• Tomb of Annihilation
  • Waterdeep: Dragon Heist
  • Waterdeep: Dungeon of the Mad Mage
  • Ghosts of Saltmarsh
  • The Orrery of the Wanderer
  • Dragon of Icespire Peak
  • Storm Lord's Wrath
  • Sleeping Dragon's Wake
  • Divine Contention
  • Baldur's Gate: Descent Into Avernus
  • Eberron: Forgotten Relics
  • Theros: No Silent Secret
  • Icewind Dale: Rime of the Frostmaiden
  • Candlekeep Mysteries
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  • The Wild Beyond the Witchlight
  • Strixhaven: Campus Kerfuffle
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  • Journeys through the Radiant Citadel
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  • Turn of Fortune's Wheel
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  • X Marks the Spot
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  • Krenko's Way
  • A Zib for Your Thoughts
  • Hunt for the Thessalhydra
  • Locathah Rising
  • Infernal Machine Rebuild
  • The Lost Dungeon of Rickedness: Big Rick Energy
  • Wildemount: Tide of Retribution
  • Wildemount: Dangerous Designs
  • Wildemount: Frozen Sick
  • Wildemount: Unwelcome Spirits
  • Return to the Glory
  • In Scarlet Flames
  • The Hidden Page
  • A Verdant Tomb
  • Deepest Night
  • From Cyan Depths
  • The Candy Mountain Caper
  • A Voice in the Wilderness
  • A Sticky Situation
  • Circus of Illusion
  • The Lost Tomb
  • A Web of Lies
  • Adventure Together
  • Critical Role: Call of the Netherdeep
  • Spelljammer Academy
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  • Maps
  • {
    "type": "section",
    "name": "Renderer Demo",
    "entries": [
    "(This is a section heading. This is mainly used in Adventures, for the header of
          entire chapters. The root entry does {@b not} need have the 'section' type,
          'entries' is generally used instead. The 'section' produces a {@bold level -1}
          header; the 'basement' level, if you will.)",
    {
    "type": "quote",
    "entries": [
    "Look, don't quote me on this, but"
    ],
    "by": "Anon",
    "from": "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.",
    "{@b 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:",
    {
    "type": "list",
    "items": [
    "Style tags; {@bold some text to be bolded} (alternative {@b shorthand}),
              {@italic some text to be italicised} (alternative {@i shorthand}), {@underline
              some text to be underlined} (alternative {@u shorthand}), {@strike some text
              to strike-through}, (alternative {@s shorthand}), {@color color|e40707}
              /{@color color variable|--rgb-name} tags, {@highlight highlight} tags, {@sup
              superscript} tags, {@sub subscript} tags, {@kbd keyboard} tags, {@code print
              ("hello world")} tags, misc {@style Style|small-caps;small
              ;capitalize;dnd-font} tags, {@font alternate font|Comic Sans MS} tags",
    "Additionally, {@note note tags}, used for adding errata or Twitter \"designer
              footnotes,\" and {@tip tooltip tags|a note}.",
    "Dice roller tags; {@dice 1d2-2+2d3+5} for regular dice rolls ({@dice 1d6;2d6}
              for multiple options; {@dice 1d6 + #$prompt_number:min=1,title=Enter a Number!
              ,default=123$#} for input prompts), with extended {@dice 1d20+2|display text}
              and {@dice 1d20+2|display text|rolled by name}, and a special 'hit' version
              which assumes a d20 is to be rolled {@hit +7} (and rolls advantage on {@kbd
              SHIFT}+click, disadvantage on {@kbd ALT}+click). There's also {@damage 1d12+3}
              which will roll critical hits on {@kbd SHIFT}+click and half damage (rounding
              down) on {@kbd ALT}+click, and {@d20 -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
              {@scaledamage 2d6;3d6|2-9|1d6} for each level beyond 2nd; or, roll 2d6 when
              using 1 psi point, add an {@scaledice 2d6|1,3,5,7,9|1d6|psi|extra amount} for
              each additional psi point spent), for when a spell effect scales at higher
              levels. {@ability str 20}, {@savingThrow str 5}, and {@skillCheck
              animal_handling 5} are used as internal shorthand, but may be useful elsewhere
              .",
     
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    XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

    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:

    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 Caption
    Col 1Column the SecondThird Col
    This is a table rowThe number of entries should match the number of columns, naturally*
    The 'colStyles' list is literally used as CSS classesColumn 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
    SingleStacked Bottom
    This table has multiple header rows stacked one atop the otherLorem ipsumThis 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 Caption
    d6Item
    01First Item
    2Item the Second
    3-4Three of Four Items
    5Item V: The Item Items Back
    6Item for Lucky Winners
    • A basic list of items
    • As usual, nested entries work
      • Such as a nested list
    • 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
    • Hanging List
    • A hanging items list
    • Which has a 'name'/title, and will hang below that title
    • Hanging List
    • An extension of the hanging list. Which has bold inline titles -- note that this only allows one entry per item (it's 'entry' and not 'entries')

    • Can be mixed with regular strings
    • 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.
    1. First list item
    2. 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+3d10

    The '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 blast

    Optional feature text.

    Patrons:

    Inset Title (Optional)

    [–]

    This is a text inset/insert/sidebar/etc.

    Same As Above

    But 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):

    Unicorn[–]

    Unicorn

    Large Celestial, Lawful Good
    Armor Class Hit Points Speed Challenge PB
    12 67 (9d10 + 18) 50 ft. 5 (1,800 XP) +3
    STRDEXCONINTWISCHA
    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.

    Actions

    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.

    Legendary Actions

    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:

    Fireball[+]

    Fireball

    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)[–]

    Ancient Red Dragon (Weakened)

    MM
    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
    STRDEXCONINTWISCHA
    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.

    Actions

    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.

    Legendary Actions

    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[–]

    Goblin[–]
    Loading Goblin...

    Wild Magic Sorcerer[+]
    Loading Wild Magic Sorcerer...

    Dice Roller