Renderer Demo[–] (This is a section heading. This is mainly used in Adventures, for the header of entire chapters. The root entry does not need have the 'section' type, 'entries' is generally used instead. The 'section' produces a level -1 header; the 'basement' level, if you will.) “Look, don't quote me on this, but” — Anon, Archive of Lost Chats This is a demo of the JSON format, and how it (usually) gets rendered. You can edit this text, and it will reset on refresh. If a JSON property is described as 'optional,' the property may be excluded, unless otherwise noted. The goal of this system is to emulate the look and feel of the books, while maintaining a convenient and consistent data structure that can be re-used. The general format is to nest multiple levels of 'entries'-typed objects, with other specific types (described in detail below) used as needed. String entries can contain tags, and these work when nested in most other structures. These will eventually all work with the hover-to-view feature. They are case-insensitive, unless otherwise noted. These are: - Style tags; some text to be bolded (alternative shorthand), some text to be italicised (alternative shorthand), some text to be underlined (alternative shorthand),
some text to strike-through, (alternative shorthand), color/color variable tags, highlight tags, superscript tags, subscript tags, keyboard tags, print("hello world") tags, misc Style tags, alternate font tags - Additionally, note tags, used for adding errata or Twitter "designer footnotes," and tooltip tags.
- Dice roller tags; 1d2-2+2d3+5 for regular dice rolls (1d6/2d6 for multiple options; 1d6 + (n) for input prompts), with extended display text and display text, and a special 'hit' version which assumes a d20 is to be rolled +7 (and rolls advantage on SHIFT+click, disadvantage on ALT+click). There's also 1d12+3 which will roll critical hits on SHIFT+click and half damage (rounding down) on ALT+click, and -4 which will also roll advantage/disadvantage, although @hit tags are preferred where appropriate. Spells can have scaling-dice tags, (damage of 2d6 or 3d6 at level 1, add an extra 1d6 for each level beyond 2nd; or, roll 2d6 when using 1 psi point, add an extra amount for each additional psi point spent), for when a spell effect scales at higher levels. 20 (+5), +5, and +5 are used as internal shorthand, but may be useful elsewhere.
- Auto dice tags; as above, but a result is automatically rolled upon rendering: 2d10+2 (10).
- Chance tags; similar to dice roller tags, but output success/failure. Similar syntax as dice tags: 50 percent; display text; display text; display text; display text.
- Summon/companion-specific tags: your spell attack modifier (with optional display text), your spell save DC (with optional display text).
- Recharge tags; output success/failure for ability recharge. (Recharge 6) in an ability title for '(Recharge 6)', (Recharge 4–6) for '(Recharge 4–6)'.
- Coinflip tags; flip a coin or display text
- Skill and sense tags; Athletics/Perception (case sensitive) and Truesight/darkvision (case insensitive) which provide tooltips on hover.
- Footnote tags; allows a footnote to be embedded directly in text, with optional reference information.
- The homebrew tag; can show changes, additions or [...].
- Content tags:
- Spells: acid splash assumes PHB by default, tiny servant can have sources added with a pipe, and optional link text added with another pipe.
- Items: alchemy jug assumes DMG by default, longsword can have sources added with a pipe, and optional link text added with another pipe.
- Creatures: goblin assumes MM by default, cow can have sources added with a pipe, and optional link text added with another pipe.
- Creature legendary groups: unicorn assumes MM by default, balhannoth can have sources added with a pipe, and optional link text added with another pipe.
- Backgrounds: Charlatan assumes PHB by default, Anthropologist can have sources added with a pipe, and optional link text added with another pipe.
- Races: Human assumes PHB by default, Aarakocra can have sources added with a pipe, and optional link text added with another pipe.
- Invocations and Other Optional Features: Agonizing Blast assumes PHB by default, Aspect of the Moon can have sources added with a pipe, and optional link text added with another pipe.
- Classes: fighter assumes PHB by default, artificer can have sources added with a pipe, optional link text added with another pipe, subclasses added with another pipe, and class feature added with another pipe (first number is level index (0-19), second number is feature index (0-n)).
- Class Features: Rage, Infuse Item, Primal Knowledge, optional display text. Class source is assumed to be PHB. Class feature source is assumed to be the same as class source.
- Subclass Features: Path of the Berserker, Alchemist, Path of the Battlerager, Blessed Strikes, optional display text. Class source is assumed to be PHB. Subclass source is assumed to be PHB. Subclass feature source is assumed to be the same as subclass source.
- Conditions: stunned assumes PHB by default, stunned can have sources added with a pipe (not that it's ever useful), and optional link text added with another pipe.
- Diseases: cackle fever assumes DMG by default, cackle fever can have sources added with a pipe, and optional link text added with another pipe.
- Other Rewards: Blessing of Health assumes DMG by default, Blessing of Health can have sources added with a pipe, and optional link text added with another pipe.
- Feats: Alert assumes PHB by default, Elven Accuracy can have sources added with a pipe, and optional link text added with another pipe.
- Psionics: Mastery of Force assumes UATheMysticClass by default, Mastery of Force can have sources added with a pipe, and optional link text added with another pipe.
- Objects: Ballista assumes DMG by default, Ballista can have sources added with a pipe, and optional link text added with another pipe.
- Boons: Demonic Boon of Demogorgon assumes MTF by default, Demonic Boon of Demogorgon can have sources added with a pipe, and optional link text added with another pipe.
- Cults: Cult of Asmodeus assumes MTF by default, Cult of Asmodeus can have sources added with a pipe, and optional link text added with another pipe.
- Traps: falling net assumes DMG by default, falling portcullis can have sources added with a pipe, and optional link text added with another pipe.
- Hazards: brown mold assumes DMG by default, russet mold can have sources added with a pipe, and optional link text added with another pipe.
- Deities: Gond assumes PHB Forgotten Realms pantheon by default, Gruumsh can have pantheons added with a pipe, Ioun can have sources added with another pipe, and optional link text added with another pipe.
- Variant rules: Diagonals assumes DMG by default, Multiclassing can have sources added with a pipe, and optional link text added with another pipe.
- Vehicles: Galley assumes GoS by default, Galley can have sources added with a pipe, and optional link text added with another pipe.
- Vehicle upgrades: Guardian Figurehead assumes GoS by default, Gilded Death Armor can have sources added with a pipe, and optional link text added with another pipe.
- Tables: 25 gp Art Objects assumes DMG by default, Adventuring Gear can have sources added with a pipe, and optional link text added with another pipe.
- Actions: Attack assumes PHB by default, Tumble can have sources added with a pipe, and optional link text added with another pipe.
- Languages: common assumes PHB by default, Dambrathan can have sources added with a pipe, and optional link text added with another pipe.
- Other Character Creation Options: Anvilwrought assumes MOT by default, Hollow One can have sources added with a pipe, and optional link text added with another pipe.
- Recipes: Elven Bread assumes Heroes' Feast by default, Barovian Garlic Bread can have sources added with a pipe, and optional link text added with another pipe.
- Decks: Deck of Many Things assumes DMG by default, Deck of Many Things can have sources added with a pipe, and optional link text added with another pipe.
- Cards: Vizier assumes DMG by default, Vizier can have sources added with a pipe, and optional link text added with another pipe.
Filter Tag[–]Another tag that appears occasionally in the data is the @filter tag. This tag can be tricky to use, and generally relies on knowledge of the internals of each page. As such, use with caution, and if you're not sure about something, don't be afraid to drop by our Discord and ask questions. Note that you can CTRL+click the "Get link to filters" (magnet) button on a list page to copy the @filter tag for your current filter selection. The syntax for the @filter tag is as follows: (open curly brace)@filter display text|page_without_file_extension|filter_name_1=filter_1_value_1;filter_1_value_2;...filter_1_value_n|...|filter_name_m=filter_m_value_1;filter_m_value_2;...(close curly brace) The purpose of this tag is to open the given page, pre-filtered with the specified filtering options. There's one major caveat that makes this tricky to use for aspiring JSONtranauts—the filter values use the internal version, as you'd find in the data. So, for example, ..|school=D|.. would filter spells to Divination school spells, as 'D' is the Divination identifier in the data. Trying to do e.g. ..|school=Divination|.. will not work. The 'filter_name_X' here matches the literal text name of the filter, as displayed in the dropdown. Some examples of the tag in action: Races that have a bonus to Intelligence Bard cantrips and first-level spells Beast with challenge rating 1 or lower Creatures with a Strength score of 18 or more Divination and Evocation spells All uncommon magic items Simple melee weapons Meta-options can be set; inline for individual filters, and using 'fbmt' for filtering meta-options filter meta example Search can be set; view dinosaurs An exact starting entity; filter for beasts and show cat where 'hash' is the part after a '#' and before any commas which appears in the URL bar when viewing the entity. Note. Setting a filter to "no value", i.e. ..|school=|.. is equivalent to 'clear the filter,' resetting it to all-white. The pages that support this functionality are those with the 'magnet' button; the link this button exports will give clues as to what one could do with the filter tag. Area Tags and IDs[–]Adventure and book content supports "area" tags, which have the form `@area [area name]|[entry id]` or `@area [area name]|[entry id]|[modifiers]` where [modifiers] is a combination of "x" for e[x]act text, and "u" for [u]ppercase. The "exact" modifier removes the leading "area " which is prepended to the area name, and the "uppercase" modifier causes the prepended text to "Area ". A variety of entries blocks can have "id" fields (and may therefore be linked to with "area" tags), notable "entries"-type, "section"-type, and "inset"-type. These IDs are conventionally 3-digit hexadecimal numbers (allowing for a total of 4096 IDs per adventure/book), but any string which is unique within the document will suffice. Book/Reference Tags[–]The following tags can be used to link specific sections of adventures/books. Note that chapters and headers are indexed from zero. Other Tags[–]Links: Page specific/other tags: - Bestiary 'attack' tags: Melee Attack:, Ranged Attack:, Melee or Ranged Attack:, Melee Weapon Attack:, Ranged Weapon Attack:, Melee Spell Attack:, Ranged Spell Attack:; (homebrew only) Area Attack:, Area Weapon Attack:. Commas separate or'd attack types; the general form is: '@atk <m|r|a>[<w|s>][,<m|r|a>[<w|s>][,...]]'
Homebrew loading tags: Tome of Beasts. The URL after the pipe is assumed to be from the root of the homebrew repository, unless it starts with a "...://" prefix (i.e., any link should work, but there's a shorthand for homebrew repository links). Prerelease loading tags; as above: UA: When Armies Clash.
These tags may be nested, although there are often better ways to get the combination of bold and italic that you're probably going to use this for; consider using one of the properly typed objects below (such as level 2 headers). A Subclass Name, For Example[–] The above is a 'level 0' header. The 'name' property is optional A Subclass Feature Name[–] The above is a 'level 1' header. A Subclass Feature Inline Header. This bold-italic inline header is a 'level 2' header, please use this as opposed to nesting tags. You can make a chain of empty entry objects with no names to get to this header level, if required. Note that the period in the inline name is added automagically. This is an example of a level 2 header with no real parents. This technique can be useful, sometimes. Entries can be inlined, useful for e.g. links beyond the tags listed above, such as a link to the homepage but you can see why the tags are preferable. Similar to the above, but keeps the paragraph/etc tags around the inlined children, such as a link to the homepage so can easily be mixed with lines of text. Option A[–] The 'options' type is very similar to a list of entries, but it alphabetically sorts the list of options by name, before displaying them. Option B[–] Sometimes useful, e.g. for Fighting Styles on a class. (Note that this option is rendered second, when it's listed first in the data.) Optional CaptionCol 1 | Column the Second | Third Col |
---|
This is a table row | The number of entries should match the number of columns, naturally* | | The 'colStyles' list is literally used as CSS classes | Column widths can be specified in 12ths, as `col-[1 to 12]` (e.g. col-12 is 100% width, and col-6 is 50% width) | ** | - Nested entries (generally) work, too.
- Although layout may start to deteriorate with more exotic nesting.
| Spells, on the other hand, make sense. | | Rows may also be defined | As objects with additional properties | | * Optional footer entries | ** As an extension to Bootstrap's 1-to-12 system, 1/10th subdivisions can be used, e.g. col-1-5 for 1.5/12. The total column widths should still sum to exactly 12; enjoy doing the math. | Optional Caption | Stacked Top | |
---|
Single | Stacked Bottom | |
---|
This table has multiple header rows stacked one atop the other | Lorem ipsum | This column has no labels | Rollable tables can be made like so (note the 'pad' to format single digit numbers e.g. '01' for tables with >10 rows): Rollable Table Captiond6 | Item |
---|
01 | First Item | 2 | Item the Second | 3-4 | Three of Four Items | 5 | Item V: The Item Items Back | 6 | Item for Lucky Winners | - A basic list of items
- As usual, nested entries work
- A list of items with wrapping columns
- Which will wrap
- Up to a maximum number of times as specified by the 'columns' field
- And will attempt to balance content between each column
There's also: - A list of items without bullets
- Used very rarely
A similar story here. The 'item' is an entry as above, but there's no 'name' for the entire list, so this has no left inset. Some long text to show what happens when the lines wrap around, it should continue but be indented after the first line. Some example of this in the source books can be found in Metalic Dragon breath weapons in the Monster Manual. A sub-item used in some places. For example, XGE's complex traps Multiple entry version. This was, again, required specifically for XGE's complex traps, which can have multiple lines of text, often long enough to wrap into multiple rows in the same column. For example:Either portal can be neutralized with three successful DC 20 Intelligence (Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A creature must first use an action to examine a set of runes, then use a subsequent action to attempt to vandalize the runes. Each successful check reduces the sphere's damage by 11 (2d10), as the disrupted sphere loses speed moving through the failing portal.Alternatively, a set of runes can be disabled with three successful castings of dispel magic (DC 19) targeting any of the runes in the set.If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It blocks the door to the tomb, but the characters can escape.
- A decimal-numbered list. Alternatively, 'list-lower-roman' can be used for lowercase Roman numerals.
- So far only seen in homebrew.
- First list item
- Second list item
The 'bonus' type just sticks a + in front of things +3 We don't use that one much. It's useful because it allows us to store the data as a number, and render it with a plus sign as required, but it's mostly just forgotten about. Similar story with 'bonusSpeed' type (these 'bonus' flavors are mainly used in the class tables) +100 ft. The 'dice' type is rarely used, since the shorthand tag exists, but it looks like this: 1d4+2d7+3d10The 'abilityDc' type is more helpful: Buggy Code save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier (your choice) As is the 'abilityAttackMod' type: Killing Things attack modifier = your proficiency bonus + your Strength modifier There's also a generic version that allows more text customisation; 'abilityGeneric': Initiative = 10 - your power level + somebody else's Dexterity or Strength modifier (your choice) leave out the 'name' and 'attributes' properties as required External links using 'link': The full 'entry' schema.Internal links are also possible, but generally covered by @tags. Check out the schema linked above for the full usage; it's massive and horrible so I'm not going to go into detail here. Invocations/Other Optional Features: Optional Feature Name[–] Prerequisite: Optional prerequisite, which can include tags eldritch blastOptional feature text. Patrons: Inset Title (Optional)[–]This is a text inset/insert/sidebar/etc. Same As AboveBut a different color. Variant: Better Monster[–]Some variant monster text Inline Header. Text text text These can have child items. And the header style for them is unique, so this exists to cope with that. Images (similar to the structure of the 'link' type): Optional Title Optional credit Data Embeds[–] Creatures; format based on Bestiary data, with added type (note that a proper Bestiary entry and a link to the entry is the preferred method of adding creatures, this functionality exists primarily for homebrew data):
|
Large Celestial, Lawful Good |
|
Armor Class |
Hit Points |
Speed |
Challenge |
PB |
12 |
67 (9d10 + 18) |
50 ft. |
5 (1,800 XP)
|
+3 |
|
|
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 14 (+2) | 15 (+2) | 11 (+0) | 17 (+3) | 16 (+3) |
|
Damage Imm. poison
Condition Imm. charmed, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
|
|
Charge. If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Innate Spellcasting. The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components: Magic Resistance. The unicorn has advantage on saving throws against spells and other magical effects. Magic Weapons. The unicorn's weapon attacks are magical.
|
Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn. Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Healing Touch (3/Day). The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target. Teleport (1/Day). The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.
|
The unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The unicorn regains spent legendary actions at the start of its turn.
Hooves. The unicorn makes one attack with its hooves. Shimmering Shield (Costs 2 Actions). The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn. Heal Self (Costs 3 Actions). The unicorn magically regains 11 (2d8 + 2) hit points.
|
Spells; as above:
|
Level |
School |
Casting Time |
Range |
3rd |
Evocation |
1 action |
150 feet |
Components |
Duration |
V, S, M (a tiny ball of bat guano and sulfur) |
Instantaneous |
|
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. | Using "dependencies" and "_copy" to copy an existing piece of content:
Ancient Red Dragon (Weakened)
|
Gargantuan Dragon, Chaotic Evil |
|
Armor Class |
Hit Points |
Speed |
Challenge |
PB |
22 (natural armor) |
546 (28d20 + 252) |
40 ft., climb 40 ft., fly 80 ft. |
24 (62,000 XP)
|
+7 |
|
|
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 10 (+0) | 3 (-4) | 18 (+4) | 15 (+2) | 23 (+6) |
|
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Imm. fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
|
|
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
|
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage. Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
|
The dragon (weakened) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon (weakened) regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
|
Reference Embeds[–]
|
Loading Wild Magic Sorcerer...
|
|