Vitra
…Culture in Vitra** In Vitra, progress is the lifeblood of daily life. Its citizens are ambitious and competitive, many hoping to one day reach High Ether. The city is home to scientists, engineers, m…
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1048 total matches…Culture in Vitra** In Vitra, progress is the lifeblood of daily life. Its citizens are ambitious and competitive, many hoping to one day reach High Ether. The city is home to scientists, engineers, m…
…ture in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature take…
…creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature take…
…re in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn'…
…nnected panels to collapse at the DM's discretion. If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disap…
…a Dexterity saving throw, taking 7d8 Piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot…
…shes when the spell ends. The wall's space is difficult terrain. Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effec…
…you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that a…

…e the start of your next turn. Source: PHB'24, page 215. Available in the SRD 5.2.1 and the Basic Rules (2024).
…sacred industry. But the truth is that no one knows for certain, and the Warforged themselves are rarely any help. It is staggeringly common for them to simply wander into a city or emerge from forgot…

…ith this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. Source: PHB'24, page 215. Available in the SRD 5.2.1 and the Basic Rules (2024).

…you with an abiding magical ability or other lessons. You gain one invocation of your choice, such as Pact of the Tome. Invocations are described in the "Eldritch Invocation Options" section later in…
…and what portal key it requires, then the spell ends. On a failed check, you learn nothing and can't study that portal again using this spell until you cast it again. The spell can penetrate most bar…
…Focus Point for the healing. ## Implements of Mercy You gain proficiency in the Insight and Medicine skills and proficiency with the Herbalism Kit. ## Level 6: Physician's Touch Your Hand of Harm…
…minutes or until you have the Incapacitated condition. You gain the following benefits while this feature is active. Reach. When you make an Unarmed Strike, your reach is 10 feet greater than normal,…
…themselves from harm. ## Level 6: Wholeness of Body You gain the ability to heal yourself. As a Bonus Action, you can roll your Martial Arts die. You regain a number of Hit Points equal to the numb…
…start of each of your turns. ## Level 3: Darkvision You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet. ## Level 3: Shadow Arts You have l…
…). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and…
…rd D&D weapons or **Exotic Weapons** for Shivath-specific training and gear.