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Wildjammer MPMB script

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  1. // Define the sources
  2. SourceList["Wildjammer"] = {
  3. name : "Wildjammer",
  4. abbreviation : "WJ",
  5. group : "Spelljammer",
  6. campaignSetting : "Spelljammer",
  7. url : "https://media.wizards.com/2018/dnd/downloads/723UA_EberronRaces7232018.pdf",
  8. date : "2018/07/23"
  9. };
  10.  
  11. // Dohwar
  12. RaceList["dohwar"] = {
  13. "Dohwar" : {
  14. regExpSearch : /dohwar/i,
  15. name : "Dohwar",
  16. sortname : "dohwar",
  17. source : [["Wildjammer", 12]],
  18. plural : "dohwar",
  19. size : 2,
  20. speed : {
  21. walk : { spd : 25, enc : 25 }
  22. },
  23. languageProfs : ["Common", "Dohwar"],
  24. age : "Similar to humans",
  25. height : " stand between 3 and 4 feet tall (2'8\" + 2d4\")",
  26. weight : " weigh around 150 lb (115 + 2d4 \xD7 2d6 lb)",
  27. heightMetric : " stand between 1 and 1,2 metres tall (100 + 5d4 cm)",
  28. weightMetric : " weigh around 70 kg (55 + 5d4 \xD7 4d6 / 10 kg)",
  29. scores : [0, 0, 0, 2, 0, 1],
  30. spellcastingAbility : 6,
  31. features : {
  32. "mind reading" : {
  33. name : "Mind Reading",
  34. minlevel : 1,
  35. action : ["action",""],
  36. tooltip : "number of times equal to Proficiency bonus per day",
  37. spellcastingBonus : {
  38. name : "Mind Reading",
  39. spells : ["detect thoughts"],
  40. selection : ["detect thoughts"]
  41. }
  42. }
  43. },
  44. trait : "Dohwar (+2 Charisma, +1 Intelligence) \nBellyslide: While prone, you can belly slide instead of crawl. You move as if you were standing and your normal movement speed increases by 10 feet. You can’t move across difficult terrain or take the Dash action while belly sliding.\nCold Adaptation. You are naturally adapted to cold climates, as described in chapter 5 of the DMG. You also have resistance to cold damage. \nMerchant's Senses. Whenever you perform an Intelligence (History) check or use tools to determine the origin and value of an object, you are considered proficient in the check and can add double your proficiency bonus. When you reach 3rd level, you learn to cast Detect Magic and Identify as a ritual.\nSilent Speech. You can speak telepathically to any creature within 30 feet of you. They understand you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.\n Mind Reading. You can cast the Detect Thoughts spell a number of times per day equal to your proficiency bonus without using spell components. When you use this spell, you can only pick up your target’s surface thoughts. If the target is aware that dohwar have this feature, they can make an Intelligence saving throw(DC = 8 + your proficiency bonus + your Intelligence modifier) to resist. While this spell is active, you have advantage on social rolls against the target " ,
  45.  
  46. }
  47. };
  48. RaceList["Dracon"] = {
  49. "Dracon" : {
  50. regExpSearch : /Dracon/i,
  51. name : "Dracon",
  52. sortname : "Dracon",
  53. source : [["Wildjammer", 13]],
  54. plural : "Dracon",
  55. size : 3,
  56. speed : {
  57. walk : { spd : 40, enc : 30 }
  58. },
  59. languageProfs : ["Common", "Draconic"],
  60. carryingCapacity : 2,
  61. skills : ["Persuasion"],
  62. age : " Similar to humans",
  63. height : " stand between 3 and 4 feet tall (2'8\" + 2d4\")",
  64. weight : " weigh around 150 lb (115 + 2d4 \xD7 2d6 lb)",
  65. heightMetric : " stand between 1 and 1,2 metres tall (100 + 5d4 cm)",
  66. weightMetric : " weigh around 70 kg (55 + 5d4 \xD7 4d6 / 10 kg)",
  67. scores : [2, 0, 0, 0, 1, 0],
  68. trait : "Dracon (+2 Strength, +1 Wisdom)\nCommunal. During a long rest, you visit each of your companions to build camaraderie. Choose up to 6 friendly creatures you are spending the rest with at a campsite, inn, etc. Each of these creatures gains temporary hit points equal to your level on the following day. \n\nEquine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. \n\nMount. Your quadruped anatomy allows you to act as a mount for a creature of Small size or smaller. While mounted, your rider may take their turn simultaneous with yours. If they do, they forego their normal turn this round. A rider can’t move other than to dismount.\nNatural Weapon. Your feet count as natural weapons, which you can use to make unarmed strikes. If you hit with them, you bludgeoning damage equal to 1d6 + your Strength modifier instead of the normal damage for an unarmed strike.",
  69. }
  70. };
  71. RaceList["giff WJ"] = {
  72. "Giff" : {
  73. regExpSearch : /Giff/i,
  74. name : "Giff",
  75. sortname : "Giff",
  76. source : [["Wildjammer", 14]],
  77. plural : "Giff",
  78. size : 3,
  79. speed : {
  80. walk : { spd : 30, enc : 25 }
  81. },
  82. languageProfs : ["Common", "Giff"],
  83. weaponProfs : [false, false, ["firearms"]],
  84. carryingCapacity : 2,
  85. skills : ["Persuasion"],
  86. age : " Similar to humans",
  87. height : " stand between 8 and 9 feet tall (8'0\" + 2d4\")",
  88. weight : " weigh around 300 lb (300 + 2d4 \xD7 2d6 lb)",
  89. heightMetric : " stand between 2,2 and 3 metres tall (220 + 5d4 cm)",
  90. weightMetric : " weigh around 136 kg (120 + 5d4 \xD7 4d6 / 10 kg)",
  91. scores : [1, 1, 1, 0, 0, 0],
  92. trait : "Giff (+1 Strength, +1 Dex, +1 Con)\nGunpowder Training. You are proficient with and ignore the loading property of gunpowder firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls with firearms. The backfire score of any ship weapon you use as a Gunner is reduced by 1. \nHeadfirst Charge. If you move at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, you may attempt to shove that creature as a bonus action. Once you’ve used this trait, you are discombobulated and you can’t use it again until you complete a short or long rest. \n\nMagic Resistance. You have advantage on saving throws against spells and other magical effects.\nPowerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.",}
  93. };
  94. RaceList["Grommam"] = {
  95. "Grommam" : {
  96. regExpSearch : /Grommam/i,
  97. name : "Grommam",
  98. sortname : "Grommam",
  99. source : [["Spelljammer Derfed", 14]],
  100. plural : "Grommams",
  101. size : 3,
  102. speed : {
  103. walk : { spd : 30, enc : 25 }
  104. },
  105. languageProfs : ["Common", "Grommam"],
  106. skills : ["Athletics"],
  107. age : " Similar to humans",
  108. height : " stand between 5'0 (4'10\" + 2d4\")",
  109. weight : " weigh between 250 lb and 500 lb (250 + 2d4 \xD7 2d6 lb)",
  110. heightMetric : " stand between 1,5 and 1,6 metres tall (150 + 5d4 cm)",
  111. weightMetric : " weigh between 113 kg and 226 kg (113 + 5d4 \xD7 4d6 / 10 kg)",
  112. scores : [2, 0, 1, 0, 0, 0],
  113. trait : "Grommam (+2 Strength, +1 Con)\n Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. \n Massive Mits. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. \n Landspeed. You can use your muscular arms to propel yourself forward when you run. If you are not holding anything in your hands, you can double your speed as if you had taken the Dash action. \n Raw Strength. You have proficiency in the Athletics skill.\n Reach Grommams long arms give them an extra 5’ reach.\n Natural Climbers 25 ft climb speed and advantage on climbing rolls. \n Magical Mishaps Grommams have a magical resistance even worse than the Giff. 40% chance of failure when attempting to use a magical item or artifact."},
  114. };
  115. RaceList["Hadozee WJ"] = {
  116. "Hadozee" : {
  117. name : "Hadozee",
  118. sortname : "Hadozee",
  119. source : [["Wildjammer", 14]],
  120. plural : "Hadozees",
  121. size : 3,
  122. speed : {
  123. walk : { spd : 30, enc : 25 }
  124. },
  125. languageProfs : ["Common", "Hadozee"],
  126. age : " Similar to humans",
  127. height : " stand between 5'2 and 6'4 feet tall (5'2\" + 2d4\")",
  128. weight : " weigh between 154 lb and 278 lb (154 + 2d4 \xD7 2d6 lb)",
  129. heightMetric : " stand between 1,6 and 1,9 metres tall (150 + 5d4 cm)",
  130. weightMetric : " weigh between 69 kg and 126 kg (69 + 5d4 \xD7 4d6 / 10 kg)",
  131. scores : [0, 2, 0, 0, 1, 0],
  132. trait : "Hadozee (+2 Dex, +1 Wis)\nPrehensile Feet. You have prehensile feet capable of working as either feet or hands. On your turn, you can forego half your movement speed to gain an additional object interaction or to wield a weapon with the light property for two-weapon fighting. In addition, so long as two of your hands or feet are free, you can climb. \nMonkey Fighting. When you make a melee weapon attack on your turn while climbing, you can increase the reach of a single attack by 5 feet. In addition, you can take the disengage action as a bonus action while climbing.\nGlide. When you start to fall from 10 feet or higher and you’re not wearing heavy armor, as a reaction you can extend out your arms and begin gliding. When you start gliding, you immediately descend 5 feet and may move up to your movement speed horizontally or down. At the start of each of your turns, you descend another 5 feet. When you take the Move action while gliding, you can move horizontally or down. If you stop gliding, you resume falling, and when you’re no longer able to fall, the glide ends.",
  133. }
  134. };
  135.  
  136. RaceList["Hurwaeti"] = {
  137. "Hurwaeti" : {
  138. name : "Hurwaeti",
  139. sortname : "Hurwaeti",
  140. source : [["Space Races Supplement", 14]],
  141. plural : "Hurwaeti",
  142. size : 3,
  143. speed : {
  144. walk : { spd : 30, enc : 25 }
  145. },
  146. languageProfs : ["Common", "Hurwaeti"],
  147. armorAdd : "Natural Armor Scales",
  148. armorOptions : [{
  149. regExpSearch : /^(?=.*natural)(?=.*armor).*$/i,
  150. name : "Natural Armor ",
  151. ac : 12 + Dex
  152. }],
  153. weaponProfs : [false, false, ["firearms"]],
  154. skills : ["Persuasion"],
  155. age : " Similar to humans",
  156. height : " are 3 to 4 feet tall (2'11\" + 2d4\")",
  157. weight : " weigh around 40 lb (35 + 2d4 lb)",
  158. heightMetric : " are 90 to 120 cm tall (2'11\" + 5d4)",
  159. weightMetric : " weigh around 18 kg (16 + 5d4 / 10 kg)",
  160. scores : [0, 0, -1, 0, 1, 0],
  161. trait : "Hurwaeti (-1 Con, +1 Wis)\nNatural Swimmers. You have a swimming speed equal to your walking speed.\nNatural Armor. The Hurwaeti's scaly hide gives it an AC of 12 + Dex bonus\nStanding Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.\nAncestral Rage. You have advantage on your first attack against beholders, illithids, and neogis.\nHurwaeti Magic. You can cast the fog cloud spell once per long rest. You can also cast these spells using any spell slots you have. Int, Wis, or Cha is your spellcasting ability for these spells when you cast them with this trait (choose at creation)./nLeaps and Bounds.Your long jump is up to 20 feet and high jump is up to 10 feet, with or without a running start.",
  162. spellcastingAbility : 6,
  163. spellcastingBonus : {
  164. name : "fog cloud (level 1)",
  165. spells : ["fog cloud"],
  166. selection : ["fog cloud"],
  167. firstCol : "oncelr"
  168. }
  169. }
  170. };
  171. RaceList["Mindflayer Renegade"] = {
  172. "Mindflayer Renegade" : {
  173. regExpSearch : /mindflayer/i,
  174. name : "mindflayer",
  175. source : [["Wildjammer", 5], ["P", 16]],
  176. plural : "mindflayers",
  177. size : 3,
  178. speed : {
  179. walk : { spd : 30, enc : 20 }
  180. },
  181. languageProfs : ["Common", "Undercommon", "Deep Speech",],
  182. age : " Mind flayers are created through ceremorphosis fully matured. They live an average of 125 years.",
  183. height : " range from barely 5 to well over 6 feet tall (4'8\" + 2d10\")",
  184. weight : " weigh around 165 lb (110 + 2d10 \xD7 2d4 lb)",
  185. heightMetric : " range from barely 1,5 to well over 1,8 metres tall (145 + 5d10 cm)",
  186. weightMetric : " weigh around 75 kg (50 + 5d10 \xD7 4d4 / 10 kg)",
  187. scorestxt : "+1 to all ability scores",
  188. scores : [0, 0, 0, 2, 1, 0],
  189. trait : "mindflayer (+2 Int, +1 Wis) \nDarkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\nTelepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.\nMind Blast. As an action, you can release a blast of psionic energy in a 15-foot cone. All creatures in that cone must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your intelligence modifier). On a failed save, a creature takes 2d8 psychic damage. This damage increased by 1d8 at 5th level (3d8) and 17th level (4d8). Starting at 11th level, creatures who fail their saving throw are stunned until the end of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.\nDevour Brain. When you devour the brain of an intelligent creature, you can acquire memories that the creature had in life. When you do, you gain proficiency in a skill or tool of your choice that the creature had. When you use this ability again, you can replace this proficiencywith another from the new brain. In addition, with DM approval, you can also gather information from the creature's memory, as if casting Speak With Dead. ",
  190. }
  191. };
  192. RaceList["Rastipede"] = {
  193. "Rastipede" : {
  194. regExpSearch : /Rastipede/i,
  195. name : "Rastipede",
  196. sortname : "Rastipede",
  197. source : [["Wildjammer", 14]],
  198. plural : "Rastipede",
  199. size : 3,
  200. speed : {
  201. walk : { spd : 30, enc : 25 }
  202. },
  203. languageProfs : ["Common", "Rastipede"],
  204. armorAdd : "Hard Shell",
  205. armorOptions : [{
  206. regExpSearch : /^(?=.*natural)(?=.*armor).*$/i,
  207. name : "Natural Armor ",
  208. ac : 13 + Dex
  209. }],
  210. skills : ["Perception"],
  211. age : " 150 years",
  212. height : " stand between 4 and 5 feet tall (4\" + 2d4\")",
  213. weight : " weigh between 250 lb and 280 lb (235 + 2d4 \xD7 2d6 lb)",
  214. heightMetric : " stand between 1,2 and 1,5 metres tall (120 + 5d4 cm)",
  215. weightMetric : " weigh between 113 kg and 127 kg (110 + 5d4 \xD7 4d6 / 10 kg)",
  216. scores : [0, -1, 1, 0, 0, 0],
  217. trait : "Rastipede (-1 Dex, +1 Con)\nAntennae Sense: You have proficiency in the Perception skill.\n Hard Shell: When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.\n Incisors: Your mouthful of pointed teeth is a natural weapon you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.\nNatural Burrower: Tunnelling speed is 20.\nKeen Smell: Rastipedes has advantage on Perception rolls for smell, and cannot be surprised by a creature behind it, as long as that creature exudes any odor whatsoever.\nSpelljamming Boost: a helm operated by a rastipede performs as if it were helmed by a spellcaster at least three times as powerful.",
  218. }
  219. };
  220.  
  221. WeaponsList["rastipede incisors"] = {
  222. regExpSearch : /^(?=.*rastipede)(?=.*incisors).*$/i,
  223. name : "incisors (rastipede)",
  224. source : ["Space Races", 9],
  225. list : "melee",
  226. ability : 1,
  227. type : "Natural",
  228. damage : [1, 6, "slashing"],
  229. range : "Melee",
  230. description : "",
  231. abilitytodamage : true
  232. };
  233. RaceList["Scro"] = {
  234. "scro" : {
  235. regExpSearch : /Scro/i,
  236. name : "Scro",
  237. source : [["Wildjammer", 7], ["P", 18]],
  238. plural : "Scro",
  239. size : 3,
  240. speed : {
  241. walk : { spd : 30, enc : 20 }
  242. },
  243. languageProfs : ["Common", "Orc", "Elvish"],
  244. vision : [["Darkvision", 60]],
  245. skills : ["Intimidation"],
  246. age : " reach adulthood around age 14 and rarely live longer than 75 years",
  247. height : " range from 5 to well over 6 feet tall (4'10\" + 2d10\")",
  248. weight : " weigh around 215 lb (140 + 2d10 \xD7 2d6 lb)",
  249. heightMetric : " range from 1,5 to well over 1,8 metres tall (150 + 5d10 cm)",
  250. weightMetric : " weigh around 100 kg (65 + 5d10 \xD7 4d6 / 10 kg)",
  251. scores : [2, 0, 1, 0, 0, 0],
  252. trait : "Scro (+2 Strength, +1 Constitution)" + (typePF ? "\n" : " ") + "\nDarkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.\n\nPack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.\n\nGlory Kill. Scro warriors are known for digging their teeth into their foes and ripping flesh, bolstering their resolve for battle. As a bonus action, you can make a special melee weapon attack with your teeth. Your are proficient with this attack. If you hit, you deal piercing damage equal to 1d6 + your Strength modifier and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
  253. }
  254. };
  255. RaceList["Xixchil"] = {
  256. "Xixchil" : {
  257. regExpSearch : /Xixchil/i,
  258. name : "Xixchil",
  259. sortname : "Xixchil",
  260. source : [["Wildjammer", 14]],
  261. plural : "Xixchil",
  262. size : 3,
  263. speed : {
  264. walk : { spd : 30, enc : 25 }
  265. },
  266. languageProfs : ["Common", "Xixchil"],
  267. armorAdd : "Chitinous Shell",
  268. armorOptions : [{
  269. regExpSearch : /^(?=.*natural)(?=.*armor).*$/i,
  270. name : "Natural Armor ",
  271. ac : 12 + Dex
  272. }],
  273. skills : ["Medicine"],
  274. age : " 100 to 200 years",
  275. height : " stand between 5'6 and 6 feet tall (5'5\" + 2d4\")",
  276. weight : " weigh between 145 lb and 180 lb (145 + 2d4 \xD7 2d6 lb)",
  277. heightMetric : " stand between 1,6 and 2 metres tall (150 + 5d4 cm)",
  278. weightMetric : " weigh between 65 kg and 81 kg (65 + 5d4 \xD7 4d6 / 10 kg)",
  279. scores : [0, 2, 0, 0, 1, 0],
  280. trait : "Xixchil (Dex, +1 Wis)\nExpert Artisans. You have proficiency in the Medicine skill and one artisan tool of your choice. \nNatural Armor. You have a chitinous exoskeleton. Your AC is 12 + your Dexterity modifier. You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. \nNatural Weapon. Your second set of forelimbs are naturally sharp blades. These are melee weaponsthat you are proficient with and have the finesse and light property. Your scythes deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. \nIntegrated Treasures. As a part of a long rest, you may destroy a suit of armor and integrate it into your chitin. If an integrated item requires attunement, you must attune to it while integrated. When you integrate armor, your natural armor takes on the properties of the armor. If the armor imposes disadvantage on stealth checks, it loses that property when integrated. This armor can’t be removed from you unwillingly. You can only integrate one suit of armor at a time. If you integrate another suit of armor, the previous suit of armor is destroyed in the process. \nSurgical Enhancements. As a xixchil, you’re able to make surgical alterations to your body. You choose one enhancement to make now and a second enhancement at 5th level. You can change your selection to another eligible choice at no cost with a week of downtime. At 1st level, choose one of the following options: \nBuzzing Wings. You add a pair of thin wings which give you the ability to fly for a short period of time. You gain a flying speed equal to half your normal movement speed. If you end your turn while flying, you immediately fall. \nOmnivision. You affix extra eyes to your head, allowing you to see 360 degrees around you. You gain darkvision out to 120 feet and you can’t be surprised while conscious. \nSilk Spinneret. You add a silk gland to your body, allowing you to fashion ropes, nets, even fine silk clothing during a short or long rest.",
  281. }
  282. };
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