update cleanyaml to recursive and run it

bradl/run-clean
Brad Laney 2020-08-01 18:27:15 -05:00
parent c5fbb0d7d6
commit 82937a88e4
6 changed files with 365 additions and 167525 deletions

View File

@ -14,7 +14,7 @@ def main():
# gets all files with a yaml extension in the directory # gets all files with a yaml extension in the directory
yfiles = [] yfiles = []
for file in glob.glob("*.yaml"): for file in glob.glob("**/*.yaml", recursive=True):
yfiles.append(file) yfiles.append(file)
yfiles.sort() yfiles.sort()
@ -38,7 +38,7 @@ def main():
# print("After: {}".format(i['trigger'])) # print("After: {}".format(i['trigger']))
if x == "triggers.yaml": if x == "triggers.yaml":
for i in data['trigger']: for i in data['trigger']:
print(i) #print(i)
i = i.replace('', "'") i = i.replace('', "'")

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@ -1,4 +1,3 @@
---
background: background:
- ability_boost_choices: - ability_boost_choices:
- Intelligence - Intelligence

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@ -1,140 +1,140 @@
abilityscore: abilityscore:
- flag_rep: 1 - flag_rep: 1
long_name: Strength long_name: Strength
short_name: STR short_name: STR
- flag_rep: 2 - flag_rep: 2
long_name: Dexterity long_name: Dexterity
short_name: DEX short_name: DEX
- flag_rep: 4 - flag_rep: 4
long_name: Constitution long_name: Constitution
short_name: CON short_name: CON
- flag_rep: 8 - flag_rep: 8
long_name: Intelligence long_name: Intelligence
short_name: INT short_name: INT
- flag_rep: 16 - flag_rep: 16
long_name: Wisdom long_name: Wisdom
short_name: WIS short_name: WIS
- flag_rep: 32 - flag_rep: 32
long_name: Charisma long_name: Charisma
short_name: CHA short_name: CHA
- flag_rep: 64 - flag_rep: 64
long_name: Free 1 long_name: Free 1
short_name: Free1 short_name: Free1
- flag_rep: 128 - flag_rep: 128
long_name: Free 2 long_name: Free 2
short_name: Free2 short_name: Free2
actioncost: actioncost:
- abbr: 1 - abbr: 1
name: Single Action name: Single Action
- abbr: 2 - abbr: 2
name: Two Actions name: Two Actions
- abbr: 3 - abbr: 3
name: Three Actions name: Three Actions
- abbr: F - abbr: F
name: Free Action name: Free Action
- abbr: R - abbr: R
name: Reaction name: Reaction
- abbr: V - abbr: V
name: Varies name: Varies
- abbr: 1m - abbr: 1m
name: 1 minute name: 1 minute
- abbr: 10m - abbr: 10m
name: 10 minutes name: 10 minutes
- abbr: 1h - abbr: 1h
name: 1 hour name: 1 hour
alignment: alignment:
- abbr: LG - abbr: LG
name: Lawful Good name: Lawful Good
- abbr: NG - abbr: NG
name: Neutral Good name: Neutral Good
- abbr: CG - abbr: CG
name: Chaotic Good name: Chaotic Good
- abbr: LN - abbr: LN
name: Lawful Neutral name: Lawful Neutral
- abbr: N - abbr: N
name: True Neutral name: True Neutral
- abbr: CN - abbr: CN
name: Chaotic Neutral name: Chaotic Neutral
- abbr: LE - abbr: LE
name: Lawful Evil name: Lawful Evil
- abbr: NE - abbr: NE
name: Neutral Evil name: Neutral Evil
- abbr: CE - abbr: CE
name: Chaotic Evil name: Chaotic Evil
bonutypes:
- Proficiency
- Circumstance
- Status
- Item
frequency: frequency:
- once per round - once per round
- once per turn - once per turn
- once per minute - once per minute
- once every 10 minutes - once every 10 minutes
- once per hour - once per hour
- once per day - once per day
lang_rarity: lang_rarity:
- Common - Common
- Uncommon - Uncommon
- Secret - Secret
movement: movement:
- Air Walk (constant) - Air Walk (constant)
- Burrow - Burrow
- Burrow (sand only) - Burrow (sand only)
- Burrow (snow only) - Burrow (snow only)
- Can't Move - Can't Move
- Climb - Climb
- Climb Stone - Climb Stone
- Cloud Walk - Cloud Walk
- Compression - Compression
- Earth Glide - Earth Glide
- Fly - Fly
- Fly (from fly) - Fly (from fly)
- Freedom of Movement (constant) - Freedom of Movement (constant)
- Glide - Glide
- Ice Climb - Ice Climb
- Ice Stride - Ice Stride
- Land - Land
- Magma Swim - Magma Swim
- Powerful Jumper - Powerful Jumper
- Sand Glide - Sand Glide
- Spider Climb (constant) - Spider Climb (constant)
- Suction - Suction
- Swim - Swim
- Swamp Stride - Swamp Stride
- Swiftness - Swiftness
- Trickster's Step - Trickster's Step
- Trackless Step - Trackless Step
- Unstoppable Burrow - Unstoppable Burrow
- Walk in Shadow - Walk in Shadow
- Woodland Stride - Woodland Stride
size: size:
- name: Tiny - name: Tiny
reach_long_ft: 0 reach_long_ft: 0
reach_tall_ft: 0 reach_tall_ft: 0
space_in_ft: 4 space_in_ft: 4
- name: Small - name: Small
reach_long_ft: 5 reach_long_ft: 5
reach_tall_ft: 5 reach_tall_ft: 5
space_in_ft: 5 space_in_ft: 5
- name: Medium - name: Medium
reach_long_ft: 5 reach_long_ft: 5
reach_tall_ft: 5 reach_tall_ft: 5
space_in_ft: 5 space_in_ft: 5
- name: Large - name: Large
reach_long_ft: 5 reach_long_ft: 5
reach_tall_ft: 10 reach_tall_ft: 10
space_in_ft: 10 space_in_ft: 10
- name: Huge - name: Huge
reach_long_ft: 10 reach_long_ft: 10
reach_tall_ft: 15 reach_tall_ft: 15
space_in_ft: 15 space_in_ft: 15
- name: Gargantuan - name: Gargantuan
reach_long_ft: 15 reach_long_ft: 15
reach_tall_ft: 20 reach_tall_ft: 20
space_in_ft: 20 space_in_ft: 20
weaponcategory: weaponcategory:
- Unarmed - Unarmed
- Simple - Simple
- Martial - Martial
- Advanced - Advanced
bonutypes:
- Proficiency
- Circumstance
- Status
- Item

View File

@ -1,4 +1,21 @@
- - attacks:
- degree: trained
type: simple weapons
- degree: trained
type: alchemical bombs
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: alchemist class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- INTELLIGENCE
name: Alchemist name: Alchemist
perception: trained perception: trained
saving_throws: saving_throws:
@ -13,26 +30,27 @@
type: Crafting type: Crafting
- degree: trained - degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks: spells: null
- attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained - degree: trained
type: alchemical bombs type: martial weapons
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: barbarian class DC
defenses: defenses:
- degree: trained - degree: trained
type: light armor type: light armor
- degree: trained - degree: trained
type: unarmored defense type: medium armor
class_dc_and_spells:
- degree: trained - degree: trained
type: alchemist class DC type: unarmored defense
spells: null hp: 12
hp: 8
key_ability_choices: key_ability_choices:
- INTELLIGENCE - STRENGTH
-
name: Barbarian name: Barbarian
perception: expert perception: expert
saving_throws: saving_throws:
@ -47,27 +65,26 @@
type: Athletics type: Athletics
- degree: trained - degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained - degree: trained
type: martial weapons type: the longsword, rapier, sap, shortbow, shortsword, and whip
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: occult spell attacks
- degree: trained
type: occult spell DCs
defenses: defenses:
- degree: trained - degree: trained
type: light armor type: light armor
- degree: trained
type: medium armor
- degree: trained - degree: trained
type: unarmored defense type: unarmored defense
class_dc_and_spells: hp: 8
- degree: trained
type: barbarian class DC
hp: 12
key_ability_choices: key_ability_choices:
- STRENGTH - CHARISMA
-
name: Bard name: Bard
perception: expert perception: expert
saving_throws: saving_throws:
@ -84,27 +101,29 @@
type: Performance type: Performance
- degree: trained - degree: trained
type: a number of additional skills equal to 4 plus your Intelligence modifier type: a number of additional skills equal to 4 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained - degree: trained
type: the longsword, rapier, sap, shortbow, shortsword, and whip type: martial weapons
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: occult spell attacks type: champion class DC
- degree: trained - degree: trained
type: occult spell DCs type: divine spell attacks
hp: 8 - degree: trained
type: divine spell DCs
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
hp: 10
key_ability_choices: key_ability_choices:
- CHARISMA - STRENGTH
- - DEXTERITY
name: Champion name: Champion
perception: trained perception: trained
saving_throws: saving_throws:
@ -121,30 +140,26 @@
type: one skill determined by your choice of deity type: one skill determined by your choice of deity
- degree: trained - degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained - degree: trained
type: martial weapons type: the favored weapon of your deity. If your deitys favored weapon is uncommon,
you also gain access to that weapon.
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained
type: champion class DC
- degree: trained - degree: trained
type: divine spell attacks type: divine spell attacks
- degree: trained - degree: trained
type: divine spell DCs type: divine spell DCs
hp: 10 defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices: key_ability_choices:
- STRENGTH - WISDOM
- DEXTERITY
-
name: Cleric name: Cleric
perception: trained perception: trained
saving_throws: saving_throws:
@ -161,26 +176,28 @@
type: one skill determined by your choice of deity type: one skill determined by your choice of deity
- degree: trained - degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained
type: the favored weapon of your deity. If your deitys favored weapon is uncommon, you also gain access to that weapon.
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: divine spell attacks type: druid class DC
- degree: trained - degree: trained
type: divine spell DCs type: primal spell attacks
- degree: trained
type: primal spell DCs
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 8 hp: 8
key_ability_choices: key_ability_choices:
- WISDOM - WISDOM
-
name: Druid name: Druid
perception: trained perception: trained
saving_throws: saving_throws:
@ -197,29 +214,27 @@
type: one skill determined by your druidic order type: one skill determined by your druidic order
- degree: trained - degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: expert
type: simple weapons type: simple weapons
- degree: expert
type: martial weapons
- degree: trained - degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: druid class DC type: fighter class DC
defenses:
- degree: trained - degree: trained
type: primal spell attacks type: all armor
- degree: trained - degree: trained
type: primal spell DCs type: unarmored defense
hp: 8 hp: 10
key_ability_choices: key_ability_choices:
- WISDOM - STRENGTH
- - DEXTERITY
name: Fighter name: Fighter
perception: expert perception: expert
saving_throws: saving_throws:
@ -234,28 +249,22 @@
type: your choice of Acrobatics or Athletics type: your choice of Acrobatics or Athletics
- degree: trained - degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks: - attacks:
- degree: expert - degree: trained
type: simple weapons type: simple weapons
- degree: expert
type: martial weapons
- degree: trained - degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: fighter class DC type: monk class DC
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
hp: 10 hp: 10
key_ability_choices: key_ability_choices:
- STRENGTH - STRENGTH
- DEXTERITY - DEXTERITY
-
name: Monk name: Monk
perception: trained perception: trained
saving_throws: saving_throws:
@ -268,23 +277,27 @@
skills: skills:
- degree: trained - degree: trained
type: a number of skills equal to 4 plus your Intelligence modifier type: a number of skills equal to 4 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained
type: martial weapons
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: monk class DC type: ranger class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 10 hp: 10
key_ability_choices: key_ability_choices:
- STRENGTH - STRENGTH
- DEXTERITY - DEXTERITY
-
name: Ranger name: Ranger
perception: expert perception: expert
saving_throws: saving_throws:
@ -301,28 +314,25 @@
type: Survival type: Survival
- degree: trained - degree: trained
type: a number of additional skills equal to 4  plus your Intelligence modifier type: a number of additional skills equal to 4  plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained - degree: trained
type: martial weapons type: the rapier, sap, shortbow, and shortsword
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: rogue class DC
defenses: defenses:
- degree: trained - degree: trained
type: light armor type: light armor
- degree: trained
type: medium armor
- degree: trained - degree: trained
type: unarmored defense type: unarmored defense
class_dc_and_spells: hp: 8
- degree: trained
type: ranger class DC
hp: 10
key_ability_choices: key_ability_choices:
- STRENGTH
- DEXTERITY - DEXTERITY
- - OTHER (determined by your rogue's racket)
name: Rogue name: Rogue
perception: expert perception: expert
saving_throws: saving_throws:
@ -339,26 +349,24 @@
type: one or more skills determined by your rogue's racket. type: one or more skills determined by your rogue's racket.
- degree: trained - degree: trained
type: a number of additional skills equal to 7 plus your Intelligence modifier type: a number of additional skills equal to 7 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: simple weapons
- degree: trained
type: the rapier, sap, shortbow, and shortsword
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells: class_dc_and_spells:
- degree: trained - degree: trained
type: rogue class DC type: spell attack rolls of your spellcasting tradition, as indicated by your
hp: 8 bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
hp: 6
key_ability_choices: key_ability_choices:
- DEXTERITY - CHARISMA
- OTHER (determined by your rogue's racket)
-
name: Sorcerer name: Sorcerer
perception: trained perception: trained
saving_throws: saving_throws:
@ -373,24 +381,23 @@
type: one or more skills determined by your bloodline type: one or more skills determined by your bloodline
- degree: trained - degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks: - attacks:
- degree: trained - degree: trained
type: simple weapons type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained - degree: trained
type: unarmed attacks type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
defenses: defenses:
- Untrained in all armor - Untrained in all armor
- degree: trained - degree: trained
type: unarmored defense type: unarmored defense
class_dc_and_spells:
- degree: trained
type: spell attack rolls of your spellcasting tradition, as indicated by your bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
hp: 6 hp: 6
key_ability_choices: key_ability_choices:
- CHARISMA - INTELLIGENCE
-
name: Wizard name: Wizard
perception: trained perception: trained
saving_throws: saving_throws:
@ -405,20 +412,3 @@
type: Arcana type: Arcana
- degree: trained - degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- degree: trained
type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
hp: 6
key_ability_choices:
- INTELLIGENCE

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@ -1,54 +1,99 @@
familiar_abilities: familiar_abilities:
- name: Amphibious - desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed). swim Speed).
- name: Burrower name: Amphibious
desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes. - desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
- name: Climber name: Burrower
desc: It gains a climb Speed of 25 feet. - desc: It gains a climb Speed of 25 feet.
- name: Damage Avoidance name: Climber
desc: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesnt prevent effects other than damage. - desc: Choose one type of save. It takes no damage when it succeeds at that type
- name: Darkvision of save; this doesnt prevent effects other than damage.
desc: It gains darkvision. name: Damage Avoidance
- name: Fast Movement - desc: It gains darkvision.
desc: Increase one of the familiars speeds from 25 feet to 40 feet. name: Darkvision
- name: Flier - desc: Increase one of the familiars speeds from 25 feet to 40 feet.
desc: It gains a fly Speed of 25 feet. name: Fast Movement
- name: Kinspeech - desc: It gains a fly Speed of 25 feet.
desc: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level. name: Flier
- name: Lab Assistant - desc: It can understand and speak with animals of the same species. To select this,
desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirementas if you used it. It must have the manual dexterity ability to select this. your familiar must be an animal, it must have the speech ability, and you must
- name: Manual Dexterity be at least 6th level.
desc: It can use up to two of its limbs as if they were hands to use manipulate actions. name: Kinspeech
- name: Scent - desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
desc: It gains scent (imprecise, 30 feet). familiar must be in your space. This has the same cost and requirementas if you
- name: Speech used it. It must have the manual dexterity ability to select this.
desc: It understands and speaks a language you know. name: Lab Assistant
- desc: It can use up to two of its limbs as if they were hands to use manipulate
actions.
name: Manual Dexterity
- desc: It gains scent (imprecise, 30 feet).
name: Scent
- desc: It understands and speaks a language you know.
name: Speech
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
were originally animals, though the ritual of becoming a familiar makes them something
more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
raven, or snake. Some familiars are different, usually described in the ability
that granted you a familiar; for example, a druids leshy familiar is a Tiny plant
instead of an animal, formed from a minor nature spirit.
master_abilities: master_abilities:
- name: Cantrip Connection - desc: You can prepare an additional cantrip, or if you have a repertoire, instead
desc: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but cant otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this. designate a cantrip to add to your repertoire every time you select this ability;
- name: Extra Reagents you can retrain it but cant otherwise change it. You must be able to prepare
desc: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability. cantrips or add them to your repertoire to select this.
- name: Familiar Focus name: Cantrip Connection
desc: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this. - desc: Your familiar grows extra infused reagents on or in its body. You gain an
- name: Lifelink additional batch of infused reagents. You must have the infused reagents ability
desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar. to select this ability.
- name: Spell Battery name: Extra Reagents
desc: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability. - desc: Once per day, your familiar can use 2 actions with the concentrate trait to
- name: Spell Delivery regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
desc: If your familiar is in your space,you can cast a spell with a range of touch, transferits power to your familiar, and command thefamiliar to deliver the spell. If you do, the familiaruses its 2 actions for the round to move to a targetof your choice and touch that target. If it doesntreach the target to touch it this turn, the spell has no effect. this.
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You can choose a Tiny animal you want as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druids leshy familiar is a Tiny plant instead of an animal, formed from a minor nature spirit. name: Familiar Focus
- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
concentrate trait, you can take the damage. If you do, you take all the damage
and your familiar takes none. However, if special effects when a hit damages your
familiar (such as snake venom) still apply to your familiar.
name: Lifelink
- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
spell slot; you must be able to cast 4th-level spells using spell slots to select
this master ability.
name: Spell Battery
- desc: If your familiar is in your space,you can cast a spell with a range of touch,
transferits power to your familiar, and command thefamiliar to deliver the spell.
If you do, the familiaruses its 2 actions for the round to move to a targetof
your choice and touch that target. If it doesntreach the target to touch it this
turn, the spell has no effect.
name: Spell Delivery
rules_texts: rules_texts:
- title: "" - text: Familiars have the minion trait, so during an encounter, they gain 2 actions
text: Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time. in a round if you spend an action to command them. If your familiar dies, you
- title: Modifiers and AC can spend a week of downtime to replace it at no cost. You can have only one familiar
text: Your familiars save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier (Charisma if you dont have one, unless otherwise specified). If it attempts an attack roll or other skill check, it uses your level as its modifier. It doesnt have or use its own ability modifiers and can never benefit from item bonuses. at a time.
- title: Hit Points title: ''
text: Your familiar has 5 Hit Points for each of your levels. - text: Your familiars save modifiers and AC are equal to yours before applying circumstance
- title: Size or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
text: Your familiar is Tiny. are equal to your level plus your spellcasting ability modifier (Charisma if you
- title: Senses dont have one, unless otherwise specified). If it attempts an attack roll or
text: Your familiar has low-light vision and can gain additional senses from familiar abilities. It can communicate empathically with you as long as its within 1 mile of you, sharing emotions. It doesnt understand or speak languages normally, but it can gain speech from a familiar ability. other skill check, it uses your level as its modifier. It doesnt have or use
- title: Movement its own ability modifiers and can never benefit from item bonuses.
text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose one upon gaining the familiar). It can gain other movement types from familiar abilities. title: Modifiers and AC
- title: Familiar and Master Abilities - text: Your familiar has 5 Hit Points for each of your levels.
text: Each day, you channel your magic into two abilities, which can be either familiar or master abilities. If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your familiar cant be an animal that naturally has more familiar abilities than your daily maximum familiar abilities. title: Hit Points
- text: Your familiar is Tiny.
title: Size
- text: Your familiar has low-light vision and can gain additional senses from familiar
abilities. It can communicate empathically with you as long as its within 1 mile
of you, sharing emotions. It doesnt understand or speak languages normally, but
it can gain speech from a familiar ability.
title: Senses
- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
one upon gaining the familiar). It can gain other movement types from familiar
abilities.
title: Movement
- text: Each day, you channel your magic into two abilities, which can be either familiar
or master abilities. If your familiar is an animal that naturally has one of these
abilities (for instance, an owl has a fly Speed), you must select that ability.
Your familiar cant be an animal that naturally has more familiar abilities than
your daily maximum familiar abilities.
title: Familiar and Master Abilities

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