﻿{:orcpub.dnd.e5/backgrounds
 {:far-traveller
  {:key :far-traveller,
   :name "Far Traveller",
   :equipment {:clothes-traveler-s 1, :pouch 1},
   :treasure {:gp 5},
   :equipment-choices
   ({:name "Musical Instruments",
     :options
     {:flute 1,
      :horn 1,
      :dulcimer 1,
      :viol 1,
      :drum 1,
      :pan-flute 1,
      :bagpipes 1,
      :shawm 1,
      :lute 1,
      :lyre 1}}),
   :option-pack "Sword Coast Adventurer's Guide",
   :help
   "You are from a distant place, one so remote that few of the common folk realize that it exists.\nFeature: All Eyes on You",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:insight true, :perception true},
    :tool-options {:gaming-set 1, :musical-instrument 1}},
   :traits
   [{:name "All Eyes on You",
     :summary
     "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people",
     :description
     "Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.\n\nYou can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people"}
    {:name "Equipment",
     :description
     "You possess any one musical instrument or gaming set you are proficient with. If you choose a musical instrument, select it from the instrument section on the equipment page. If you choose a gaming set enter it manually.\n\nYou also possess poorly wrought maps from your homeland that depict where you are in Faerûn, and a small piece of jewelry worth 10 gp in the style of your homeland's craftsmanship. Enter these manually as custom items."}]},
  :waterdhavian-noble
  {:equipment {:clothes-fine 1, :signet-ring 1, :purse 1},
   :key :waterdhavian-noble,
   :name "Waterdhavian Noble",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:history true, :persuasion true},
    :tool-options {:gaming-set 1, :musical-instrument 1}},
   :traits
   [{:name "Kept in Style",
     :summary
     "While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. \n\nChoose a Musical Instrument OR a Gaming Set proficiency.",
     :description
     "While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.\n\nThis advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward."}
    {:description
     "You possess a scroll of pedigree, a skin of fine zzar or wine. Enter these manually as custom items.",
     :name "Equipment"}],
   :treasure {:gp 20},
   :help
   "You are a scion of one of the great noble families of Waterdeep.\nFeature: Kept in Style"},
  :investigator
  {:equipment {:manacles 1, :pouch 1},
   :key :investigator,
   :name "Investigator",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 2, :options {:any true}},
    :skill {:insight true, :investigation true}},
   :traits
   [{:name "Watcher's Eye",
     :summary
     "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter. ",
     :description
     "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."}
    {:description
     "You possess a uniform in the style of your unit and indicative of your rank and a horn with which to summon help. Enter these to your inventory manually as custom items.",
     :name "Equipment"}],
   :treasure {:gp 10},
   :help
   "Rarer than watch or patrol members are a community's investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals.\nFeature: Watcher's Eye"},
  :mercenary-veteran
  {:key :mercenary-veteran,
   :name "Mercenary Veteran",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:skill {:athletics true, :persuasion true},
    :tool {:land-vehicles true},
    :tool-options {:gaming-set 1}},
   :traits
   [{:name "Mercenary Life",
     :summary
     "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)",
     :description
     "You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see \"Practicing a Profession\" under \"Downtime Activities\" in chapter 8 of the Player's Handbook)"}
    {:description
     "You possess a uniform of your company (traveler's clothes in quality), an insignia of your rank, and a gaming set of your choice. Enter these manually as custom items.",
     :name "Equipment"}],
   :treasure {:gp 10},
   :equipment {:pouch 1},
   :help
   "As a sell-sword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure.\nFeature: Mercenary Life"},
  :clan-crafter
  {:key :clan-crafter,
   :name "Clan Crafter",
   :equipment {:clothes-traveler-s 1, :pouch 1},
   :treasure {:gp 5},
   :equipment-choices
   ({:name "Artisan's Tools",
     :options
     {:cartographers-tools 1,
      :painters-supplies 1,
      :glassblowers-tools 1,
      :masons-tools 1,
      :jewelers-tools 1,
      :leatherworkers-tools 1,
      :smiths-tools 1,
      :cobblers-tools 1,
      :potters-tools 1,
      :brewers-supplies 1,
      :woodcarvers-tools 1,
      :carpenters-tools 1,
      :tinkers-tools 1,
      :alchemists-supplies 1,
      :weavers-tools 1,
      :cooks-utensils 1,
      :calligraphers-supplies 1}}),
   :option-pack "Sword Coast Adventurer's Guide",
   :help
   "You have been trained in the ancient tradition. For years you labored under a master of the craft, enduring long hours. and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.\nFeature: Respect of the Stout Folk",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:history true, :insight true},
    :tool-options {:artisans-tool 1}},
   :traits
   [{:name "Respect of the Stout Folk",
     :summary
     "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. ",
     :description
     "As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance."}
    {:description
     "You know Dwarvish or one other language of your choice if you already speak Dwarvish.",
     :name "Languages"}
    {:name "Equipment",
     :description
     "You have a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from. You also have a gem worth 10 gp. Enter these manually as custom items."}]},
  :knight-of-the-order
  {:equipment {:clothes-traveler-s 1, :pouch 1},
   :key :knight-of-the-order,
   :name "Knight of the Order",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:persuasion true},
    :tool-options {:gaming-set 1, :musical-instrument 1}},
   :traits
   [{:name "Knightly Regard",
     :summary
     "You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.\n\nAlso, pick one proficiency from Arcana, History, Nature, and Religion, as appropriate for your order.",
     :description
     "Your receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community — whether a lone settlement or a great nation — that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share their ideals.\n   This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly."}
    {:name "Skill Proficiencies",
     :description
     "Choose one from among Arcana, History, Nature, and Religion, as appropriate for your order. Enter this manually."}
    {:name "Equipment",
     :description
     "You possess a signet, banner, or seal representing your place or rank in the order. Enter this manually as a custom item."}],
   :treasure {:gp 10},
   :help
   "You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.\nFeature: Knightly Regard"},
  :urban-bounty-hunter
  {:key :urban-bounty-hunter,
   :name "Urban Bounty Hunter",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs {:tool {}, :tool-options {}},
   :traits
   [{:name "Ear to the Ground",
     :summary
     "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. \n\nAlso, pick any two proficiencies from Deception, Insight, Persuasion, and Stealth",
     :description
     "You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area."}
    {:name "Equipment",
     :description
     "You possess a set of clothes appropriate to your duties. Enter this manually."}
    {:name "Skill Proficiencies",
     :description
     "Choose two from among Deception, Insight, Persuasion, and Stealth. Enter these manually."}
    {:name "Tool Proficiencies",
     :description
     "Choose two from among one type of gaming set, one musical instrument, and thieves' tools. Enter these manually."}],
   :treasure {:gp 20},
   :equipment {:pouch 1},
   :help
   "Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay.\nFeature: Ear to the Ground"},
  :cloistered-scholar
  {:equipment
   {:ink 1,
    :ink-pen 1,
    :knife-small 1,
    :parchment 1,
    :pouch 1,
    :robes 1,
    :book 1},
   :key :cloistered-scholar,
   :name "Cloistered Scholar",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 2, :options {:any true}},
    :skill {:history true}},
   :traits
   [{:name "Library Access",
     :summary
     "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.",
     :description
     "Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.\n\nYou have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.\n\nAdditionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar."}
    {:name "Skill Proficiencies",
     :description
     "Choose one proficiency from among Arcana, Nature, and Religion. Enter this manually."}],
   :treasure {:gp 10},
   :help
   "As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the great institutes of learning, where you were apprenticed.\nFeature: Library Access"},
  :city-watch
  {:equipment {:manacles 1, :pouch 1},
   :key :city-watch,
   :name "City Watch",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 2, :options {:any true}},
    :skill {:athletics true, :insight true}},
   :traits
   [{:name "Watcher's Eye",
     :summary
     "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter",
     :description
     "Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter."}
    {:name "Equipment",
     :description
     "You possess a uniform in the style of your unit and indicative of your rank and a horn with which to summon help. Enter these to your inventory manually as custom items."}],
   :treasure {:gp 10},
   :help
   "You have served the community where you grew up, standing as its first line of defense against crime. Your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of every stripe.\nFeature: Watcher's Eye"},
  :courtier
  {:equipment {:clothes-fine 1, :pouch 1},
   :key :courtier,
   :name "Courtier",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 2, :options {:any true}},
    :skill {:insight true, :persuasion true}},
   :traits
   [{:name "Court Functionary",
     :summary
     "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are",
     :description
     "Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are."}],
   :treasure {:gp 5},
   :help
   "In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization.\nFeature: Court Functionary"},
  :uthgardt-tribe-member
  {:equipment {:clothes-traveler-s 1, :hunting-trap 1, :pouch 1},
   :key :uthgardt-tribe-member,
   :name "Uthgardt Tribe Member",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:athletics true, :survival true},
    :tool-options {:artisans-tool 1, :musical-instrument 1}},
   :traits
   [{:name "Uthgardt Heritage",
     :summary
     "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.\n\nChoose a Musical Instrument OR Artisans Tools.",
     :description
     "You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you can find twice as much food and water as you normally would when you forage there.\n\nAdditionally, you can call upon the hospitality of your people, and those allied with your tribe, often including members of the druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle."}
    {:description
     "You possess a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem. Enter this manually as a custom item.",
     :name "Equipment"}],
   :treasure {:gp 10},
   :help
   "Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy.\nFeature: Uthgardt Heritage"},
  :faction-agent
  {:equipment {:clothes-common 1, :pouch 1},
   :key :faction-agent,
   :name "Faction Agent",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 2, :options {:any true}},
    :skill {:insight true}},
   :traits
   [{:name "Safe Haven",
     :summary
     "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. \n\nAlso, Choose 1 proficiency in an Intelligence, Wisdom, or Charisma skill, as appropriate to your faction.",
     :description
     "As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities."}
    {:name "Skill Proficiency",
     :description
     "You are proficient in one of the following, as appropriate to your faction: Arcana, Animal Handling, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, or Survival. Enter this manually."}
    {:name "Equipment",
     :description
     "You possess a badge or emblem of your faction, and a copy of a seminal faction text (or code-book for a covert faction). Enter these manually as a custom item."}],
   :treasure {:gp 15},
   :help
   "As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction.\nFeature: Safe Haven"},
  :inheritor
  {:equipment {:clothes-traveler-s 1, :pouch 1},
   :key :inheritor,
   :name "Inheritor",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs
   {:language-options {:choose 1, :options {:any true}},
    :skill {:survival true},
    :tool-options {:gaming-set 1, :musical-instrument 1}},
   :traits
   [{:name "Inheritance",
     :summary
     "Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.\n\nThe Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.\n\nWhen you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.",
     :description
     "Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.\n\nThe Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.\n\nWhen you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you."}
    {:name "Skill Proficiencies",
     :description
     "Choose one from among Arcana, History, and Religion. Enter this manually."}
    {:name "Equipment",
     :description
     "You possess your inheritance and the gaming set or musical instrument you chose for your proficiency. Enter these manually as custom items."}],
   :treasure {:gp 15},
   :help
   "You are the heir to something of great value. Not mere coin or wealth, but an object that has been entrusted to you and you alone.\nFeature: Inheritance"}},
 :orcpub.dnd.e5/spells
 {:booming-blade
  {:description
   "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.",
   :key :booming-blade,
   :school "evocation",
   :name "Booming Blade",
   :level 0,
   :option-pack "Sword Coast Adventurer's Guide",
   :components
   {:material true, :material-component "a weapon", :verbal true},
   :casting-time "1 action",
   :spell-lists {:sorcerer true, :warlock true, :wizard true},
   :disabled? false,
   :range "5 feet"},
  :green-flame-blade
  {:description
   "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.\nThis spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.",
   :key :green-flame-blade,
   :school "evocation",
   :name "Green-Flame Blade",
   :duration "Instantaneous",
   :level 0,
   :option-pack "Sword Coast Adventurer's Guide",
   :components
   {:material true, :material-component "a weapon", :verbal true},
   :casting-time "1 action",
   :spell-lists {:sorcerer true, :warlock true, :wizard true},
   :disabled? false,
   :range "5 feet"},
  :lightning-lure
  {:description
   "You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.\nThis spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).",
   :key :lightning-lure,
   :school "evocation",
   :name "Lightning Lure",
   :duration "Instantaneous",
   :level 0,
   :option-pack "Sword Coast Adventurer's Guide",
   :components {:verbal true},
   :casting-time "1 action",
   :spell-lists {:sorcerer true, :warlock true, :wizard true},
   :disabled? false,
   :range "15 feet"},
  :sword-burst
  {:description
   "You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.\nThis spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).",
   :key :sword-burst,
   :school "conjuration",
   :name "Sword Burst",
   :duration "Instantaneous",
   :level 0,
   :option-pack "Sword Coast Adventurer's Guide",
   :components {:verbal true},
   :casting-time "1 action",
   :spell-lists {:sorcerer true, :warlock true, :wizard true},
   :disabled? false,
   :range "5 feet"}},
 :orcpub.dnd.e5/subclasses
 {:arcana-domain
  {:class :cleric,
   :cleric-spells
   {1 {0 :detect-magic, 1 :magic-missile},
    2 {0 :magic-weapon, 1 :nystuls-magic-aura},
    3 {0 :dispel-magic, 1 :magic-circle},
    4 {0 :arcane-eye, 1 :leomunds-secret-chest},
    5 {0 :planar-binding, 1 :teleportation-circle}},
   :key :arcana-domain,
   :level-modifiers [{:type :skill-prof, :value :arcana}],
   :name "Arcana Domain",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.",
     :name "Arcane Initiate"}
    {:description
     "Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures. As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.\n\nA turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can use use the Dash action or try to escape from an effect that prevents it form moving. If there's nowhere to move, then the creature can use the Dodge action.\n\nAfter you reach 5th level, when a creature fails its saving throw against you Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn't on its plane of origin, and its challenge rating is at or below a certain threshold, as shown below.\n\nCleric level - Banishes Creatures of CR\n5th - 1/2 or lower\n8th - 1 or lower\n11th - 2 or lower\n14th - 3 or lower\n17th - 4 or lower",
     :level 2,
     :name "Channel Divinity: Arcane Abjuration"}
    {:description
     "Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.",
     :level 6,
     :name "Spell Breaker"}
    {:description
     "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.",
     :level 8,
     :name "Potent Spellcasting"}
    {:description
     "At 17th level, you choose four spells from the Wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.",
     :level 17,
     :name "Arcane Mastery"}],
   :level-selections
   [{:type :wizard-cantrips, :num 2}
    {:type :arcane-mastery-6th-level-, :level 17}
    {:type :arcane-mastery-7th-level-, :level 17}
    {:type :arcane-mastery-8th-level-, :level 17}
    {:type :arcane-mastery-9th-level-, :level 17}]},
  :storm-sorcery
  {:class :sorcerer,
   :traits
   [{:name "Wind Speaker",
     :description
     "The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran."}
    {:name "Tempestuous Magic",
     :description
     "Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks."}
    {:level 6,
     :name "Heart of the Storm",
     :description
     "At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level."}
    {:level 6,
     :name "Storm Guide",
     :description
     "At 6th level, you gain the ability to subtly control the weather around you.\n\nIf it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.\n\nIf it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind."}
    {:level 14,
     :name "Storm’s Fury",
     :description
     "Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you."}
    {:level 18,
     :name "Wind Soul",
     :description
     "At 18th level, you gain immunity to lightning and thunder damage.\n\nYou also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest."}],
   :level-modifiers
   [{:type :damage-resistance, :level 6, :value :thunder}
    {:type :damage-resistance, :level 6, :value :lightning}
    {:type :damage-immunity, :level 18, :value :thunder}
    {:type :damage-immunity, :level 18, :value :lightning}
    {:type :flying-speed, :level 18, :value 60}],
   :option-pack "Sword Coast Adventurer's Guide",
   :name "Storm Sorcery",
   :key :storm-sorcery,
   :disabled? true},
  :way-of-the-sun-soul
  {:class :monk,
   :key :way-of-the-sun-soul,
   :level-modifiers
   [{:level 6,
     :type :spell,
     :value {:ability :wis, :key :burning-hands, :level 1}}],
   :name "Way of the Sun Soul",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. It deals a amount of radiant damage equal to your Martial Arts die, as shown on the Monk table.\nWhen you use the attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action.",
     :level 3,
     :name "Radiant Sun Bolt"}
    {:description
     "At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the 1st level spell burning hands as a bonus action.\nYou can spend additional ki points to cast burning hands at a higher level. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level (round down).",
     :level 6,
     :name "Searing Arc Strike"}
    {:description
     "At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you can create an orb of light and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant. Each creature in that 20 foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.\nYou can increase the sphere's power by spending ki points. Each point of ki you spend, up to a maximum of 3, increases the damage by 2d6.",
     :level 11,
     :name "Searing Sunburst"}
    {:description
     "At 17th level, you become wreathed in a luminous aura. You shed bright light in a 30 foot radius and dim light for an additional 30 feet. You can extinguish or restore this light as a bonus action.\nIf a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage equal to 5 plus your Wisdom modifier to the creature.",
     :level 17,
     :name "Sun Shield"}],
   :disabled? true},
  :mastermind
  {:class :rogue,
   :key :mastermind,
   :level-modifiers
   [{:type :tool-prof, :value :disguise-kit}
    {:type :tool-prof, :value :forgery-kit}],
   :name "Mastermind",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice (enter the gaming set manually). You also learn two languages of your choice (enter this manually). Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.",
     :level 3,
     :name "Master of Intrigue"}
    {:description
     "Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.",
     :level 3,
     :name "Master of Tactics"}
    {:description
     "Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:\n-Intelligence score\n-Wisdom score\n-Charisma score\n-Class levels (if any)\nAt the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.",
     :level 9,
     :name "Insightful Manipulator "}
    {:description
     "Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.",
     :level 13,
     :name "Misdirection"}
    {:description
     "Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful, if you so choose, and you can’t be compelled to tell the truth by magic.",
     :level 17,
     :name "Soul of Deceit"}],
   :disabled? true},
  :bladesinging
  {:class :wizard,
   :key :bladesinging,
   :level-modifiers
   [{:level 2, :type :armor-prof, :value :light}
    {:level 2, :type :skill-prof, :value :performance}
    {:type :num-attacks, :level 6, :value 2}],
   :name "Bladesinging",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice (enter the weapon proficiency manually). You also gain proficiency in the Performance skill if you don't already have it.",
     :level 2,
     :name "Training in War and Song"}
    {:description
     "Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.\n\nYou can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a single weapon. You can also dismiss the Bladesong at any time you choose (no action required).\n\nWhile your Bladesong is active, you gain the following benefits:\n\n- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).\n- Your walking speed increases by 10 feet.\n- You have advantage on Dexterity (Acrobatics) checks.\n- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).\n\nYou can use this feature twice. You regain all expended uses of it when you finish a short or long rest.",
     :level 2,
     :name "Bladesong"}
    {:description
     "Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.",
     :level 6,
     :name "Extra Attack"}
    {:description
     "Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.",
     :level 10,
     :name "Song of Defense"}
    {:description
     "Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.",
     :level 14,
     :name "Song of Victory"}]},
  :way-of-the-long-death
  {:class :monk,
   :key :way-of-the-long-death,
   :level-modifiers [],
   :name "Way of the Long Death",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level (minimum 1).",
     :level 3,
     :name "Touch of Death"}
    {:description
     "At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. As an action, each creature within 30 feet of you that can see you must make a Wisdom saving throw or be frightened of you until the end of your next turn.",
     :level 6,
     :name "Hour of Reaping"}
    {:description
     "Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead.",
     :level 11,
     :name "Mastery of Death"}
    {:description
     "Starting at 17th level, your touch can channel the touch of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend up to 10 ki points. The target must make a Constitution saving throw or take 2d10 necrotic damage per ki point spent on a failed save, or half as much damage on a successful one.",
     :level 17,
     :name "Touch of the Long Death"}]},
  :the-undying
  {:class :warlock,
   :key :the-undying,
   :level-modifiers
   [{:type :spell,
     :value
     {:key :spare-the-dying, :ability :orcpub.dnd.e5.character/cha}}],
   :name "The Undying",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.\n\nAdditionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.",
     :name "Among the Dead"}
    {:description
     "Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.\n\nOnce you use this feature, you can’t use it again until you finish a long rest.",
     :level 6,
     :name "Defy Death"}
    {:description
     "Beginning at 10 level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.\n\nIn addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.",
     :level 10,
     :name "Undying Nature"}
    {:description
     "When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.\n\nOnce you use this feature, you can’t use it again until you finish a short or long rest.",
     :level 14,
     :name "Indestructible Life"}],
   :warlock-spells
   {1 {0 :false-life, 1 :ray-of-sickness},
    2 {0 :blindness-deafness, 1 :silence},
    3 {0 :feign-death, 1 :speak-with-dead},
    4 {0 :aura-of-life, 1 :death-ward},
    5 {0 :contagion, 1 :legend-lore}}},
  :path-of-the-battlerager
  {:class :barbarian,
   :key :path-of-the-battlerager,
   :level-modifiers [],
   :name "Path of the Battlerager",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon (see below).\nWhile wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage, plus your Strength modifier.\nAdditionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.\n\nSpiked armor is a rare variety of medium armor, created only by battleragers. It consists of a leather coat and leggings covered in metal spikes.\nAC: 14 + Dexterity modifier (Max 2)\nStealth: Disadvantage\nWeight: 45 lbs\nCost: 75 GP",
     :level 3,
     :name "Battlerager Armor"}
    {:description
     "Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.",
     :level 6,
     :name "Reckless Abandon"}
    {:description
     "Beginning at 10th level, you can take the Dash action as a bonus action while raging.",
     :level 10,
     :name "Battlerager Charge"}
    {:description
     "Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.",
     :level 14,
     :name "Spiked Retribution"}]},
  :swashbuckler
  {:class :rogue,
   :key :swashbuckler,
   :level-modifiers [],
   :name "Swashbuckler",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.",
     :level 3,
     :name "Fancy Footwork"}
    {:description
     "Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak Attack class feature still apply to you.",
     :level 3,
     :name "Rakish Audacity"}
    {:description
     "At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.\n\n- If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.\n- If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.",
     :level 9,
     :name "Panache"}
    {:description
     "Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.",
     :level 13,
     :name "Elegant Maneuver"}
    {:description
     "Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.",
     :level 17,
     :name "Master Duelist"}],
   :disabled? true},
  :banneret
  {:class :fighter,
   :key :banneret,
   :level-modifiers
   [{:type :skill-prof, :value :persuasion, :level 7}],
   :name "Banneret",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hits points equal to your fighter level, provided they can see or hear you.",
     :level 3,
     :name "Rallying Cry"}
    {:description
     "At 7th level, you gain proficiency in the Persuasion skill, and can add double your proficiency bonus to any ability check that uses Persuasion. If you already are proficient in Persuasion, you may instead become proficient in any of the following skills: Animal Handling, Insight, Intimidation, or Performance.",
     :level 7,
     :name "Royal Envoy"}
    {:description
     "Starting at 10th level, whenever you use your Action Surge feature, you can choose one creature within 60 feet that is allied to you. That creature can use its reaction to make one melee or ranged weapon attack, provided it can see or hear you.\n\nAt 17th level, you can choose two allies within 60 feet, instead of one.",
     :level 10,
     :name "Inspiring Surge"}
    {:description
     "Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, Wisdom, or Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll it saving throw and must use the new roll.",
     :level 15,
     :name "Bulwark"}],
   :profs {:skill-expertise-options {:options {:persuasion true}}}},
  :oath-of-the-crown
  {:class :paladin,
   :key :oath-of-the-crown,
   :level-modifiers
   [{:level 15, :type :saving-throw-advantage, :value :paralyzed}
    {:level 15, :type :saving-throw-advantage, :value :stunned}],
   :name "Oath of the Crown",
   :option-pack "Sword Coast Adventurer's Guide",
   :traits
   [{:description
     "You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you.",
     :name "Channel Divinity: Champion Challenge"}
    {:description
     "As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.",
     :name "Channel Divinity: Turn the Tide"}
    {:description
     "Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.",
     :level 7,
     :name "Divine Allegiance"}
    {:description
     "Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.",
     :level 15,
     :name "Unyielding Spirit"}
    {:description
     "At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:\n\n- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.\n- Your allies have advantage on death saving throws while within 30 feet of you.\n- You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.\n\nThis effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.",
     :level 20,
     :name "Exalted Champion"}],
   :paladin-spells
   {1 {0 :command, 1 :compelled-duel},
    2 {0 :warding-bond, 1 :zone-of-truth},
    3 {0 :aura-of-vitality, 1 :spirit-guardians},
    4 {0 :banishment, 1 :guardian-of-faith},
    5 {0 :circle-of-power, 1 :geas}}}},
 :orcpub.dnd.e5/selections
 {:wizard-cantrips
  {:options
   [{:name "Acid Splash", :description "You know this Cantrip"}
    {:name "Chill Touch", :description "You know this Cantrip"}
    {:name "Dancing Lights", :description "You know this Cantrip"}
    {:name "Light", :description "You know this Cantrip"}
    {:name "Mage Hand", :description "You know this Cantrip"}
    {:name "Mending", :description "You know this Cantrip"}
    {:name "Message", :description "You know this Cantrip"}
    {:name "Minor Illusion", :description "You know this Cantrip"}
    {:name "Prestidigitation", :description "You know this Cantrip"}
    {:name "Ray of Frost", :description "You know this Cantrip"}
    {:name "Shocking Grasp", :description "You know this Cantrip"}
    {:name "True Strike", :description "You know this Cantrip"}],
   :name "Wizard Cantrips",
   :option-pack
   "Sword Coast Adventurers Guide (arandomstringofnum#2919)",
   :key :wizard-cantrips},
  :arcane-mastery-6th-level-
  {:options
   [{:name "Arcane Gate",
     :description
     "You know the Arcane Gate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Chain Lightning",
     :description
     "You know the Chain Lightning spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Circle of Death",
     :description
     "You know the Circle of Death spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:description
     "You know the Contingency spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Contingency"}
    {:description
     "You know the Create Homunculus spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Create Homunculus (XGtE)"}
    {:description
     "You know the Create Undead spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Create Undead"}
    {:description
     "You know the Disintegrate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Disintegrate"}
    {:description
     "You know the Drawmij's Instant Summons spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Drawmij's Instant Summons"}
    {:description
     "You know the Eyebite spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Eyebite"}
    {:description
     "You know the Flesh to Stone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Flesh to Stone"}
    {:description
     "You know the Globe of Invulnerability spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Globe of Invulnerability"}
    {:description
     "You know the Guards and Wards spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Guards and Wards"}
    {:description
     "You know the Investiture of Flame spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Investiture of Flame (XGtE)"}
    {:description
     "You know the Investiture of Ice spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Investiture of Ice (XGtE)"}
    {:description
     "You know the Investiture of Stone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you.",
     :name "Investiture of Stone (XGtE)"}
    {:name "Investiture of Wind (XGtE)",
     :description
     "You know the Investiture of Wind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Magic Jar",
     :description
     "You know the Magic Jar spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mass Suggestion",
     :description
     "You know the Mass Suggestion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mental Prison (XGtE)",
     :description
     "You know the Mental Prison spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Move Earth",
     :description
     "You know the Move Earth spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Otiluke's Freezing Sphere",
     :description
     "You know the Otiluke's Freezing Sphere spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Otto's Irresistible Dance",
     :description
     "You know the Otto's Irresistible Dance spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Programmed Illusion",
     :description
     "You know the Programmed Illusion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Scatter (XGtE)",
     :description
     "You know the Scatter spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Soul Cage (XGtE)",
     :description
     "You know the Soul Cage spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Sunbeam",
     :description
     "You know the Sunbeam spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Tenser's Transformation (XGtE)",
     :description
     "You know the Tenser's Transformation spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "True Seeing",
     :description
     "You know the True Seeing spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Wall of Ice",
     :description
     "You know the Wall of Ice spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}],
   :option-pack "Sword Coast Adventurer's Guide",
   :name "Arcane Mastery (6th level)",
   :key :arcane-mastery-6th-level-},
  :arcane-mastery-7th-level-
  {:options
   [{:name "Conjure Hezrou (UA - TOBM)",
     :description
     "You know the Conjure Hezrou spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Crown of Stars (XGtE)",
     :description
     "You know the Crown of Stars spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Delayed Blast Fireball",
     :description
     "You know the Delayed Blast Fireball spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Etherealness",
     :description
     "You know the Etherealness spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Finger of Death",
     :description
     "You know the Finger of Death spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Forcecage",
     :description
     "You know the Forcecage spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mirage Arcane",
     :description
     "You know the Mirage Arcane spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mordenkainen's Magnificent Mansion",
     :description
     "You know the Mordenkainen's Magnificent Mansion spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mordenkainen's Sword",
     :description
     "You know the Mordenkainen's Sword spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Plane Shift",
     :description
     "You know the Plane Shift spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Power Word Pain (XGtE)",
     :description
     "You know the Power Word Pain spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Prismatic Spray",
     :description
     "You know the Prismatic Spray spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Project Image",
     :description
     "You know the Project Image spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Reverse Gravity",
     :description
     "You know the Reverse Gravity spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Sequester",
     :description
     "You know the Sequester spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Simulacrum",
     :description
     "You know the Simulacrum spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Symbol",
     :description
     "You know the Symbol spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Teleport",
     :description
     "You know the Teleport spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Whirlwind (XGtE)",
     :description
     "You know the Whirlwind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}],
   :name "Arcane Mastery (7th level)",
   :option-pack "Sword Coast Adventurer's Guide",
   :key :arcane-mastery-7th-level-},
  :arcane-mastery-8th-level-
  {:options
   [{:name "Abi-Dalzim's Horrid Wilting (XGtE)",
     :description
     "You know the Abi-Dalzim's Horrid Wilting spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Antimagic Field",
     :description
     "You know the Antimagic Field spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Antithapy/Sympathy",
     :description
     "You know the Antithapy/Sympathy spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Clone",
     :description
     "You know the Clone spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Control Weather",
     :description
     "You know the Control Weather spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Demiplane",
     :description
     "You know the Demiplane spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Dominate Monster",
     :description
     "You know the Dominate Monster spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Feeblemind",
     :description
     "You know the Feeblemind spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Illusory Dragon (XGtE)",
     :description
     "You know the Illusory Dragon spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Incendiary Cloud",
     :description
     "You know the Incendiary Cloud spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Maddening Darkness (XGtE)",
     :description
     "You know the Maddening Darkness spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Maze",
     :description
     "You know the Maze spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mighty Fortress (XGtE)",
     :description
     "You know the Mighty Fortress spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mind Blank",
     :description
     "You know the Mind Blank spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Power Word Stun",
     :description
     "You know the Power Word Stun spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Sunburst",
     :description
     "You know the Sunburst spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Telepathy",
     :description
     "You know the Telepathy spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}],
   :name "Arcane Mastery (8th level)",
   :option-pack "Sword Coast Adventurer's Guide",
   :key :arcane-mastery-8th-level-},
  :arcane-mastery-9th-level-
  {:options
   [{:name "Astral Projection",
     :description
     "You know the Astral Projection spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Foresight",
     :description
     "You know the Foresight spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Gate",
     :description
     "You know the Gate spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Imprisonment",
     :description
     "You know the Imprisonment spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Invulnerability (XGtE)",
     :description
     "You know the Invulnerability spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Mass Polymorph (XGtE)",
     :description
     "You know the Mass Polymorph spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Meteor Swarm",
     :description
     "You know the Meteor Swarm spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Power Word Kill",
     :description
     "You know the Power Word Kill spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Prismatic Wall",
     :description
     "You know the Prismatic Wall spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Psychic Scream (XGtE)",
     :description
     "You know the Psychic Scream spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Shapechange",
     :description
     "You know the Shapechange spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Time Stop",
     :description
     "You know the Time Stop spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "True Polymorph",
     :description
     "You know the True Polymorph spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Weird",
     :description
     "You know the Weird spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}
    {:name "Wish",
     :description
     "You know the Wish spell. You add it to your list of domain spells. Like your other domain spells, it is always prepared and counts as a cleric spell for you."}],
   :name "Arcane Mastery (9th level)",
   :option-pack "Sword Coast Adventurer's Guide",
   :key :arcane-mastery-9th-level-}},
 :orcpub.dnd.e5/subraces
 {:ghostwise
  {:abilities {:orcpub.dnd.e5.character/wis 1},
   :key :ghostwise,
   :name "Ghostwise",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :halfling,
   :traits
   [{:description
     "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.",
     :name "Silent Speech"}]},
  :aquatic-elf-descent
  {:key :aquatic-elf-descent,
   :name "Aquatic Elf Descent",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :half-elf,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain a swimming speed of 30 feet.",
     :name "Swim Speed"}]},
  :wood-elf-descent-elf-weapon-training
  {:key :wood-elf-descent-elf-weapon-training,
   :name "Wood Elf Descent: Elf Weapon Training",
   :option-pack "Sword Coast Adventurer's Guide",
   :props
   {:weapon-prof
    {:longbow true,
     :longsword true,
     :shortbow true,
     :shortsword true}},
   :race :half-elf,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the Wood elf feature 'Elf Weapon Training'. You have proficiency with the longsword, shortsword, shortbow, and longbow.",
     :name "Elf Weapon Training"}]},
  :wood-elf-descent-mask-of-the-wild
  {:key :wood-elf-descent-mask-of-the-wild,
   :name "Wood Elf Descent: Mask of the Wild",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :half-elf,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Mask of the Wild'. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.",
     :name "Mask of the Wild"}]},
  :feral
  {:abilities
   {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1},
   :key :feral,
   :name "Feral",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-winged-variant-,
   :traits
   [{:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}]},
  :high-elf-descent-elf-weapon-training
  {:key :high-elf-descent-elf-weapon-training,
   :name "High Elf Descent: Elf Weapon Training",
   :option-pack "Sword Coast Adventurer's Guide",
   :props
   {:weapon-prof
    {:longbow true,
     :longsword true,
     :shortbow true,
     :shortsword true}},
   :race :half-elf,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Elf Weapon Training'. You have proficiency with the longsword, shortsword, shortbow, and longbow.",
     :name "Elf Weapon Training"}]},
  :variant-keen-senses
  {:key :variant-keen-senses,
   :name "Variant: Keen Senses",
   :option-pack "Sword Coast Adventurer's Guide",
   :profs {:skill-options {:options {:perception false}}},
   :race :half-elf,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Keen Senses'. You have proficiency in the Perception skill.",
     :name "Keen Senses"}],
   :props {:skill-prof {:perception true}}},
  :devils-tongue-feral-
  {:abilities
   {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1},
   :key :devils-tongue-feral-,
   :name "Devil's Tongue (Feral)",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-non-winged-variant-,
   :spells
   [{:value {:ability :cha, :key :vicious-mockery}}
    {:level 3, :value {:ability :cha, :key :charm-person, :level 1}}
    {:level 5, :value {:key :enthrall, :level 2}}],
   :traits
   [{:description
     "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.",
     :name "Devil's Tongue"}
    {:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}]},
  :deep-gnome-svirfneblin-
  {:abilities {:orcpub.dnd.e5.character/dex 1},
   :darkvision 120,
   :disabled? true,
   :key :deep-gnome-svirfneblin-,
   :name "Deep Gnome (Svirfneblin)",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :gnome,
   :traits
   [{:description
     "You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.",
     :name "Stone Camouflage."}
    {:description "You can speak, read, and write Undercommon.",
     :name "Extra Language"}]},
  :devils-tongue
  {:abilities
   {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1},
   :key :devils-tongue,
   :name "Devil's Tongue",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-non-winged-variant-,
   :spells
   [{:value {:ability :cha, :key :vicious-mockery}}
    {:level 3, :value {:ability :cha, :key :charm-person, :level 1}}
    {:level 5, :value {:ability :cha, :key :enthrall, :level 2}}],
   :traits
   [{:description
     "You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level , you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.",
     :name "Devil's Tongue"}
    {:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}]},
  :hellfire
  {:abilities
   {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1},
   :key :hellfire,
   :name "Hellfire",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-non-winged-variant-,
   :spells
   [{:value {:ability :cha, :key :thaumaturgy}}
    {:level 3, :value {:key :burning-hands, :level 1}}
    {:level 5, :value {:ability :cha, :key :darkness, :level 2}}],
   :traits
   [{:description
     "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. This trait replaces the hellish rebuke spell of the Infernal Legacy trait.",
     :name "Hellfire"}
    {:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}]},
  :drow-descent
  {:key :drow-descent,
   :name "Drow Descent",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :half-elf,
   :spells
   [{:value {:ability :cha, :key :dancing-lights}}
    {:level 3, :value {:ability :cha, :key :faerie-fire, :level 1}}
    {:level 5, :value {:ability :cha, :key :darkness, :level 2}}],
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the 'Drow Magic' feature. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 5th level, you can also cast the darkness spell once per day. You regain the ability to cast these spells with this trait when you finish a long rest. Charisma is your spellcasting ability for these spells.",
     :name "Drow Magic"}]},
  :standard
  {:abilities
   {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/int 1},
   :key :standard,
   :name "Standard",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-winged-variant-,
   :traits
   [{:name "Appearance",
     :description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone."}]},
  :standard-feral-
  {:abilities
   {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1},
   :key :standard-feral-,
   :name "Standard (Feral)",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-non-winged-variant-,
   :spells
   [{:value {:ability :cha, :key :thaumaturgy}}
    {:level 3, :value {:ability :cha, :key :hellish-rebuke, :level 1}}
    {:level 5, :value {:ability :cha, :key :darkness, :level 2}}],
   :traits
   [{:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}
    {:description
     "You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.",
     :name "Infernal Legacy"}]},
  :duergar
  {:key :duergar,
   :race :dwarf,
   :name "Duergar",
   :darkvision 120,
   :abilities {:orcpub.dnd.e5.character/str 1},
   :option-pack "Sword Coast Adventurer's Guide",
   :disabled? true,
   :props {:saving-throw-advantage {:charmed true, :paralyzed true}},
   :traits
   [{:description "You can speak, read, and write Undercommon.",
     :name "Extra Language"}
    {:description
     "You have advantage on saving throws against illusions and against being charmed or paralyzed.",
     :name "Duergar Resilience"}
    {:description
     "When you reach 3rd level, you can cast the enlarge/reduce spell on yourself once with this trait, using only the spell's enlarge option. When you reach 5th level, you can cast the invisibility spell on yourself once with this trait. You don't need material components for either spell, and you can't cast them while you're in direct sunlight, although sunlight has no effect on them once cast. You regain the ability to cast these spells with this trait when you finish a long rest. Intelligence is your spellcasting ability for these spells.",
     :name "Duergar Magic"}
    {:description
     "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.",
     :name "Sunlight Sensitivity"}]},
  :no-subrace-skill-versatility
  {:race :half-elf,
   :traits [],
   :option-pack "Sword Coast Adventurer's Guide",
   :name "No Subrace: Skill Versatility",
   :key :no-subrace-skill-versatility},
  :wood-elf-descent-fleet-of-foot
  {:key :wood-elf-descent-fleet-of-foot,
   :name "Wood Elf Descent: Fleet of Foot",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :half-elf,
   :speed 35,
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the High elf feature 'Fleet of Foot'. Your base walking speed increases to 35 feet.",
     :name "Fleet of Foot"}]},
  :high-elf-descent-cantrip
  {:key :high-elf-descent-cantrip,
   :name "High Elf Descent: Cantrip",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :half-elf,
   :spells [],
   :traits
   [{:description
     "You forgo the half-elf feature 'Skill Versatility' and instead gain the High-elf feature 'Cantrip'. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.",
     :name "Cantrip"}]},
  :hellfire-feral-
  {:abilities
   {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1},
   :key :hellfire-feral-,
   :name "Hellfire (Feral)",
   :option-pack "Sword Coast Adventurer's Guide",
   :race :tiefling-scag-non-winged-variant-,
   :spells
   [{:value {:ability :cha, :key :thaumaturgy}}
    {:level 2, :value {:ability :cha, :key :burning-hands, :level 1}}
    {:level 5, :value {:ability :cha, :key :darkness, :level 2}}],
   :traits
   [{:description
     "Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell. Charisma is your spellcasting ability for this spell.",
     :name "Hellfire"}
    {:description
     "Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs ; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.",
     :name "Appearance"}
    {:description
     "You know the thaumaturgy cantrip. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.",
     :name "Infernal Legacy"}]}},
 :orcpub.dnd.e5/races
 {:tiefling-scag-non-winged-variant-
  {:key :tiefling-scag-non-winged-variant-,
   :speed 30,
   :name "Tiefling (SCAG Non-winged Variant)",
   :darkvision 60,
   :size :medium,
   :option-pack "Sword Coast Adventurer's Guide",
   :languages #{"Common" "Infernal"},
   :props {:damage-resistance {:fire true}},
   :traits
   [{:description "You have resistance to fire damage",
     :name "Hellish Resistance"}]},
  :tiefling-scag-winged-variant-
  {:key :tiefling-scag-winged-variant-,
   :speed 30,
   :name "Tiefling (SCAG Winged Variant)",
   :darkvision 60,
   :size :medium,
   :option-pack "Sword Coast Adventurer's Guide",
   :languages #{"Common" "Infernal"},
   :props {:damage-resistance {:fire true}, :flying-speed 30},
   :traits
   [{:description
     "You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.",
     :name "Winged"}
    {:description "You have resistance to fire damage",
     :name "Hellish Resistance"}]}}, 
 :disabled? false}
