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Spell List cutting off remainder of brew #209

Closed alexctanner closed 6 years ago

alexctanner commented 8 years ago

Browser Type/Version: Google Chrome Version 53.0.2785.116 m (64-bit)

Issue Description: I'm attempting to make a brew that has a spell list in the middle, with more work afterward. However, when I try to Print to PDF, everything after the spell list gets cut off and attempts to shove itself on the bottom of that page.

I've tried removing the space at the top of that page and leaving the spell list completely alone on the top of that page, and it was still the same. I also attempted to add another blank page between the spell list and the remaining content, but it still cut off everything following from the PDF and stopped at 5 pages (when it should be 8). When I cut out the spell list and moved it to the end of the brew, everything worked normally.

The Share page for the brew looks absolutely fine, as it does whenever I'm editing. It's only when trying to get a PDF that this occurs.

Brew code to reproduce:

Click to expand code

<div class='descriptive'><div>

<span style="display:block;line-height:35px;font-size:35px;">Blessed is the moon which goes and returns

###### &nbsp;

<span style="display:block;line-height:35px;font-size:35px;">Deinosaurs die and return not</div>

###### &nbsp;

&nbsp;&nbsp;&nbsp;&nbsp;("Blessed is the moon which goes and returns! Deinosaurs die and return not.")

<p align="right">*— Deinosaur proverb*</p>
</div>

<span style="display:block;margin-bottom:136px;">&nbsp;

## Witch Doctor
A warrior covered in feathers and reeds begins to chant. Pounding on a drum, the eyes of his enemies open wide with fear. Slowly, skeletal hands rise from the ground. Covered in the same feathered headdresses, ghouls with gnashing teeth and clubs made of bone claw their way out of the dirt. The warrior gives a primal scream as he and his summoned monsters charge their foes.

A soldier sits quietly around a campfire, with nothing but a large wooden statue for company. Suddenly, the sound of an incoming magic spell pricks her ears. She shouts for everyone to scatter, and her battalion ducks for cover. The spell streaks toward the camp, but at the last moment changes direction and is drawn toward the statue. The soldier crouches, signalling her fellows to slip quietly into the underbrush.

A medicine man sits quietly as a group of invaders harass his village. He is calm, unaffected. The invaders approach him and shake him, demanding tribute to their greatness. The medicine man stands calmly, as a large wooden statue begins to move. Before the invaders can understand what has happened, the statue has begun to pummel them. The invaders try to fight back, but their weapons seem to have no effect against the golem. They flee the village, leaving the medicine man to begin healing the others.

A witch doctor is someone who is dedicated to a craft. Witch doctors spend their lives seeking knowledge, searching to possess the skill and experience of those which came before them. The witch doctor can summon magical statues called idols which can harm enemies and help allies, and use these idols not only for fighting and healing, but as a connection to those witch doctors who have moved on to the spirit realm.

<span style="display:block;margin-bottom:341px;">

### War and Peace
A witch doctor's most defining feature is their ability to summon idols, wooden statues which can be used to help friends and hinder foes. These idols come in a huge variety of shapes and forms. These forms can be traced to different regions, with idols typically resembling gods and folkloric beings of a creature's culture. A witch doctor's idols typically resemble the idols of their teacher.

### Life Blood
A witch doctor is often seen as an authority, as a person most likely to know about mana, the mystical energy that infuses all living things and spiritual places. The community of a witch doctor often looks to them for guidance in making important decisions, especially those which might upset the gods and spirits.

### Creating a Witch Doctor
As you make your witch doctor character, think about where you learned the art of the idols. Did you learn from another witch doctor, or did you find the abilities on your own? Did you discover the flow of mana through the universe through intense meditation, discover tomes and scrolls describing its importance and power, or apprentice under another witch doctor?

Also think about your idols. How did you learn to summon them? What form do they take? Do they look like your teacher's idols, or your teacher themself? Are your idols elaborate and ornate, with colorful flourishes, or are they drab, and plain, only vaguely resembling the form on which it is based?

#### Quick Build
You can make a witch doctor quickly by following these suggestions. First, make Charisma your highest ability modifier, followed by Constitution. Second, choose the tribemate background. Third, choose the Trickster and War idols.

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-640px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-720px;right:-45px;' />

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

<span style="display:block;margin-top:395px;">

<div class='classTable'>
##### The Witch Doctor
|Level|Proficiency<br>Bonus|Features|Idols|Spirits<br>Known|
|:-:|:-:|:-|:-:|:-:|:-:|:-:|
|1st|+2|Mana, Idol|2|2|
|2nd|+2|Soul's Calling, Naturopathy|3|2|
|3rd|+2|Ritual Chant (1)|4|3|
|4th|+2|Ability Score Improvement|5|3|
|5th|+3|Idol Improvement|6|4|
|6th|+3|Soul's Calling feature|7|4|
|7th|+3|Landmark (1)|8|5|
|8th|+3|Ability Score Improvement|9|5|
|9th|+4|Ritual Chant (2)|10|6|
|10th|+4|Soul's Calling feature|10|6|
|11th|+4|Idol Improvement|11|7|
|12th|+4|Ability Score Improvement|11|7|
|13th|+5|Landmark (2)|12|8|
|14th|+5|Soul's Calling feature|12|8|
|15th|+5|Ritual Chant (3)|13|9|
|16th|+5|Ability Score Improvement|13|9|
|17th|+6|Idol Improvement|14|10|
|18th|+6|Landmark (3)|14|10|
|19th|+6|Ability Score Improvement|15|11|
|20th|+6|Supreme Craft|15|11|
</div>

<span style="display:block;margin-top:225px;">

## <span style="display:block;margin-bottom:-5px;">Class Features
As a witch doctor, you gain the following class features.

#### Hit Points
___
- **Hit Dice:** 1d8 per witch doctor level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per witch doctor level after 1st

#### Proficiencies
___
- **Armor:** Light armor, shields
- **Weapons:** Clubs, daggers, handaxes, light hammers, maces, quarterstaffs, sickles, spears, shortbows, slings
- **Tools:** Herbalism kit, woodcarver's tools

___
- **Saving Throws:** Constitution, Charisma
- **Skills:** Choose two from Athletics, Deception, History, Intimidation, Nature, Perception, Performance, Religion, Stealth, and Survival

#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:

- *(a)* a club and a handaxe or *(b)* a light hammer and a sickle
- *(a)* an explorer's pack or *(b)* a priest's pack
- Leather armor, a spear, and two daggers
- An herbalism kit and set of woodcarver's tools

Alternately, you can purchase your own starting equipment. At 1st level, a witch doctor begins with 2d4 x 10 gp.

### Mana
At 1st level you gain access to mana, the life-blood of all creation. Whenever you take a short or long rest, you can spend at least 30 minutes of the rest meditating on the secrets of the universe. If you do so, you gain mana. You either have mana or you don't, you can't stockpile additional mana for later use.

While you have mana, you add half your proficiency bonus (rounded down) to all Intelligence, Wisdom, and Charisma ability checks you make that don't already include your proficiency bonus.

Additionally, you can expend mana when you make an ability check. If the ability is one in which you have proficiency, you add double your proficiency bonus to the check. If the ability is one in which you are not proficient, you add your proficiency bonus to that ability check.

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-120px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-850px;right:-45px;' />

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

<span style="display:block;margin-bottom:151px;">

### Idol
Starting at 1st level, you gain two idols that you can infuse with spirits. Your spirit options are detailed at the end of the class description. When you gain certain witch doctor levels, you gain additional spirits of your choice, as shown in the Spirits Known column of the Witch Doctor table.

Additionally, when you gain a level in this class, you can choose one of the spirits you know and replace it with another idol that you could learn at that level.

#### Summoning an Idol
The Witch Doctor table shows how many idols you have to summon. When you summon an idol as an action, it appears in an unoccupied space of your choice within 30 feet of you. You regain all expended idols when you finish a long rest.

An idol is an object that can be damaged and thus destroyed. It has an AC equal to 12 + your proficiency bonus, and a number of hit points equal to four times your witch doctor level. Standing at around 5 feet tall, an idol is Medium size. Once summoned, an idol lasts until it is destroyed or for 1 minute, at which point it disappears.

#### Spirit Effects
When you summon an idol, you choose a spirit to infuse it, granting it powerful magical abilities. You cannot infuse more than one idol with the same type of spirit at a time.

These spirits create an aura of power in a fixed range around the idol, which affects creatures differently depending on its type. At 1st level, this range is a 30-foot radius. At 5th level, the range increases to a 40-foot radius, at 11th level, the range increases to a 50-foot radius, and at 17th level, the range increases to a 60-foot radius.

#### Magical Ability
Charisma is the ability you use for the effects of your idols, as your magical power comes from your strength of will. You use your Charisma whenever an idol refers to your magical ability. In addition, you use your Charisma modifier when setting the saving throw DC for an idol, and when making an attack roll with one.

<center><span style="display:block;margin-bottom:5px;">**Magic save DC** = 8 + your proficiency bonus + your Charisma modifier</center>
<center>**Magic attack modifier** = your proficiency bonus + your Charisma modifier</center>

<span style="display:block;margin-bottom:5px;">

### Soul's Calling
Beginning at 2nd level, you begin to learn of your true purpose in life, the pursuit of which will lead you to true enlightenment. Choose the Call of the Anima, Bellator, or Coelator. Your calling grants you features at 2nd level and again at 6th, 10th, and 14th level.

<span style="display:block;margin-bottom:69px;">

### Naturopathy
At 2nd level, you can create special herbal remedies that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing herbal remedies to create a number of poultices equal to your Charisma modifier (minimum 1). You can carry a number of poultices at one time equal to your Charisma modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points, plus an extra 1d6 for every five witch doctor levels you have.

### Ritual Chant
You gain the ability to perform rituals that bring about powerful magical effects. At 3rd level, you learn one 1st-level spell from the druid spell list which has the ritual tag. You can cast this spell only as a ritual. Charisma is your spellcasting ability.

As you gain levels, you learn additional rituals you can perform. At 9th level, you learn a spell of 2nd level or lower with the ritual tag, and at 15th level, you learn a spell of 3rd level or lower with the ritual tag.

### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Landmark
Starting at 7th level, you gain the ability to fix a location in your mind, never deviating from it. As an action, you can focus on a 5-foot-cube area that you can see. Most of the time this will take the form of a physical feature such as a point on a mountain or structure, but the location you focus on can be one that doesn't have a discernable difference from the area around it such as a point in the air or a spot in the middle of the ocean. If you focus on a location which is later destroyed (such as part of a tree which is cut down), the area it occupied still remains in your mind.

From then on, you can take an action to focus, at which point you know the direction and approximate distance between yourself and the landmark. You must be on the same plane of existence as your landmark to take this action.

You can forget a landmark that you know as a bonus action. Beginning at 13th level, you can know two landmarks at a time, and at 18th level, you can know three landmarks at a time.

### Supreme Craft
At 20th level, when you roll for initiative and have no idols remaining, you regain 1 idol.

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-900px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-990px;right:-45px;' />

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

## Soul's Calling
Witch doctors feel a tug on their life by the spirits. Following these intuitions and surrendering oneself to the will of the spirits unites all witch doctors, despite cultural boundaries and divergent callings.

### Call of the Anima
A witch doctor which follows the call of the anima is one which pursues the magic of the spirit realm. Animas learn incredible spells, making them common healers and respected diviners.

#### Spirit Magic
At 2nd level when you choose this calling, you learn how to truly call upon the forces of the spirits to cast magic spells.

***Cantrips.*** You learn two cantrips of your choice from the anima spell list. You learn an additional witch doctor cantrip of your choice at 10th level.

***Spell Slots.*** The Anima Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell *command* and have a 1st-level and a 2nd-level spell slot available, you can cast *command* using either slot.

***Spells Known of 1st Level and Higher.*** You know three 1st-level spells of your choice from the anima spell list.

The Spells Known column of the Anima Spellcasting table shows when you learn more anima spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the anima spells you know with another spell of your choice from the anima spell list. The new spell must be of a level for which you have spell slots.

***Ritual Casting.*** You can cast an anima spell as a ritual if that spell has the ritual tag.

***Spellcasting Focus.*** You can use a druidic focus as a spellcasting focus for your anima spells.

#### Magic of the Spirits
Beginning at 6th level, whenever you have mana, add +1 to the saving throw DC of any spell you cast.

Additionally, you can expend mana whenever you cast a spell. If you do so, all creatures targeted by the spell have disadvantage on the first saving throw it makes against the spell.

#### Magic Conversion
Starting at 10th level, you gain a measure of flexibility in your magic. You can take a bonus action to expend two idols to gain one 1st-level spell slot. Alternately, you can take a bonus action to expend two 1st-level or higher spell slots to gain one idol.

#### Share Spells
Beginning at 14th level, when you cast a spell targeting yourself, you can also affect one of your idols with the spell if it is within 30 feet of you.

<span style="display:block;margin-bottom:80px;">

>##### Idol Forms
>While "witch doctor" might evoke a certain image, medicine men and shaman have been part of society since recorded history, all over the world. Their specific customs and practices may differ, but how they interact with the world is similar.
>
>The biggest difference is in the appearance of their idols. Some witch doctors might have idols which take on animal forms, named after those creatures native to the witch doctor's homeland. They might appear as people of folklore of the witch doctor's culture, great men and women of legend. They might appear as gods of the witch doctor's religion, based on those beings the witch doctor considers sacred.
>
><span style="display:block;margin-bottom:-11px;">Idols may also be stylized, or very plain. Some idols are simple wooden totems, barely resembling the thing it is meant to represent. Others are summoned with fine features and intricate details, which if examined reveal their carved features, despite the fact that they spring into existence, fully formed.

<span style="display:block;margin-bottom:25px;">

##### <div>Anima Spellcasting<div align="right" style="font-size:11px;">—Spell Slots per Spell Level—&nbsp;</div>
|Witch<br>Doctor<br>Level|Cantrips<br>Known|Spells<br>Known|&nbsp;&nbsp;1st&nbsp;&nbsp;|&nbsp;&nbsp;2nd&nbsp;&nbsp;|&nbsp;&nbsp;3rd&nbsp;&nbsp;|&nbsp;&nbsp;4th&nbsp;&nbsp;|
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|2nd|2|3|2|—|—|—|
|3rd|2|3|2|—|—|—|
|4th|2|4|3|—|—|—|
|5th|2|4|3|—|—|—|
|6th|2|4|3|—|—|—|
|7th|2|5|4|2|—|—|
|8th|2|6|4|2|—|—|
|9th|2|6|4|2|—|—|
|10th|3|7|4|3|—|—|
|11th|3|8|4|3|—|—|
|12th|3|8|4|3|—|—|
|13th|3|9|4|3|2|—|
|14th|3|10|4|3|2|—|
|15th|3|10|4|3|2|—|
|16th|3|11|4|3|3|—|
|17th|3|11|4|3|3|—|
|18th|3|11|4|3|3|—|
|19th|3|12|4|3|3|1|
|20th|3|13|4|3|3|1|

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-600px;right:-45px;' />

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

<span style="display:block;margin-bottom:415px;">

## Anima Spell List

<span style="display:block;margin-bottom:415px;">

<div class='spellList'>
##### Cantrips (0 Level)
- Chill Touch
- Create Bonfire <span style="color:#ff0000">**†**</span>
- Druidcraft
- Friends
- Guidance
- Magic Stone <span style="color:#ff0000">**†**</span>
- Mending
- Message
- Minor Illusion
- Poison Spray
- Produce Flame
- Resistance
- Shillelagh
- Spare the Dying
- Thunderclap <span style="color:#ff0000">**†**</span>
- Vicious Mockery

##### 1st Level
- Alarm
- Animal Friendship
- Beast Bond <span style="color:#ff0000">**†**</span>
- Charm Person
- Command
- Comprehend Languages
- Detect Magic
- Detect Poison and Disease
- Entangle
- Faerie Fire
- False Life
- Find Familiar
- Fog Cloud
- Goodberry
- Hex
- Inflict Wounds
- Jump
- Longstrider
- Purify Food and Drink
- Ray of Sickness
- Speak with Animals

##### 2nd Level 
- Animal Messenger
- Augury
- Beast Sense
- Blindness/Deafness
- Calm Emotions
- Continual Flame
- Darkness
- Enhance Ability
- Gentle Repose
- Gust of Wind
- Hold Person
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Moonbeam
- Pass without Trace
- Protection from Poison
- Ray of Enfeeblement
- Skywrite <span style="color:#ff0000">**†**</span>
- Spike Growth

##### 3rd Level
- Animate Dead
- Aura of Vitality
- Bestow Curse
- Clairvoyance
- Conjure Animals
- Daylight
- Fear
- Feign Death
- Leomund's Tiny Hut
- Meld into Stone
- Plant Growth
- Protection from Energy
- Remove Curse
- Sleet Storm
- Speak with Dead
- Speak with Plants
- Water Breathing
- Water Walk
- Vampiric Touch

##### 4th Level
- Aura of Purity
- Blight
- Compulsion
- Confusion
- Conjure Woodland Beings
- Death Ward
- Divination
- Dominate Beast
- Fire Shield
- Freedom of Movement
- Giant Insect
- Grasping Vine
- Ice Storm
- Locate Creature
- Stone Shape
- Stoneskin
- Storm Sphere
</div>

<div class='wide'>
<span style="display:block;margin-top:5px;"><span style="color:#ff0000">**†**</span> *This spell appears in the [Elemental Evil Player's Companion](http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf).*

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-650px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-650px;right:-45px;' />

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

<span style="display:block;margin-bottom:19px;">

### Call of the Bellator
A witch doctor which pursues the call of the bellator is one which pursues the art of war. Bellators are strong warriors, and are often chosen for positions of leadership and chiefdom.

#### Fighting Style
At 2nd level when you choose this calling, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

***Archery.*** You gain a +2 bonus to attack rolls you make with ranged weapons.

***Defense.*** While you are wearing armor, you gain a +1 bonus to AC.

***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

***Two-Weapon Fighting.*** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

#### Tribal Tactics
Starting at 6th level, whenever you have mana, you can attack twice instead of once when you take the Attack action.

Additionally, you can use your reaction to expend mana when you would take damage to gain resistance to that type of damage 1 minute.

#### Idol Ambush
Beginning at 10th level, as a bonus action on your turn, you can make a single weapon attack with advantage against a creature which is within 5 feet of both you and one of your summoned idols.

#### Ambuscade
Starting at 14th level, you gain the ability to strike an opponent when they least expect it. Whenever you make a successful weapon attack against an enemy which is surprised, you can choose to treat the attack as a critical hit. Once you use this feature, you must complete a short or long rest before you can use it again.

### Call of the Coelator
A witch doctor which feels the call of the coelator is one which dedicates their time to the crafting of idols. As a coelator, you gain the ability to bring your idols to life.

#### Summon Akua
At 2nd level when you choose this calling, you can infuse your idols with additional power. When you summon an idol, you can choose to animate it. This type of idol is called an akua. An akua counts as your ally, and can act on its own to fight and protect you and your friends. An akua gains a speed of 25 feet, and retains its spirit ability.

An akua obeys your commands as best as it can. It takes its turn on your initiative, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the akua will act on its own. An akua can only take the Attack or Help actions on its turn.

<span style="display:block;margin-bottom:42px;">

An akua animated by you has abilities equal to yours. If an akua must make a saving throw, it uses your ability modifiers, and adds your proficiency bonus for any ability you have proficiency with. If an akua makes an attack, it adds either your Strength or Dexterity to the attack and damage rolls, as well as your proficiency bonus to attack rolls.  An akua deals an amount of damage as shown in the Akua Damage table.

This feature can only be used on a single idol at a time. If an akua you have summoned is destroyed or disappears, you can use your reaction to turn another idol you have already summoned into an akua.

##### Akua Damage
|Witch Doctor Level|Damage|
|:-|:-|
|2nd - 4th|1d4|
|5th - 10th|1d6|
|11th - 16th|1d8|
|17th - 20th|1d10|

#### Alignment
Beginning at 6th level, whenever you have mana and take the Attack action on your turn and your akua can see you, the akua can use its reaction to make a melee attack.

Additionally, you can expend mana when you summon an akua to grant it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons until it is destroyed or disappears.

#### Spirit Growth
Starting at 10th level, you can summon akua at different sizes. The size at which you summon an akua gives it additional properties:

***Small.*** A Small akua gains the ability to sneak up on enemies. Once per turn, when the akua attacks an enemy, it can deal an extra 2d6 damage to one creature it hits with the attack if it has advantage on the attack roll. Your akua doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and your akua doesn't have disadvantage on the attack roll.

***Medium.*** A Medium akua begins to act more like a warrior. A Medium akua's movement speed increases to 40 feet, and it gains proficiency in all Strength and Dexterity skill checks and saving throws.

***Large.*** A Large akua grows more powerful and strong. A Large akua gains a number of hit points equal to your witch doctor level. Additionally, when a creature leaves the reach of a Large akua, the akua can use its reaction to make a grapple attempt against the target. If the grapple is successful, the target is prevented from moving.

#### Fetish
Beginning at 14th level, you have the ability to shrink your idols to be portable. When you summon an idol, you can choose to shrink the idol to the size of a pendant or brooch. This type of idol is called a fetish. A fetish cannot be turned into an akua.

A fetish lasts for 1 hour, or until it is dismissed. Once you use this feature, you can't use it again until you finish a long rest.

<div class='pageNumber auto'></div>
<div class='footnote'>WITCH DOCTOR</div>

\page

<span style="display:block;margin-bottom:96px;">

## Idols
If an idol has prerequisites, you must meet them to learn it. You can learn the idol at the same time that you meet its prerequisites. Idols are presented in alphabetical order.

#### Chaos
*Prerequisite: 3rd level*

###### <span style="display:block;margin-bottom:-5px;">

Whenever a magical effect or spell would hit any point in the area of a chaos idol, it instead redirects the effect to itself. If the point of origin of a cube, cylinder, or sphere is located within the idol's area, the effect is instead centered on the idol. If the point of origin of a cone is located within the idol's area, the cone is pointed toward the idol. If the area of a line effect would overlap with the area of a chaos idol, the line is pointed toward the idol. If the effect is initiated from a creature, the creature can make a Charisma saving throw to negate the chaos idol.

#### Dawn
When your turn begins, you and all allies in the area gain 2 temporary points as the light of dawn sweeps through you.

#### Father
When your turn begins, you and all allies in the area can make a saving throw against an effect which is causing them to be charmed or frightened.

#### Fertility
You can take a bonus action on your turn to attempt to entice all enemies in the area of a fertility idol. Targets must succeed on a Wisdom saving throw. On a failed save, a creature is charmed by the idol for one round, loses its action, and must move toward the idol on its next turn. On a successful save, a creature is not affected.

#### Hearth
*Prerequisite: 7th level*

###### <span style="display:block;margin-bottom:-5px;">

The hearth idol has an invisible entrance to an extradimensional space. The extradimensional space can be reached by moving into the idol. The space can hold as many as eight Medium or smaller creatures. You can open or close the entrance as a bonus action on your turn.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it. Anything inside the extradimensional space drops out when the idol is destroyed or disappears.

As long as there is a creature inside a hearth idol, it persists for 1 hour before disappearing.

#### Hunt
*Prerequisite: 5th level*

###### <span style="display:block;margin-bottom:-5px;">

When you summon a hunt idol, choose an ability. You and all allies in the area have advantage on saving throws of that ability.

<span style="display:block;margin-bottom:642px;">

#### Moon
*Prerequisite: 9th level*

###### <span style="display:block;margin-bottom:-5px;">

The area of a moon idol fills with a heavy cloud of fog. This fog is invisible to creatures of your choice in the area. The area is heavily obscured for all other creatures. If the fog is dispersed by wind or any other effect, you can fill the area again as a bonus action on your turn.

#### Mother
*Prerequisite: 3rd level*

###### <span style="display:block;margin-bottom:-5px;">

When you summon a mother idol, choose a type of damage: acid, cold, fire, lightning, poison, or thunder. You and all allies in the area have resistance to that type of damage.

#### Mountain
On each of your turns, you can use a bonus action to lift up or lower a 5-foot-cube of earth within the mountain idol's area. Any land raised in this way returns to normal when the idol is destroyed or disappears.

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-970px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-420px;right:-45px;' />

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<span style="display:block;margin-bottom:213px;">

#### Nature
*Prerequisite: 5th level*

###### <span style="display:block;margin-bottom:-5px;">

The area of a nature idol is considered difficult terrain for any creature you choose which moves within its area, as plants and vines attempt to grab creatures moving through it.

On your turn, you can take a bonus action to target all creatures of your choice in the area. Each target must succeed on a Strength saving throw or be restrained by grasping vines. A creature restrained in this way can use its action to make a Strength check against your magic save DC. On a success, it frees itself.

#### Night
You and all allies in the area of a night idol can take the Dodge action as a bonus action on their turn.

#### Sky
*Prerequisite: 9th level*

###### <span style="display:block;margin-bottom:-5px;">

On your turn, you can take a bonus action to teleport yourself and a number of allies in the area equal to your Charisma modifier to any other location in the area.

#### Squall
*Prerequisite: 13th level*

###### <span style="display:block;margin-bottom:-5px;">

The area of a squall idol is considered difficult terrain for any creature you choose which moves within its area, as the temperature plunges towards freezing.

You can take a bonus action on your turn to blast creatures of your choice in the area with a biting cold. All targets must succeed on a Constitution saving throw. On a failed save, a creature takes 2d4 cold damage, or half as much damage on a successful save.

#### Star
*Prerequisite: 7th level*

###### <span style="display:block;margin-bottom:-5px;">

Invisible creatures and objects in the area are made visible, and creatures in the Ethereal Plane appear ghostly and transluscent.

#### Storm
When you summon a storm idol, choose a type of damage: acid, cold, fire, lightning, poison, or thunder. The idol activates at the beginning of your turn, at which time each creature of your choice in the area must make a Constitution saving throw. On a failed save, a creature takes 1d6 damage of the damage type you chose. On a success, a creature is unaffected.

<span style="display:block;margin-bottom:63px;">

#### Sun
*Prerequisite: 13th level*

###### <span style="display:block;margin-bottom:-5px;">

When you summon a sun idol, a ringed wall of fire with a radius equal to the idol's radius springs to life. The flames are 20 feet high and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. The wall deals 5d8 fire damage to each creature that ends its turn within 5 feet of the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there.

#### Terror
*Prerequisite: 11th level*

###### <span style="display:block;margin-bottom:-5px;">

On your turn, you can take a bonus action to cause all creatures of your choice in the area to make a Wisdom saving throw or drop whatever it is holding and become frightened of the terror idol.

While frightened by this idol, a creature must take the Dash action and move away from it by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location which is not in the area of the idol, the creature can make a Wisdom saving throw. On a successful save, the idol's effect ends for that creature.

#### Trickster
A trickster idol magically absorbs damage intended for your allies. Any time damage is dealt in the area, you can use your reaction to transfer the damage from one target to the idol instead. If the damage affects multiple creatures and the trickster is included in its area, it is possible for the idol to take damage twice from the same effect.

#### Undeath
*Prerequisite: 11th level*

###### <span style="display:block;margin-bottom:-5px;">

Skeletons and corpses of creatures in range of an undeath idol are granted a semblance of life, allowing it to answer questions you pose. The skeleton or corpse must still have a mouth and can't be undead. The idol fails to grant the corpse life if it was in the area of an undeath idol within the last 10 days.

Until the idol is destroyed or disappears, each corpse in the area can be asked no more than three questions, either by you or your allies.

#### War
When you summon a war idol, choose a type of damage: acid, cold, fire, lightning, poison, or thunder. Once per turn, you and any ally in the area of the idol can deal an extra 1d6 damage of the chosen type on the first successful weapon attack it makes.

#### Wind
*Prerequisite: 5th level*

###### <span style="display:block;margin-bottom:-5px;">

You and all allies in the area of a wind idol gain a +1 bonus to their AC.

<img src='http://i.imgur.com/4BmMtCR.png' style='position:absolute;top:-850px;left:-45px;' />

<img src='http://i.imgur.com/GO0kOrw.png' style='position:absolute;top:-1000px;right:-45px;' />

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Related Images : Here is the share page, showing the brew appearing normally as it does on the edit page:

http://homebrewery.naturalcrit.com/share/SkHFrhNj

And I'll attach the PDF that it is making as well.

Witch Doctor_160927.pdf

alexctanner commented 8 years ago

So I worked on this for a long time, and I was just posting to see what could be going on, and found the problem. I was missing a "

" tag that was screwing it all up.

Thanks for the amazing resource!

calculuschild commented 6 years ago

Glad you found the solution. Looks like another case of invalid HTML messing things up. See #660 for a similar issue.