﻿mse version: 0.3.8
game: 5E_Tint
stylesheet: paladin
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:25:40
	time modified: 2018-12-29 19:29:24
	name: Bladethirst
	action icon: Bonus Action
	components: <word-list-components>V</word-list-components>
	duration: 1 round
	range: Self
	rule text: Your sword or other slashing weapon bursts into unearthly steel-blue flame. Until the end of your turn, you have advantage on all rolls to hit with this weapon and inflict an additional 1d6 cold damage. The weapon sheds bright light in 10-foot radius and dim light for a further 10 feet.
	overpower: <color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)>At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the amount of cold damage you inflict increases by 1d6 for each slot level above 1st.</color></i-flavor></color>
	school: <word-list-school>Transmutation</word-list-school>
	level: Level 1
	school-level: <word-list-school>Transmutation</word-list-school><sep> - </sep>Level 1
	range icon: melee weapon
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:29:04
	time modified: 2018-12-29 19:33:23
	name: Bless
	action icon: Action
	components: <word-list-components>V,S,M*</word-list-components>
	duration: Concentration, up to 1 minute
	range: 30 feet
	rule text: You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
	overpower:
		<color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
		
		Material Component: a sprinkling of holy water<color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)></color></color></color></color></color></color></color></i-flavor></color>
	school: <word-list-school>Enchantment</word-list-school>
	level: Level 1
	school-level: <word-list-school>Enchantment</word-list-school><sep> - </sep>Level 1
	range icon: ranged
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:33:33
	time modified: 2018-12-29 19:36:45
	name: Ceremony
	action icon: Hour
	action: <word-list-action>1 Hour</word-list-action>
	components: <word-list-components>V,S,M*</word-list-components>
	duration: Instantaneous
	range: Touch
	rule text:
		You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
		-Atonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
		-Bless Water: You touch one vial of water and cause it to become holy water.
		-Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
		-
		Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
		-Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell.
		-Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
	overpower: <color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)>Material Component: <color:rgb(30,30,70)>25 gp worth of powdered silver, which the spell consumes</color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></color></i-flavor></color>
	school: <word-list-school>Abjuration</word-list-school>
	level: Level 1
	school-level: <word-list-school>Abjuration</word-list-school><sep> - </sep>Level 1
	range icon: none
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:37:11
	time modified: 2018-12-29 19:39:13
	name: Command
	action icon: Action
	components: <word-list-components>V</word-list-components>
	duration: 1 round
	range: 60 feet
	rule text:
		You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it.
		
		Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends.
		-
		Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
		-
		Drop. The target drops whatever it is holding and then ends its turn.
		-
		Flee. The target spends its turn moving away from you by the fastest available means.
		-
		Grovel. The target falls prone and then ends its turn.
		-
		Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
	overpower: <color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)><color:rgb(30,30,70)>At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.</color></color></color></color></color></color></color></color></color></color></color></color></color></color></i-flavor></color>
	school: <word-list-school>Enchantment</word-list-school>
	level: Level 1
	school-level: <word-list-school>Enchantment</word-list-school><sep> - </sep>Level 1
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:40:49
	time modified: 2018-12-29 19:41:52
	name: Compelled Duel
	action icon: Bonus Action
	action: <word-list-action>1 Bonus Action</word-list-action>
	components: <word-list-components>V</word-list-components>
	duration: Concentration, up to 1 minute
	range: 30 feet
	rule text: You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s movement for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
	overpower: <color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)></color></i-flavor></color>
	school: <word-list-school>Enchantment</word-list-school>
	level: Level 1
	school-level: <word-list-school>Enchantment</word-list-school><sep> - </sep>Level 1
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:44:17
	time modified: 2018-12-29 19:44:17
card:
	has styling: false
	notes: 
	time created: 2018-12-29 19:56:27
	time modified: 2018-12-29 19:58:07
	name: Shield of Faith
	action icon: Bonus Action
	action: <word-list-action>1 Bonus Action</word-list-action>
	components: <word-list-components>V,S,M*</word-list-components>
	duration: Concentration, up to 10 minutes
	range: 60 feet
	rule text: A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
	overpower: <color:rgb(30,30,70)><i-flavor><color:rgb(30,30,70)>Material Component: <color:rgb(30,30,70)>a small parchment with a bit of holy text written on it</color></color></i-flavor></color>
	school: <word-list-school>Abjuration</word-list-school>
	level: Level 1
	school-level: <word-list-school>Abjuration</word-list-school><sep> - </sep>Level 1
version control:
	type: none
apprentice code: 
