#:orcpub.dnd.e5{:backgrounds
                  {:underdark-exile
                     {:key :underdark-exile,
                      :name "Underdark Exile",
                      :option-pack "Hichico's Guide to the Unknown",
                      :profs
                        {:language-options {:choose 1, :options {:any true}},
                         :skill {:stealth true, :survival true}},
                      :traits []}},
 :classes
                  {:magus
                     {nil nil,
                      :ability-increase-levels [4 8 12 16 19],
                      :hit-die 8,
                      :key :magus,
                      :level-modifiers
                        [{:type :armor-prof, :value :light}
                         {:type :weapon-prof, :value :simple}
                         {:type :weapon-prof, :value :martial}
                         {:type :tool-prof, :value :herbalism-kit}
                         {:type :tool-prof, :value :alchemists-supplies}
                         {:type :spell,
                          :value {:ability :int, :key :chill-touch}}
                         {:type :spell,
                          :value {:ability :int, :key :green-flame-blade}}
                         {:type :spell,
                          :value {:ability :int, :key :eldritch-blast}}
                         {:type :spell, :value {:ability :int, :key :fire-bolt}}
                         {:type :spell,
                          :value {:ability :int, :key :toll-the-dead}}
                         {:type :spell,
                          :value {:ability :int, :key :prestidigitation}}
                         {:type :spell,
                          :value {:ability :int, :key :blade-ward}}
                         {:type :spell,
                          :value {:ability :int, :key :thaumaturgy}}
                         {:type :spell,
                          :value {:ability :int, :key :sword-burst}}
                         {:type :spell,
                          :value {:ability :int, :key :shocking-grasp}}
                         {:type :spell,
                          :value {:ability :int, :key :true-strike}}
                         {:level 7, :type :armor-prof, :value :medium}
                         {:level 13, :type :armor-prof, :value :heavy}
                         {:level 17, :type :damage-resistance, :value :psychic}
                         {:level 20, :type :damage-immunity, :value :psychic}],
                      :name "Magus",
                      :option-pack "Hichico's Guide to the Unknown",
                      :profs
                        {:save #:orcpub.dnd.e5.character{:int true, :wis true},
                         :skill-expertise-options
                           {:choose 2,
                            :options
                              {:arcana true,
                               :history true,
                               :insight true,
                               :investigation true,
                               :perception true,
                               :persuasion true,
                               :religion true,
                               :survival true}},
                         :skill-options
                           {:choose 4,
                            :options
                              {:arcana true,
                               :history true,
                               :insight true,
                               :investigation true,
                               :perception true,
                               :persuasion true,
                               :religion true,
                               :survival true}}},
                      :spellcasting
                        {:ability :orcpub.dnd.e5.character/int,
                         :known-mode :schedule,
                         :level-factor 1,
                         :spell-list
                           {1
                              #{:armor-of-agathys :arms-of-hadar :chaos-bolt
                                :compelled-duel :detect-magic :ensnaring-strike
                                :expeditious-retreat :faerie-fire :feather-fall
                                :grease :hellish-rebuke :hunters-mark
                                :illusory-script :jump :mage-armor
                                :magic-missile :searing-smite :shield
                                :tashas-hideous-laughter :thunderous-smite
                                :thunderwave :witch-bolt :wrathful-smite
                                :zephyr-strike},
                            2
                              #{:calm-emotions :cloud-of-daggers
                                :cordon-of-arrows :flame-blade :heat-metal
                                :hold-person :magic-weapon :ray-of-enfeeblement
                                :scorching-ray :shadow-blade :spiritual-weapon},
                            3
                              #{:blinding-smite :blink :call-lightning
                                :counterspell :dispel-magic :elemental-weapon
                                :fireball :flame-arrows :fly :gaseous-form
                                :haste :lightning-arrow :lightning-bolt
                                :melf-s-minute-meteors},
                            4
                              #{:aura-of-life :banishment :death-ward
                                :fire-shield :freedom-of-movement :stoneskin},
                            5
                              #{:bigbys-hand :circle-of-power :cone-of-cold
                                :flame-strike :greater-restoration :legend-lore
                                :modify-memory :reincarnate :scrying
                                :skill-empowerment :steel-wind-strike},
                            6
                              #{:blade-barrier :chain-lightning :disintegrate
                                :heroes-feast :investiture-of-flame
                                :investiture-of-ice :investiture-of-stone
                                :investiture-of-wind :mental-prison},
                            7
                              #{:forcecage :mordenkainens-magnificent-mansion
                                :mordenkainens-sword :plane-shift
                                :prismatic-spray :simulacrum :teleport},
                            8
                              #{:abi-dalzims-horrid-wilting :antimagic-field
                                :control-weather :demiplane :dominate-monster
                                :earthquake :feeblemind :glibness
                                :power-word-stun},
                            9
                              #{:foresight :invulnerability :mass-polymorph
                                :psychic-scream :true-polymorph}},
                         :spells-known
                           {1 2,
                            2 1,
                            3 1,
                            4 1,
                            5 1,
                            6 1,
                            7 1,
                            8 1,
                            9 1,
                            10 1,
                            11 1,
                            13 1,
                            15 1,
                            17 1}},
                      :subclass-level 3,
                      :subclass-title "Magus Archetypes",
                      :traits
                        [{:description
                            "At 1st level, you gain a reservoir of mystical arcane energy that you can draw upon to fuel your powers and enhance your weapon. This arcane pool has a number of points equal to 1/2 your magus level (minimum 1) + your Intelligence modifier. The pool refreshes once per day when the you prepares your spells.\n\nAt 1st level, you can expend 1 point from your arcane pool as a bonus action to grant any weapon you are holding a +1 bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.",
                          :name "Arcane Pool"}
                         {:description
                            "At 1st level, you learn to cast spells and wield your weapons at the same time. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As an action, you can make all of your attacks with your melee weapon at a –2 penalty and can also cast any spell from your prepared spells with a casting time of 1 action (any attack roll made as part of this spell also takes this penalty).",
                          :name "Spell Combat"}
                         {:description
                            "At 2nd level you gain the ability to cast Detect Magic a number of times equal to your Intelligence modifier",
                          :level 2,
                          :name "Arcane Sight"}
                         {:description
                            "At 3rd level you gain an archetype of your choice.",
                          :level 3,
                          :name "Magus Archetype"}
                         {:description
                            "At 4th level, you learn to use your arcane pool to recall spells you have already cast. With a bonus action you can recall any single spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.",
                          :level 4,
                          :name "Spell Recall"}
                         {:description
                            "Starting at 5th level you can bond to one weapon and turn it into your spirit weapon. The weapon can be summoned to your hand as a bonus action and is kept in the ethereal plane when not in use. This weapon deals an additional 1d6 points of psychic damage in addition to the regular damage of its' weapon type. Your Spirit Weapon attacks count as magical for purpose of overcoming resistance.",
                          :level 5,
                          :name "Spiritual Weapon"}
                         {:description
                            "At 5th level you can attack twice in one action. Both attacks must be made with your spirit weapon.",
                          :level 5,
                          :name "Extra Attack"}
                         {:description
                            "Starting at 7th level, you gain proficiency in medium armor.",
                          :level 7,
                          :name "Armor Proficiency: Medium"}
                         {:description
                            "Starting at 8th level your ability to wield both spell and blade has improved, you gain a +2 bonus to concentration checks.",
                          :level 8,
                          :name "Improved Spell Combat"}
                         {:description
                            "Spirit Familiar At 10th level you gain the spirit of a deceased animal as your companion. It can be a Bird, Frog, Bat, Cat, Small Dog, Squirrel or other small creature. The animal appears translucent and can turn invisible non Magus as an action. The creature has the same statistics as any normal creature except it has the Undead type. You can, as a bonus action, see through your Familiar's eyes and can cast Detect Magic through it. The Familiar also has hit points equal to your hit point maximum but can't attack. ",
                          :level 10,
                          :name "Spirit Familiar"}
                         {:description
                            "At 11th level, your ability to recall spells using your arcane pool becomes more efficient. Whenever you recall a spell with spell recall, you can expend a number of points from your arcane pool equal to 1/2 the spell’s level (minimum 1). Furthermore, instead of recalling a used spell, as a bonus action you can prepare a spell of the same level that you can prepare from your spell list. you do so by expending a number of points from your arcane pool equal to the spell’s level (minimum 1). ",
                          :level 11,
                          :name "Improved Recall"}
                         {:description
                            "Starting at 13th level, you gain proficiency in heavy armor",
                          :name "Armor Proficiency: Heavy"}
                         {:description
                            "At 16th level, whenever an enemy within reach successfully casts a spell on you or an ally within reach, that enemy provokes an attack of opportunity from you when the spell is completed. This attack of opportunity cannot disrupt the spell",
                          :level 16,
                          :name "Counterstrike"}
                         {:description
                            "Starting at 17th level, you gain a permanent resistance to psychic damage, and can become resistant to slashing, bludgeoning, and piercing damage for one hour after which you must complete a short rest or gain one point of exhaustion.",
                          :level 17,
                          :name "Force of Will"}
                         {:description
                            "Starting at 18th level, you and another willing creature on the same plane of existence may switch places physically, you appearing where they were and they were you were, once per long rest.",
                          :level 18,
                          :name "Switch Blink"}
                         {:description
                            "You have ascended beyond the scope you once thought was limit and now see the world for what it truly is. You gain a permanent immunity to psychic damage, and resistance to two damage types of your choice for up to 1+ your intelligence modifier number of hours after which you must complete a long rest. Additionally you may recall one expended spell slot of your choice once per combat.",
                          :level 20,
                          :name "Ascended Magus"}]}},
 :feats
                  {:illithid-mind-prowess
                     {:ability-increases #{},
                      :description
                        "Prerequisites: You must be an illithid.\n\nYou have trained intensely, and have managed to recover a portion of your advanced mental abilities even in the absence of the networked communal intelligence. You gain the following benefits:\n\n-You may cast the mage hand cantrip, with an invisible hand. You may cast either detect thoughts or levitate as an innate spell once. These spells are psionic effects. The spellcasting ability for these spells is Intelligence, and the saving throw is equal to 8 + your Intelligence modifier + your proficiency bonus. Once you have cast one of these spells once, you cannot cast it again until you finish a long rest. \n\n-If you use your Devour Brain or Extract Brain ability to consume the brain of a sapient creature with combined Intelligence, Wisdom, and Charisma scores of 35 or higher, you may cast either detect thoughts or levitate again, as if you had taken a long rest.\n\n",
                      :key :illithid-mind-prowess,
                      :name "Illithid Mind Prowess",
                      :option-pack "Hichico's Guide to the Unknown",
                      :prereqs #{}},
                   :illithid-mindforce
                     {:ability-increases #{},
                      :description
                        "Prerequisites: You must be an illithid.\nYour mind blast carries the awful force of your alien intelligence, and you have learned to properly shape it.\n\n-Your mind blast becomes a 30 ft. cone, and you may re-roll any 1s or 2s you roll on the damage dice for this ability once. Any creature that fails its saving throw against your mind blast is also stunned for one round.\n\n-When you use your mind blast, you may select a number of creatures within the affected area equal to your intelligence modifier. These creatures have advantage on saving throws against your mind blast, take no damage if they successfully make their saving throw, and take half damage and are not stunned even if they fail.\n    You may use your mind blast one additional time per short rest.\n",
                      :key :illithid-mindforce,
                      :name "Illithid Mindforce",
                      :option-pack "Hichico's Guide to the Unknown",
                      :prereqs #{}}},
 :languages
                  {:qualith
                     {:description
                        " Being an illithid, you are uniquely able to read and write the language of your people; Qualith.\n\nQualith takes the form of four parallel lines that had texture that conveyed meaning when read by an illithid scanning its four tentacles along the lines simultaneously. It can be written on parchment, in books, or carved into surfaces.\n\nQualith is extremely difficult to read for non-illithids and usually requires magic to decipher because each of the four lines of script modified the others and only when taken as a whole was the full meaning understandable. Some specially trained dwarves known as caradhakers (which loosely translates to \"mindstalker\") were said to be able to grasp the basic meaning (but not the nuances) by running four fingers over the striations. ",
                      :key :qualith,
                      :name "Qualith",
                      :option-pack "Hichico's Guide to the Unknown"}},
 :races
                  {:fey-born
                     {:abilities
                        #:orcpub.dnd.e5.character{:cha 1, :int 1, :wis 1},
                      :darkvision 60,
                      :key :fey-born,
                      :languages #{"Common" "Elvish" "Sylvan"},
                      :name "Fey Born",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:skill-prof
                           {:deception true,
                            :nature true,
                            :perception false,
                            :sleight-of-hand true},
                         :weapon-prof
                           {:longbow true,
                            :shortbow true,
                            :shortsword false,
                            :simple true,
                            :trident true}},
                      :size :medium,
                      :speed 30,
                      :traits
                        [{:description
                            "Being born of fey ancestry, you have the natural ability to communicate with plants and animals, though they are not obligated to do as you ask.",
                          :name "Communion with Nature"}
                         {:description
                            "You have advantage on all nature checks to identify whether a plant or herb is poisonous. Additionally, you have natural resistances to poison in the form of advantage on constitution saving throws toward a poisonous plant or herb you have consumed.",
                          :name "Lay of the Land"}]},
                   :illithid
                     {:abilities #:orcpub.dnd.e5.character{:cha 1, :int 2},
                      :darkvision 60,
                      :key :illithid,
                      :languages #{"Common" "Deep Speech" "Undercommon"},
                      :name "Illithid",
                      :option-pack "Hichico's Guide to the Unknown",
                      :size :medium,
                      :speed 30,
                      :traits
                        [{:description
                            " Being an illithid, you are uniquely able to read and write the language of your people; Qualith.\n\nQualith takes the form of four parallel lines that had texture that conveyed meaning when read by an illithid scanning its four tentacles along the lines simultaneously. It can be written on parchment, in books, or carved into surfaces.\n\nQualith is extremely difficult to read for non-illithids and usually requires magic to decipher because each of the four lines of script modified the others and only when taken as a whole was the full meaning understandable. Some specially trained dwarves known as caradhakers (which loosely translates to \"mindstalker\") were said to be able to grasp the basic meaning (but not the nuances) by running four fingers over the striations. ",
                          :name "Qualith Reading and Writing"}
                         {:description
                            "You gain advantage on saving throws against magical spells or effects when proficient in that saving throw.",
                          :name "Magic Resistance (Lesser)"}
                         {:description
                            "You emit a psionic blast in a 10 foot radius around yourself. Hostile creatures within that area must make an Intelligence saving throw equal to 8 + your Intelligence modifier + your proficiency bonus. Hostile creatures take 4d4 + your Intelligence modifier psychic damage and are stunned for 1 minute if they fail an Intelligence saving throw. On a successful save the creature is no longer stunned. \n\nWhen this spell is used at 2nd level or higher, add 1d4 psychic damage per additional level and increase the radius by 5 per level.",
                          :name "Mind Blast"}
                         {:description
                            "As you consume the brain of another creature, you briefly interface with its mind. You may use your action to attempt to wrap your tentacles around the head of a living creature or a living creature that died in the last few minutes, then use your alien jaw to deal 1d10 piercing damage to open its skull and eat its brain matter. After devouring you may gain the following at the DM's discretion:\n\n-Specific or general memories of the target\n-Weapon proficiency's that the target was proficient in\n-Skill proficiency's that the target was proficient in\n-Tool proficiency's that the target was proficient in\n\nIf you choose to concentrate for up to an hour as you devour the brain, as though casting a concentration spell, you may specify what proficiency's or memories you wish to obtain should you know of them.",
                          :name "Devour Brain"}
                         {:description
                            "Even those illithids who have undergone alignment shifts via magical means or mutations struggle to understand the thoughts of less-alien beings. You suffer disadvantage on all Wisdom (Insight) checks, even if you are proficient in them, and on any Charisma ability score checks in which you are not proficient.",
                          :name "Abberant Mind"}]},
                   :satyr
                     {:abilities #:orcpub.dnd.e5.character{:cha 2, :dex 1},
                      :key :satyr,
                      :languages #{"Common" "Elvish" "Sylvan"},
                      :name "Satyr",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:skill-prof
                           {:perception false,
                            :performance true,
                            :persuasion false,
                            :stealth true},
                         :weapon-prof
                           {:dagger true, :shortbow true, :simple true}},
                      :size :medium,
                      :speed 30,
                      :traits
                        [{:description
                            "You have advantage on saving throws against being charmed and cannot be put to sleep through magical means.",
                          :name "Fey Ancestry"}
                         {:description
                            "You have advantage on perception checks to locate social gatherings, as well as advantage on saving throws against something you have consumed.",
                          :name "Fey Foolery"}
                         {:description
                            "You can dance, sing, or play music endlessly without experiencing exhaustion and may use panpipes as an arcane focus to cast the vicious mockery cantrip or the spell suggestion once per long rest.",
                          :name "Natural Bard"}]},
                   :skeleton
                     {:abilities
                        #:orcpub.dnd.e5.character{:con 2, :dex 0, :int 0},
                      :darkvision 60,
                      :key :skeleton,
                      :languages #{"Common"},
                      :name "Skeleton",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:armor-prof {:light true},
                         :damage-immunity {:poison true},
                         :damage-resistance {:piercing true, :slashing true},
                         :skill-prof
                           {:deception true, :history true, :stealth true},
                         :weapon-prof {:simple true}},
                      :size :medium,
                      :speed 30,
                      :traits
                        [{:description
                            "Being a skeleton you do not need to eat, sleep, or breathe and instead enter a rest like state for between 4 and 6 hours each day. Additionally, you are immune to poison damage, resistant to piercing damage, but particularly vulnerable to bludgeoning damage",
                          :name "Undead Nature"}
                         {:description
                            "By remaining motionless you are indistinguishable from a pile of bones and gain advantage on stealth checks.",
                          :name "Play Dead"}]}},
 :subclasses
                  {:bladebound
                     {:class :magus,
                      :key :bladebound,
                      :level-modifiers [],
                      :level-selections [],
                      :name "Bladebound",
                      :option-pack "Hichico's Guide to the Unknown",
                      :profs
                        {:skill-options
                           {:options
                              {:acrobatics true,
                               :athletics true,
                               :intimidation true}}},
                      :traits
                        [{:description
                            "At 3rd level, you gain a powerful sentient weapon called a black blade, of a bladed weapon type of your choosing. Being sentient, the black blade has a personality determined by the DM as well as the same alignment as its wielder.\n\nAdditionally Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 your level (minimum 1) plus your Intelligence bonus. ",
                          :level 3,
                          :name "Black Blade"}
                         {:description
                            "A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship. The black blade is a sentient weapon that grows in power along with its partnered magus. \n\nThe intelligence score of the black blade starts at 10 and increases by 1 for every 2 levels in magus you take. \n\nAs you increase in level, so does the wisdom and charisma stat of the black blade, these abilities start at 6 and increase by 1 for every two levels of magus you take.\n\nEgo: The black blade has an ego score that increases as the blade and its wielder become more powerful\n\nLanguages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains proficiency in Arcana. Each time the sword gains a bonus to Intelligence, it gains another language.\n\nSenses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.\n\nBlack Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.\n",
                          :level 3,
                          :name "Black Blade Basics"}
                         {:description
                            "Starting at 6th level, the black blade begins to awaken a series of abilities it can use or share with its wielder. The black blade will refuse to use or share these abilities when wielded by anyone other than its chosen wielder. ",
                          :level 6,
                          :name "Black Blade Abilities"}
                         {:description
                            "While a magus is wielding his black blade, he gains the Alert feat",
                          :level 6,
                          :name "Alertness"}
                         {:description
                            "While a magus is wielding or carrying his black blade, you can communicate telepathically with the blade in a language that you and the black blade share. ",
                          :level 6,
                          :name "Telepathy"}
                         {:description
                            "As a bonus action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.",
                          :level 6,
                          :name "Black Blade Strike"}
                         {:description
                            "The black blade can act as your spirit weapon for the purposes of the 5th level \"Spiritual Weapon\" trait.",
                          :level 5,
                          :name "Black Blade Spiritual Weapon"}
                         {:description
                            "As an action, at 9th level or higher you can expend an arcane point from you or your black blade’s arcane pool, and can call your black blade from as far as 1 mile away, causing it to instantaneously teleport to your hand.",
                          :level 9,
                          :name "Teleport Blade"}
                         {:description
                            "At 5th level, as a bonus action, you can spend a point of your black blade’s arcane pool to have it deal 1d6 extra points of either cold, electricity, or fire damage in addition to it's regular damage. You can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead. This effect lasts until the start of the next round.",
                          :level 6,
                          :name "Energy Attunement"}
                         {:description
                            "At 13th level, once per day, you can attempt to siphon points from your black blade’s arcane pool into your own arcane pool. Doing so takes an action and you must succeed at a Wisdom saving throw with a DC equal to the black blade’s ego. If you succeed, you regain 1 point to your arcane pool for every 2 points you sap from your black blade. If you fail the saving throw, you gain one point of exhaustion.",
                          :level 13,
                          :name "Transfer Arcana"}
                         {:description
                            "At 17th level or higher you may expend a number of arcane points from your arcane pool (up to five, minimum 1) as a bonus action to gain AC equal to the number of points expended until the next round of combat.",
                          :level 17,
                          :name "Spell Defense"}
                         {:description
                            "At 19th level or higher whenever you use your black blade to kill a living creature you may choose from the following effects:\n\nA) The black blade regains 2 points to its arcane pool\nB) You and your black blade both regain 1 point to your arcane pool\nC) You gain temporary hit points equal to the black blades ego",
                          :level 19,
                          :name "Life Drinker"}
                         {:description
                            "Starting at 3rd level, your black blades ego is 5",
                          :level 3,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 5th level, your black blades ego is 8",
                          :level 5,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 7th level, your black blades ego is 10",
                          :level 7,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 9th level, your black blades ego is 12",
                          :level 9,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 11th level, your black blades ego is 14",
                          :level 11,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 13th level, your black blades ego is 16",
                          :level 13,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 15th level, your black blades ego is 18",
                          :level 15,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 17th level, your black blades ego is 22",
                          :level 17,
                          :name "Blade Ego"}
                         {:description
                            "Starting at 19th level, your black blades ego is 24",
                          :level 19}]}},
 :subraces
                  {:dragon-ancestry
                     {:abilities
                        #:orcpub.dnd.e5.character{:cha -1,
                         :int 0,
                         :str 2,
                         :wis -1},
                      :key :dragon-ancestry,
                      :name "Dragon Ancestry",
                      :option-pack "Hichico's Guide to the Unknown",
                      :race :fey-born,
                      :spells [{:value {:key :dancing-lights}}],
                      :traits
                        [{:description
                            "Somewhere in your ancestry lies the blood of a great dragon fey. You can use your action to exhale euphoria gas in a 15 ft. cone.\n\nWhen you use your breath weapon, each creature in the area of the exhalation must make a saving throw (DC= 8+ CHA modifier + proficiency bonus). A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.\n\n",
                          :name "Born of Dragons"}]},
                   :magical-mistake
                     {:abilities
                        #:orcpub.dnd.e5.character{:cha 1, :con -2, :int 1},
                      :key :magical-mistake,
                      :name "Magical Mistake",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props {:skill-prof {:arcana true}},
                      :race :skeleton,
                      :spells
                        [{:value {:ability :cha, :key :mage-hand}}
                         {:value {:ability :cha, :key :prestidigitation}}],
                      :traits
                        [{:description
                            "Perhaps through arcane trickery, or the mistake of a spellcaster who thinks themselves a god, you were raised from the dead with mind and spirit intact but little understanding of why. Whatever the reason may be, you have been imbued with the same magical forces that raised you gaining the Mage Hand and Prestidigitation cantrips, as well as profficiency in the Arcana skill.",
                          :name "Magical Mistake"}]},
                   :nymph-ancestry
                     {:abilities #:orcpub.dnd.e5.character{:cha 1, :int -1},
                      :key :nymph-ancestry,
                      :name "Nymph Ancestry",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:saving-throw-advantage
                           {:charmed true, :unconscious true}},
                      :race :fey-born,
                      :spells
                        [{:value {:key :friends}} {:value {:key :druidcraft}}
                         {:value {:key :dancing-lights}}],
                      :traits
                        [{:description
                            "Somewhere in your ancestry lies the blood of a nymph fey. You have the natural ability to cast the Friends, Druidcraft, and Dancing Lights cantrips. As well you have advantage on saving throws against being charmed and being put to sleep.",
                          :name "Born of Nymph"}]},
                   :raised-servant
                     {:abilities #:orcpub.dnd.e5.character{:con -1, :str 2},
                      :key :raised-servant,
                      :name "Raised Servant",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:armor-prof {:medium true},
                         :max-hp-bonus 1,
                         :skill-prof {:athletics true}},
                      :race :skeleton,
                      :traits
                        [{:description
                            "You were raised from the dead to act as the personal servant to another and through an unfortunate mistake in the invocation you have retained both memory and will. Having been raised to be a servant you have exceptionally strengthened bones gaining +1 to your AC.",
                          :name "Raised Servant"}]},
                   :satyr-ancestry
                     {:abilities
                        #:orcpub.dnd.e5.character{:cha 1,
                         :dex 1,
                         :int -1,
                         :wis -1},
                      :key :satyr-ancestry,
                      :name "Satyr Ancestry",
                      :option-pack "Hichico's Guide to the Unknown",
                      :props
                        {:saving-throw-advantage
                           {:charmed true, :poisoned true},
                         :skill-prof {:performance true}},
                      :race :fey-born,
                      :spells [{:value {:key :vicious-mockery}}],
                      :traits
                        [{:description
                            "Somewhere in your ancestry lies the blood of a satyr fey. You have a natural ability to perform for great lengths of time and are notoriously difficult to read, gaining advantage on deception checks. ",
                          :name "Born of Satyr"}]}}}