Base Class: Fighter
Forge Knight basics
Forge Knights ink, etch, sow, chisel, or otherwise mark the magical language of Forge Script onto nonmagical objects. When done with intent and meaning, written Forge Script is known as a Passage. These Passages range in powers on four levels. Trivial Passages are akin to Cantrips for casting classes, providing a simple effect for no cost to the Forge Knight's resources. Common, Bespoke and Master Passages all can be maintained at cost to the Forge Knight's resources, and activated to consume them aswell - these three higher forms of Passage are referred to as "Guild Quality" Passages. There are various rules for Passages which can be found in the "Forge Script" description. As a Forge Knight gains levels, they will also unlock features that allow them to utilise Guild Quality Passages in unique ways.
Colour Key for D&D Beyond Edition
|
Colour |
Type |
|
Pink |
Active Power – A Forge Knight can channel magic energy into their written Forge Script to create an instant effect. Words or phrases relating to this will be highlighted in Cyan. |
|
Purple |
Passive Power – A Forge Knight can maintain a number of written Forge Script Passages with a sustained supply of magic energy to gain a continuous effect. Words or phrases relating to this will be highlighted in Purple. |
|
Blue |
Material – Scripting a Passage onto an object requires specific knowledge of the materials of involved in the process. Words or phrases relating to this will be highlighted in Blue. |
|
Green |
Tools – Scripting a Passage onto an object requires usage of specialist tools for the process. Words or phrases relating to this will be highlighted in Green. |
|
Orange |
Divine Bypass – Forge Script is antithetical to normal magic, yet Divine forces recognise the art as a uniquely human talent. Rarely, Divine sources gift boons to notable practitioners, or even create Masterwork Passages themselves. |
Level Summary
Below is a table showing the Guild Quality Passages a Forge Knight learns. As a Forge Knight knows all the Trivial Passages on becoming a Knight, they are not listed. Please defer to the "Passage" feature to find detailed descriptions of the various different Passages and their passive and active effects.
|
Forge Knight Level |
Common Passages Known |
Bespoke Passages Known |
Master Passages Known |
Activation Limit |
Passive Limit |
|
3 |
2 |
- |
- |
2 |
2 |
|
7 |
5 |
1 |
- |
3 (1 bespoke) |
3 |
|
10 |
8 |
1 |
- |
4 (1 bespoke) |
4 |
|
15 |
10 |
2 |
1 |
5 (2 bespoke and 1 master) |
5 |
|
18 |
10 |
3 |
2 |
5 (3 bespoke and 2 master) |
5 |
Below are the features a Forge Knight learns at their respective level. Every advancement comes with a "Forge x" feature, which replaces the previous "Forge x" feature after level 3. The Passages refererred to in the "Forge x" features are detailed in the "Passages" feature, which is appended onto the subclass with no level, due to the technical limitations of implementation on the sight.
Level 3: Bonus Proficiencies, Forge Script, Forge Apprentice
Level 7: Creative’s Curse, Forge Worker
Level 10: Uniter, Forge Craftsman
Level 15: Divinely Commissioned, Forge Artisan
Level 18: Walking Forge, Forge Master
Bonus Proficiencies
Once this archetype has been chosen at 3 level, you choose to gain proficiency in two of the following: Calligrapher’s tools, Carpenter’s tools, Cobbler’s tools, Glassblower’s Tools, Jeweller’s tools, Leatherworker’s tools, Mason’s tools, Smith’s tools, or Woodcarver’s tools.
Forge Script
Starting at level 3, you learn to read and write the language of Forge Script. You can etch or write onto a nonmagical object and turn it into a magical item. Forge Script Passages give the creator passive effects when touching them, and active effects when used. To carve script onto resistant materials, the material’s corresponding tools are needed, any material can be inscribed with a “Forge Blessed Hammer and Chisel.”
|
Material |
Tools |
|
Stone, Rock, Clay |
Mason’s Tools, FBHC |
|
Metal |
Smith’s Tools, FBHC |
|
Gems |
Jeweller’s Tools, FBHC |
|
Leather, Hide |
Cobbler’s Tools, Leatherworker’s Tools, FBHC |
|
Cloth, Fabrics |
Calligrapher’s Tools, FBHC |
|
Paper |
Calligrapher’s Tools, Ink and Quill, Pencil, FBHC |
|
Glass |
Glassblower’s Tools, FBHC |
|
Wood |
Woodcarver’s Tools, FBHC |
To gain magical effects, Forge Script is written in passages that convey meaning. These passages are separated into ranks based on how difficult they are to learn. The Passages are divided into: Trivial, Common, Bespoke and Master Passages. Trivial Passages are incredibly weak magics that do not take energy and provide an instant effect, in a similar way to Cantrips for casters. These small Passages only take a minute to inscribe. Inscribing or writing down a Passage is called Scripting. Common, Bespoke and Master Passages all take energy to activate and provide passive effects before activation. Each of these complex passages takes twelve minutes to inscribe.
Other Scripting rules are as follows:
- Only one Passage can be written upon an object at a time.
- Passages can only be written on materials you are proficient in.
- The same Passage cannot be maintained at the same time, and the active or passive effects of the same Passages do not stack.
- You must be wearing the object a Passage is incribed upon to gain passive benefits from Passages.
- You must be touching the equipment the Forge Script is inscribed on to active it.
- Once a Forge Script Passage is activated, it loses all passive effects and also cannot be activated again. After a short and long rest, the Forge Knight regains passive effects from previously used Passages and can reactivate them.
- Scripting requires concentration.
- Magical Objects cannot be affected by Forge Script Passages. Magical Objects that are not magical due to Forge Script often violently reject Forge Script with a magical backlash to the Scripter. This backlash will rend the Scripter’s ability to focus on materials. If hit by a backlash, the Scripter must roll a constitution saving throw, or be unable to interact with, or gain passive effects from, Passages for two days.
Forge Apprentice
You now know all the Trivial Passages, and 2 Common Passages in the Forge Scripts list. You can activate up to 2 Forge Script Passages per short or long rest. You can have 2 Forge Script Passages passively upon you at a time.
Creative's Curse
At level 7, the time you have spent conversing with craftspeople and studying under masters imparts perspective. You can choose to remove an unused Forge Script Passage to either:
- As a reaction, create a momentary magical shield centred on you in a 20 foot radius for 18 seconds. The shield gives 2 AC to all creatures possessing a piece of equipment made from the same material the Forge Script was written on. This can only be used once per long rest.
- As a bonus action, gain advantage on Wisdom checks and saving throws for 5 minutes. This can only be used so long as there still remains another passive Passage upon you after sacrificing the Passage.
Forge Script passages used in this way are completely consumed and they must be reapplied to be used passively or actively again.
Passages
Cliff Notes
Passages are divided into four grades, based on complexity. Trivial Passages are akin to Cantrips for casting classes, providing a simple effect for no cost to the Forge Knight's resources. Common, Bespoke and Master Passages all can be maintained at cost to the Forge Knight's resources, and activated to consume them as well - these three higher forms of Passage are referred to as "Guild Quality" Passages
Trivial Passages
These simple passages are used by most common folk every day. They require little time, only a single minute, and only perform a single function. A Trivial Passage will activate instantly upon writing, and the Passage itself will vanish without leaving a mark on the material. These Passages do not require energy from their creator to activate, do not expend a Forge Knight activation slot, and can be written whilst maintaining more complex Passages, even at the Forge Knight’s passive Passage limit. Aswell, all Trivial Passages cannot be inscribed on an object currently touching a creature.
- Etching of Repair.
Once inscribed upon a broken object less than a foot in dimension, provided all the pieces are present, the object will be restored to its original form with no trace of damage.
If cast on an individual component that is incorporated in a larger structure, the repaired area will only affect a radius of a foot around the Passage. - Etching of Heat.
Once inscribed upon a material, it will heat to a warm temperature. The heated area will only affect a radius of a foot around the Passage.
If inscribed on metal, the metal will heat until it can be bent. If inscribed upon a container of liquid, the liquid will be brought to boil. If cast on glass, it will be malleable enough to be shaped. - Etching of Cold.
Once inscribed upon a material, it will chill to a cold temperature. The chilled area will only affect a radius of a foot around the Passage.
If inscribed on an object with a temperature less than boiling or burning it will become room temperature. If inscribed on an object with a temperature that is boiling or burning, the temperature will stabilise but not decrease. If inscribed upon a container of liquid, the liquid will freeze. - Etching of Torch.
Once inscribed upon an object, the object will glow a dim light, illuminating the surrounding area in a five foot radius. This effect ends in 10 minutes. - Etching of Chisel.
Once inscribed upon an object, the object will break cleanly centred on the Passage.
If the object is more than an inch wide, a hole will be created an inch wide in diameter centred on the Passage. If the object is more than 8 inches deep, it will create an 8 inch hole which tappers to a point. If the Passage is activated upon glass, the glass will shatter. - Etching of Aid.
Once inscribed upon a cloth bandage, the bandage will stop bleeding immediately on touch with a creature’s injuries. - Etching of Cleanse.
Once inscribed upon a container less than 15 feet in dimension, the contents of the container will be filtered of any common materials, such as dirt, lead, etc. The Passage will also disinfect the container of any common diseases or small nonmagical common creatures, such as Escherichia coli, Cholera, rats, insects, etc. - Etching of Growth.
Once inscribed upon a clay container less than 15 feet in dimension, any nonmagical plants growing from it will mature in a quarter of their normal rate, attain extreme health, and bear fruit twice as much. - Etching of Splotch.
Once inscribed upon paper, all ink that has dried within the last ten minutes will erase. - Etching of Print.
Once inscribed upon an empty page of paper, and a corresponding page of a paper document, the empty page will become an exact print of the original. - Etching of Whetstone.
Once inscribed upon the side of a dull tapering edge of metal, the edge will become sharp. - Etching of Oven.
Once inscribed on a lit Oven, food edible by the Scripter inside the Oven will bake in half the time. Food that has been influenced by the Script will taste slightly salted or sweetened depending on the Scripter’s intention.
Guild Quality Passages
Passages which transcend above Trivial are categorically so due to their ability to be maintained before activating, allowing for a passive effect. These Passages are listed in official guilds and are often a sign of an accomplished career.
Common Passages
Often multiple Trivial Passages woven together, Common Passages introduce a permanency to the Script. With the introduction to this new concept, passive components are also available to practitioners. Due to the precise nature of these Passages, they require a dozen times the time to script than their trivial counterparts. The focus of Common, Bespoke and Master Passages can be anything from precise to multifaceted, yet a more focused Passage lends to a more powerful, but singular, utility.
- Carving of Reinforcement.
Whilst wearing a metal, gemstone, or stone object inscribed with this Passage you gain the following passive benefits: All armour penalties are removed. You gain 1 AC.
Upon Activation as a reaction, you force a creature to re roll a weapon attack on you. - Carving of Focus.
Whilst wearing an object inscribed with this Passage you gain the following passive benefits: you add double your proficiency to concentration checks.
Upon Activation, using you action you create a sonic ripple that extends outward to an opponent within your sight of 120 feet. The opponent must make a constitution saving throw of 15 or higher. On failure they lose concentration of their spell. On success they gain focus and are unable to have their concentration checked for the next minute. - Carving of the Smith.
Whilst holding a weapon inscribed with this Passage you gain the following passive benefits: you gain resistance against fire damage.
Upon Activation, on your next weapon attack, if your target is wearing or is made of metal, and you succeed your attack roll, their AC is lowered by 2 until they next long rest. - Carving of Perfectionist.
Whilst wearing a gemstone object inscribed with this Passage you gain the following passive benefits: you gain advantage on perception and investigation checks if the target of your focus is a nonmagical object made from materials you have a proficiency in manipulating with your tools.
Upon Activation, you can re roll an investigation or perception check. - Carving of the Commune.
Whilst wearing a fabric object inscribe with this Passage you gain the following passive benefits: you add and double your proficiency on any persuasion check.
Upon Activation, as an action you can choose two creatures. They gain 5 plus your Forge Knight Level and proficiency bonus Temporary Hit Points for 2 round. - Carving of the Seafarer.
Whilst wearing an object inscribe with this Passage you gain the following passive effects: you gain proficiency when restraining targets with nets. You also gain resistance to bludgeoning damage but vulnerability to fire damage.
Upon Activation, using your action you choose a target creature. They must make a constitution saving throw or become seasick (poisoned condition). - Carving of the Cobbler.
Whilst wearing footwear inscribed with this Passage you gain the following passive benefits: you gain 10 movement speed.
Upon Activation as part of the disengage action, all creatures within a 20 feet radius of you, not including you, must make a dexterity saving throw. On a failure, the creatures movement speed is reduced to 0 for 2 rounds and cannot benefit from any bonus to its speed. - Carving of the Weaver.
Whilst wearing a fabric object inscribed with this Passage you gain the following passive benefits: you can take the disengage option as a bonus action.
Upon Activation, you perfectly learn the sowing patterns of an outfit of clothing within sight. This can be activated as an action to not contribute to the Forge Knight’s Activation Limit and also does not remove the passive component of the Passage. - Carving of the Traveller.
Whilst wearing an object inscribed with this Passage you gain the following passive benefits: you add and double your proficiency on history checks.
Upon Activation, you can instantly understand and speak a language you hear being spoken within 120 feet of you. Your understanding fades within 10 minutes. - Carving of the Brewer.
Whilst wearing a glass object inscribed with this Passage you gain the following passive benefits: you have resistance to poison. You have advantage in constitution checks or saving throws whilst you hold the glass object with the Passage with both hands.
Upon Activation, any creatures of your choice within a 10 foot radius of you must make a constitution saving throw, on failure they become drunk (poison condition) this uses your action. - Carving of the Hunter.
Whilst wearing a leather or hide object inscribed with this Passage you gain the following passive benefits: You gain resistance to piercing damage. You gain proficiency in animal handling.
Upon Activation, as a bonus action all targets in stealth in a 50 foot radius must succeed a stealth check or their exact location is revealed to you and their movement speed is reduced by half for 1 round. - Carving of the Artist.
Whilst holding a scroll of paper inscribed with this Passage you gain the following passive benefits: you gain proficiency in performance.
Upon Activation, the scroll of paper is instantly filled with a true to life depiction of your current view. The Scripter can reactivate the paper once to revert it to a blank scroll. This active effect can be used without consuming the Forge Knight’s Activation Limit and also does not remove the passive component of the Passage. - Carving of the Lumberjack.
Whilst holding an axe with a wooden handle inscribed with this Passage you gain the following passive benefits: You gain proficiency in axes type weapons. Successful hits with an axe also do an additional 1D4 force damage.
Upon Activation, using your action, you swing your axe in an arc. From the blade head, a wave of splinters erupts. Each creature in a 30 foot cone must make a dexterity saving throw. A creatures takes 2d8 piercing damage on a failed save, or half as much damage on a successful one.
Bespoke Passages
Passages passed down through generations of accomplished workers have been refined to the height of the artform. These vastly improve on their common origins, as the language has been shortened to concise meanings. Through this contraction, Bespoke Passages can summon more advanced effects.
- Inscription of Foundation.
Whilst wearing a stone object inscribed with this Passage you gain the following passive effects: You cannot be toppled and have gained immunity to grapple or prone. If you start a combat encounter without being surprised, you gain a quarter of your maximum hit points in temporary hit points. However, whilst you retain any of these hit points, your movement speed is also lowered by a quarter. You may remove these hit points at will.
Upon Activation, at will, you regain up to half of your total hit points. You lose any temporary hit points you possess. - Inscription of the Smelter.
Whilst wearing a metal object inscribed with this Passage you gain the following passive benefits: your armour glows with the fires of industry. When hit with a weapon attack that deals more than 10 damage, a small fire erupts from the gash, dealing 1D4 fire damage back to the source.
Upon Activation, as a reaction you negate all fire damage done to you if the damage total is over 35 hit points. - Inscription of the Hero.
Whilst holding a weapon inscribed with this Passage you gain the following passive benefits: you become adept at convincing groups of people, you gain advantage on charisma checks when trying to convince a group of creatures larger than 5.
Upon Activation, when you hit a creature with your weapon attack, it glows with the power of your friendship dealing radiant damage to the target, in addition to the weapon’s damage. The extra damage is 4D6 plus 1D6 for every nearby ally to a maximum of 12D6. - Inscription of the Soldier.
Whilst wearing a piece of armour inscribed with this Passage you gain the following passive benefits: You gain resistance against slashing damage dealt by weapon attacks.
Upon Activation, as a reaction when you fail a strength check or saving throw, you can re roll. - Inscription of Brilliance.
Whilst wearing a gemstone object inscribed with this Passage you gain the following passive benefits: holding the gemstone to your eyes reveals any invisible creatures, objects, or structures through it.
Upon Activation, as an action your gemstone emits a dazzling light, all creatures looking at you in a 60 foot radius must make a constitution saving throwing or will become blinded for 6 rounds. - Inscription of the Wild.
Whilst wearing a leather or hide object inscribed with this Passage you gain the following passive benefits: food or drink you prepare has a chance to incapacitate creatures. On consumption of the produce, the creature must succeed a constitution saving throw or be incapacitated for an hour. You gain proficiency in survival If you are already proficient, you double your proficiency bonus on that check.
Upon Activation, as an action, you blend seamlessly into the environment becoming invisible for up to 5 hours. Using another Passage, attacking, or casting a spell will instantly break this effect. You can end this at will. - Inscription of Needle.
Whilst wearing a fabric shirt, undershirt or skirt inscribed with this Passage you gain the following passive benefits: You gain proficiency with daggers. Your clothes perfectly disguise daggers or simple weapons, any investigation check against you to search for them has disadvantage.
Upon Activation, this turn you can perform two extra attacks with a simple weapon or a dagger as well as your regular attack. - Inscription of Binding.
Whilst wearing a paper scroll or book inscribed with this Passage you gain the following passive benefits: You gain proficiency in arcana, if you are already proficient, you double your proficiency bonus on that check. You have resistance to psychic damage.
Resistance against tyrant wizards has taught fighters weaknesses in their spell casting. Upon Activation, you use a reaction to immediately cancel a spell in cast. The caster musts make a wisdom saving throw. On failure the spell fails to cast. If the spell cost a spell slot, the slot is still consumed. The chosen spell is sealed by the scroll or book, and the caster can only regain the ability to cast the spell again once the scroll or book is destroyed. On success, the scroll or book the Passage is on burns. You take 1D6 fire damage. - Inscription of the Singing Winds.
Whilst wearing a glass chime inscribed with this Passage you gain the following passive benefits: whilst wind whistles in the chime you are attuned to the forces of the world. You gain proficiency in arcana, nature, religion, perception whilst it is windy. If you are already proficient, you double your proficiency bonus on those checks.
Upon Activation, as an action you dictate the direction and speed of the wind for the next hour. - Inscription of the Oak.
Whilst wearing a wooden object inscribed with this Passage you gain the following passive benefits: you gain proficiency in nature and history. If you are already proficient, you double your proficiency bonus on those checks.
Upon Activation, as an action you summon upon the roots of the world to give you a momentary glimpse of a distant scene. The scene must be within 120 feet of a tree and include either: someone you know, somewhere you have been, or an object you have seen. The connection last for a minute and ends if you take damage; the tree takes damage, or the object or person you focus on takes damage. This can be activated as a ritual, which takes the Scripter 10 minutes to activate the Passage but does not contribute to the Forge Knight’s Activation Limit and also does not remove the passive component of the Passage.
Master Passages
True masterworks, a Master Passage articulates pure Magecraft in written form. Master Passages display a legendary understanding of concepts in Forge Script and can only be performed by an exemplar of the craft. Most of these Passages are created by Forge Knights combining their collective studies into a magnum opus.
- Masterwork of Form.
Whilst wearing any gemstone or fabric clothing inscribed with this Passage you gain the following passive benefits: the collective finery of generations of needlework or jewellery is imbued into your being, defining your beauty to all. You gain advantage on all bartering or persuasion checks, and any charisma checks pertaining to your appearance and attraction. You are also immune to charmed.
Upon Activation, using your action, you select one creature and force it to make a charisma saving throw. On a failure, the creature loses all immunities and resistances against you for the next day. On a success, the creature gains the frightened condition, and you are the source of its fear for 2 rounds. *True Worship. - Masterwork of Wrath.
Whilst holding a weapon inscribed with this Passage you gain the following passive benefits: When your weapon attacks hit, they arc downwards in an oppressive rage. For every swing you land on a target, you deal your weapon attack damage plus an extra 1d6 of force damage for each previous successfully hit in a row, up to a maximum of 3d6. Your first strike will deal an extra 1d6 force damage on a first successful hit.
Upon Activation, you assume the legendary Wrathguard position. If you take any movement options or have your concentration broken, you will lose the ability to assume the stance. If you exit Wrathguard in any other way, or end it at will, you cannot assume the stance again.
Whilst in Wrathguard:
1. You have advantage on all attack rolls.
2. After successful hits your opponent is forced backward, and you move forward with them without exiting the stance. If your opponent is blocked from moving backward, they will be rendered prone.
3. As a reaction you can cut through a creature’s weapon attack targeting you that succeeds to hit. The creature must make a strength saving throw. On a failure their attack is negated, and you can make an attack roll on them. On a success they continue with their attack, and you exit Wrathguard. - Masterwork of Agility.
Whilst holding a sword inscribed with this Passage you gain the following passive benefits: you are augmented with the essence of speed: you gain advantage on all dexterity saving throws; your movement cannot be slowed; when you take the dash action you travel four times as far, and you can utilise your improved physique to jump long distances from a static standing position. Your standing long jumps can travel 60 feet but take a bonus action.
Upon Activation, using your action you perform the legendary technique: Swallow Strike. Your blade mimics the motion of a swallow’s tail during flight. You make three separate but simultaneous strikes. The three attacks come from each side of your opponent and one from above. The opponent must roll three dexterity saving throws, one for each attack. On a failure for any one of the rolls, the three strikes align into one and you deal your regular damage plus 10d6 piercing damage. - Masterwork of Glass.
Whilst holding a glass blower inscribed with this Passage you gain the following passive benefits: If you take more than 70 damage to your hit points in one round, you can assume a gaseous form for 3 rounds.
Upon Activation, using your action you blow a 15 foot radius ball of magically infused glass centred around a target. The target and anyone caught within the sphere must make a dexterity saving throw or be bound in the glass. On a failure the targets must make a strength saving throw to break out of the structure. If the target succeeds the strength saving throw, they take 3D12 of piercing damage and the entire sphere shatters. On a success for the initial dexterity saving throw, the target squirms out of the glass before it hardens. *Shaping Seal. - Masterwork of Forge Script.
Whilst holding a scroll of paper, a wooden totem, or a clay tablet inscribed with this Passage you gain the following passive benefits: Using your unrivalled knowledge of the language, you enhance your ability to work Passages directly. You can inscribe Forge Script passages in half the time. If a skill check involves Forge Script, you have advantage.
Upon Activation, as an action, you instantly imbue a previously activated Passage upon you with your spark. You can activate the selected Passage again. *Extended Script. - Masterwork of Divinity.
Whilst holding an object either recognised by divine forces, or made from material originating in Divinity, inscribed with this Passage you gain the following passive benefits: Divine energy channels through your perfect creations. Wings of gold stretch out from your back. The wings are ethereal and cannot be targeted. The wings have a five feet wingspan. You gain a flying speed of 20 whilst this Passage is passive. You are proficient in Religion, if you are already proficient you double your proficiency bonus on Religion checks.
Upon Activation, as an action you and any willing creatures you are touching instantly teleport to the place you inscribed the Passage. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you worked on. *Wings Unfurled.
Uniter
You learn to weave the passive power of your unused passages together to strengthen your attacks. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit if you have at least two inactivated passive Passages.
Divinely Commissioned
Recognised by a divine source for your craft, you are gifted a “Forge Blessed Hammer and Chisel” which you can summon to your hand at will from any location. This can be used to inscribe Forge Script on any material in the process of etching as long as the material is nonmagical.
True Folk Hero
At 18 level your mastery of Forge Script and Martial Combat fuses together, using your action you consume all Forge Script passages currently touching you to transform into a folk hero. For 10 minutes plus an extra 5 minutes for each passage consumed, you gain the following benefits:
- You manifest an armour displaying your unique journey as a legendary Forge Knight. Giving you an additional 5 AC to your existing AC which includes any equipped armour.
- Your first weapon attack in this form will deal 2d12 plus an additional 1d8 for every Passage consumed in the transformation.
- You regain 10 hit points a turn if you have no more than half of your hit points left. You do not gain this benefit if you have 0 hit points.
- All skill checks you perform are based on strength or constitution, whichever is highest, and you gain advantage on them.
Using this ability fully consumes every Forge Script passage currently on you, and they must be reapplied to be used again. Also, this ability can only be used once per long rest.
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