand their skills. Warriors are known to have a favored weapon; to come between them and their blade would be a grievous mistake.
The drawing of a lover or a sharpening stone
No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.
Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
• They can’t move from where they are.
• You deal damage to them equal to your primary weapon’s damage.
• You move with them.
Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.
", "domains": [ "blade", "bone" @@ -87,12 +87,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754255776706, - "modifiedTime": 1756398696324, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764075006528, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!xCUWwJz4WSthvLfy" } diff --git a/src/packs/classes/class_Wizard_5LwX4m8ziY3F1ZGC.json b/src/packs/classes/class_Wizard_5LwX4m8ziY3F1ZGC.json index d5cc53ca..febf0f50 100644 --- a/src/packs/classes/class_Wizard_5LwX4m8ziY3F1ZGC.json +++ b/src/packs/classes/class_Wizard_5LwX4m8ziY3F1ZGC.json @@ -4,7 +4,7 @@ "_id": "5LwX4m8ziY3F1ZGC", "img": "icons/magic/symbols/circled-gem-pink.webp", "system": { - "description": "Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
", + "description": "Whether through an institution or individual study, those known as wizards acquire and hone immense magical power over years of learning using a variety of tools, including books, stones, potions, and herbs. Some wizards dedicate their lives to mastering a particular school of magic, while others learn from a wide variety of disciplines. Many wizards become wise and powerful figures in their communities, advising rulers, providing medicines and healing, and even leading war councils. While these mages all work toward the common goal of collecting magical knowledge, wizards often have the most conflict within their own ranks, as the acquisition, keeping, and sharing of powerful secrets is a topic of intense debate that has resulted in innumerable deaths.
A book you’re trying to translate or a tiny, harmless elemental pet
Not This Time: Spend 3 Hope to force an adversary within Far range to reroll an attack or damage roll.
Prestidigitation: You can perform harmless, subtle magical effects at will. For example, you can change an object’s color, create a smell, light a candle, cause a tiny object to float, illuminate a room, or repair a small object.
Strange Patterns: Choose a number between 1 and 12. When you roll that number on a Duality Die, gain a Hope or clear a Stress.
You can change this number when you take a long rest.
", "domains": [ "codex", "splendor" @@ -87,12 +87,12 @@ "compendiumSource": null, "duplicateSource": null, "exportSource": null, - "coreVersion": "13.347", + "coreVersion": "13.351", "systemId": "daggerheart", - "systemVersion": "1.1.2", + "systemVersion": "1.2.6", "createdTime": 1754253505323, - "modifiedTime": 1756391897762, - "lastModifiedBy": "gbAAZWyczKwejDNh" + "modifiedTime": 1764075272924, + "lastModifiedBy": "9HOfUKAXuCu7hUPY" }, "_key": "!items!5LwX4m8ziY3F1ZGC" } From 630ba5ab7d7863729bf8206f1d2c6e16278b0873 Mon Sep 17 00:00:00 2001 From: Carlos Fernandez{{localize "DAGGERHEART.UI.EffectsDisplay.appliedBy" by=effect.appliedBy}}
+ {{/if}} ++ {{localize "DAGGERHEART.UI.EffectsDisplay.removeThing" thing=(localize "DAGGERHEART.GENERAL.Effect.single")}} +
+ {{/unless}} +