diff --git a/assets/css/style.css b/assets/css/style.css index 6edda5d..14be2f9 100644 --- a/assets/css/style.css +++ b/assets/css/style.css @@ -176,15 +176,21 @@ h1+p::first-letter { font-size:3.5cm; padding-left:40px; margin-left:-40px; - margin-top:-0.3cm; padding-bottom:2px; - margin-bottom:-20px; background-image:linear-gradient(-45deg, #322814, #998250, #322814); background-clip:text; -webkit-background-clip:text; color:rgba(0,0,0,0) } +/* +Prevents subsequent headers from hovering to the right of +decorative first letters if the paragraph is particularly short. +*/ +h1+p+h2 { clear: left; } +h1+p+h3 { clear: left; } +h1+p+h4 { clear: left; } + .featuresTable+p::first-letter { float:left; font-family:SolberaImitationRemake; diff --git a/docs/_Folk/aasimar.md b/docs/_Folk/aasimar.md index 605b1de..7d9ed03 100644 --- a/docs/_Folk/aasimar.md +++ b/docs/_Folk/aasimar.md @@ -5,6 +5,8 @@ layout: default
+#### Aasimar + ##### Traits ##### Special Features ##### Appearance @@ -13,42 +15,62 @@ layout: default
# Aasimar -Aasimar bear within their souls the light of the heavens. They are humans descended from beings with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. + +Aasimar bear within their souls the light of the heavens. +They are humans descended from beings with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. +Aasimar are born to serve as champions of the gods, their births hailed as blessed events. +They are a people of otherworldly visages, with luminous features that reveal their celestial heritage. ### Celestial Champions -Aasimar have a place in the world to serve as guardians of law and good. Their celestial ancestors expect them to strike at evil, lead by example, and further the cause of justice. From an early age, an aasimar receives visions and guidance from celestial entities via dreams. These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. -Each aasimar can count a specific celestial agent of the gods as a guide. This entity is typically a deva, an angel who acts as a messenger to the mortal world. +Aasimar have a place in the world to serve as guardians of law and good. +Their celestial ancestors expect them to strike at evil, lead by example, and further the cause of justice. +From an early age, an aasimar receives visions and guidance from celestial entities via dreams. +These dreams help shape an aasimar, granting a sense of destiny and a desire for righteousness. + +Each aasimar can count a specific celestial agent of the gods as a guide. +This entity is typically a deva, an angel who acts as a messenger to the mortal world. ### Hidden Wanderers -While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. + +While aasimar are strident foes of evil, they typically prefer to keep a low profile. +An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance. -When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent. +When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. +They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent. ### Aasimar Guides -An aasimar, except for one who has turned to evil, has a link to an angelic being. That being - usually a deva - provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings. -The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. +An aasimar, except for one who has turned to evil, has a link to an angelic being. +That being - usually a deva - provides guidance to the aasimar, though this connection functions only in dreams. +As such, the guidance is not a direct command or a simple spoken word. +Instead, the aasimar receives visions, prophecies, and feelings. -A deva lives in a realm of absolute law and good. The deva might not understand the compromises and hard choices that mortals must grapple with in the world. To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards. +The angelic being is far from omniscient. +Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about. -As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide. +A deva lives in a realm of absolute law and good. +The deva might not understand the compromises and hard choices that mortals must grapple with in the world. +To the deva, an aasimar is a prized student who must live up to high, sometimes inflexible standards. + +As part of fleshing out an aasimar character, consider the nature of that character's angelic guide. +The Angelic Guide tables offer names and natures that you can use to flesh out your character's guide.
-- | d6 | Name | - |:---:|:------------| - | 1 | Tadriel | - | 2 | Myllandra | - | 3 | Seraphina | - | 4 | Galladia | - | 5 | Mykiel | - | 6 | Valandras | - -- | d6 | Nature | - |:---:|:------------| +- | d6 | Name | + | :-: | :-------- | + | 1 | Tadriel | + | 2 | Myllandra | + | 3 | Seraphina | + | 4 | Galladia | + | 5 | Mykiel | + | 6 | Valandras | + +- | d6 | Nature | + | :-: | :------------------------- | | 1 | Bookish and lecturing | | 2 | Compassionate and hopeful | | 3 | Practical and lighthearted | @@ -59,341 +81,404 @@ As part of fleshing out an aasimar character, consider the nature of that charac
### Conflicted Souls -Despite its celestial origin, an aasimar is mortal and possesses free will. Most aasimar follow their ordained path, but some grow to see their abilities as a curse. These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. In their minds, their exposure to celestial powers amounted to little more than brainwashing. -Evil aasimar make deadly foes. The radiant power they once commanded becomes corrupted into a horrid, draining magic. And their angelic guides abandon them. Even aasimar wholly dedicated to good sometimes feel torn between two worlds. The angels that guide them see the world from a distant perch. An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. An aasimar's guide is wise but not infallible. +Despite its celestial origin, an aasimar is mortal and possesses free will. +Most aasimar follow their ordained path, but some grow to see their abilities as a curse. +These disaffected aasimar are typically content to turn away from the world, but a few become agents of evil. +In their minds, their exposure to celestial powers amounted to little more than brainwashing. + +Evil aasimar make deadly foes. +The radiant power they once commanded becomes corrupted into a horrid, draining magic. +And their angelic guides abandon them. +Even aasimar wholly dedicated to good sometimes feel torn between two worlds. +The angels that guide them see the world from a distant perch. +An aasimar who wishes to stop and help a town recover from a drought might be told by an angelic guide to push forward on a greater quest. +To a distant angel, saving a few commoners might pale in comparison to defeating a cult of Orcus. +An aasimar's guide is wise but not infallible. ### Aasimar Names + Aasimar are born from human parents, and they use the same naming conventions as their native culture. ## Aasimar traits - Aasimar share certain traits as a result of their celestial descent.
-- **Ability Score Increase**. Your Charisma ability score, both current and maximum, increases by 2. +- **Ability Score Increase**. + Your Charisma ability score, both current and maximum, increases by 2. -- **Age**. Aasimar mature at the same rate as humans but live a few years longer. +- **Age**. + Aasimar mature at the same rate as humans but live a few years longer. -- **Speed**. Your base speed is 30 ft. +- **Speed**. + Your base speed is 30 ft. -- **Low-light Vision**. Blessed with a radiant soul, your vision enhances even the smallest light. You can see in dim light as if it were bright light, and an additional 30 ft into darkness as if it were dim light. +- **Low-light Vision**. + Blessed with a radiant soul, your vision enhances even the smallest light. You can see in dim light as if it were bright light, and an additional 30 ft into darkness as if it were dim light. -- **Celestial Resistance**. You have resistance to necrotic and radiant damage. +- **Celestial Resistance**. + You have resistance to necrotic and radiant damage. -- **Aasimar features**. Roll twice on the special feature table and once on the special appearance table. +- **Aasimar features**. + Roll twice on the special feature table and once on the special appearance table. -- **Language**. You know Common and Celestial. +- **Language**. + You know Common and Celestial.
### Subtype -In addition to the common Protector Aasimar, some Aasimar become touched by darkness, turning into fallen aasimar. Choose one of them for your character. +In addition to the common Protector Aasimar, some Aasimar become touched by darkness, turning into fallen aasimar. +Choose one of them for your character.
- #### Protector Aasimar - Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil. - + Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. + From a young age, a protector aasimar receives advice and directives that urge to stand against evil. - **Radiant Soul**. Starting at 3rd level, you can use your ***action*** to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. + - Your transformation lasts for 1 minute or until you end it as a ***bonus action***. While transformed, you have a flying speed of 30 ft, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. + **Radiant Soul**. + Starting at 3rd level, you can use your _**action**_ to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. - Once you use this trait, you can't use it again until you finish a long rest. + Your transformation lasts for 1 minute or until you end it as a _**bonus action**_. + While transformed, you have a flying speed of 30 ft, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. + The extra radiant damage equals your level. + + Once you use this trait, you can't use it again until you finish a long rest. - #### Fallen Aasimar - An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow. - + An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow. - **Necrotic Shroud**. Starting at 3rd level, you can use your ***action*** to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 ft of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. + - Your transformation lasts for 1 minute or until you end it as a ***bonus action***. While transformed, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level. + **Necrotic Shroud**. + Starting at 3rd level, you can use your _**action**_ to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. + The instant you transform, other creatures within 10 ft of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. - Once you use this trait, you can't use it again until you finish a long rest. + Your transformation lasts for 1 minute or until you end it as a _**bonus action**_. + While transformed, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. + The extra necrotic damage equals your level. -
+ Once you use this trait, you can't use it again until you finish a long rest. + ## Aasimar special appearance
-- | d72 | | - |:---:|:-----------| - | | **Build** | - | 1 | Well-muscled | - | 2 | Slender | - | 3 | Unusually tall | - | 4 | Beautifully proportioned | - | 5 | Graceful | - | 6 | Unusually light | - | | **Ears** | - | 7 | Pointed | - | | **Eyes** | - | 8 | Amber eyes | - | 9 | Holy symbols in pupils | - | 10 | Catlike | - | 11 | Iridescent | - | 12 | Glowing eyes, enough to read by like candle | - | 13 | Eyes resemble a starry night sky - | 14 | You never blink - | | **Face** | - | 15 | Baby-faced | - | 16 | Perfect porcelain face | - | 17 | Unearthly beauty | - | 18 | Glowing arcane letters on your forehead | - | | **Hair** | - | 19 | Metallic | - | 20 | Turns silver in moonlight | - | 21 | Appears as if gravity has no effect on it, causing it to wave freely. | - | 22 | A distinct lock of silver hair on your head. | - | 23 | You have no natural body hair. - | 24 | Animated | - | 25 | Heatless flames | - -- | d72 | | - |:---:|:-----------| - | | **Hands** | - | 26 | Fingerprints look like holy symbols | - | 27 | Digits are extra long | - | 28 | Always cool and dry | - | 29 | Glowing palms | - | 30 | Leave contrails | - | | **Reflection** | - | 31 | Halo can be seen in reflections or by creatures with truesight | - | 32 | Wings can be seen in reflections or by creatures with truesight - | | **Shadow** | - | 33 | Animated | - | 34 | Bright | - | 35 | Winged | - | 36 | No shadow | - | | **Skin** | - | 37 | On sunny days, skin sparkles in the light, as if dusted with glitter | - | 38 | Blue-tinted skin | - | 39 | Golden skin - | 40 | Silvery skin | - | 41 | Skin looks and feels like smooth white marble | - | 42 | Pearl-like with dim glow | - | 43 | Skin glitters in the dark | - | | **Smell & Taste** | - | 44 | Sweat breath like incense - | 45 | Floral breath - | 46 | Sweet scent - | 47 | Taste like delicious sweets, even a kiss | - | 48 | Sweat of fine perfume | - -- | d72 | | - |:---:|:-----------| - | | **Voice** | - | 49 | Musical | - | 50 | Unusually high | - | 51 | Echoes dramatically | - | 52 | Unusually low | - | 53 | Serene | - | 54 | Words you speak aloud seem to be heard mentally | - | 55 | When you sing, a faint chorus joins you on the wind.| - | 56 | Melodic laugh | - | | **Other** | - | 57 | Small feathered non-functional wings on ankles | - | 58 | No body hair | - | 59 | Flatulence is sweet angelic music | - | 60 | Your feet smoulder on unholy ground and feel hot | - | 61 | Lion or ox-tail | - | 62 | Unusual temperature | - | 63 | Sexless, no genitalia, sexual characteristics or interest | - | 64 | Glowing halo, enough to read by like candle | - | 65 | Celestial runes glow randomly across your body| - | 66 | Always look clean | - | 67 | Androgynous | - | 68 | Never need to go to toilet or flatulent | - | 69 | Clothing billows even without wind | - | 70 | Don't sweat | - | 71 | Softly glowing blood and tears | - | 72 | Roll twice more on this table | +- | d72 | | + | :-: | :-------------------------------------------------------------------- | + | | **Build** | + | 1 | Well-muscled | + | 2 | Slender | + | 3 | Unusually tall | + | 4 | Beautifully proportioned | + | 5 | Graceful | + | 6 | Unusually light | + | | **Ears** | + | 7 | Pointed | + | | **Eyes** | + | 8 | Amber eyes | + | 9 | Holy symbols in pupils | + | 10 | Catlike | + | 11 | Iridescent | + | 12 | Glowing eyes, enough to read by like candle | + | 13 | Eyes resemble a starry night sky | + | 14 | You never blink | + | | **Face** | + | 15 | Baby-faced | + | 16 | Perfect porcelain face | + | 17 | Unearthly beauty | + | 18 | Glowing arcane letters on your forehead | + | | **Hair** | + | 19 | Metallic | + | 20 | Turns silver in moonlight | + | 21 | Appears as if gravity has no effect on it, causing it to wave freely. | + | 22 | A distinct lock of silver hair on your head. | + | 23 | You have no natural body hair. | + | 24 | Animated | + | 25 | Heatless flames | + +- | d72 | | + | :-: | :------------------------------------------------------------------- | + | | **Hands** | + | 26 | Fingerprints look like holy symbols | + | 27 | Digits are extra long | + | 28 | Always cool and dry | + | 29 | Glowing palms | + | 30 | Leave contrails | + | | **Reflection** | + | 31 | Halo can be seen in reflections or by creatures with truesight | + | 32 | Wings can be seen in reflections or by creatures with truesight | + | | **Shadow** | + | 33 | Animated | + | 34 | Bright | + | 35 | Winged | + | 36 | No shadow | + | | **Skin** | + | 37 | On sunny days, skin sparkles in the light, as if dusted with glitter | + | 38 | Blue-tinted skin | + | 39 | Golden skin | + | 40 | Silvery skin | + | 41 | Skin looks and feels like smooth white marble | + | 42 | Pearl-like with dim glow | + | 43 | Skin glitters in the dark | + | | **Smell & Taste** | + | 44 | Sweat breath like incense | + | 45 | Floral breath | + | 46 | Sweet scent | + | 47 | Taste like delicious sweets, even a kiss | + | 48 | Sweat of fine perfume | + +- | d72 | | + | :-: | :-------------------------------------------------------- | + | | **Voice** | + | 49 | Musical | + | 50 | Unusually high | + | 51 | Echoes dramatically | + | 52 | Unusually low | + | 53 | Serene | + | 54 | Words you speak aloud seem to be heard mentally | + | 55 | When you sing, a faint chorus joins you on the wind. | + | 56 | Melodic laugh | + | | **Other** | + | 57 | Small feathered non-functional wings on ankles | + | 58 | No body hair | + | 59 | Flatulence is sweet angelic music | + | 60 | Your feet smoulder on unholy ground and feel hot | + | 61 | Lion or ox-tail | + | 62 | Unusual temperature | + | 63 | Sexless, no genitalia, sexual characteristics or interest | + | 64 | Glowing halo, enough to read by like candle | + | 65 | Celestial runes glow randomly across your body | + | 66 | Always look clean | + | 67 | Androgynous | + | 68 | Never need to go to toilet or flatulent | + | 69 | Clothing billows even without wind | + | 70 | Don't sweat | + | 71 | Softly glowing blood and tears | + | 72 | Roll twice more on this table |
- ## Aasimar Special Features
-- | d30 | Special Feature | - |:-:|:----------------| - | 1 | You can drink a flask of holy water to heal 1d6 hit points. - | 2 | Once you've reached adulthood you stop aging and will never die of age. - | 3 | If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below and get a general sense for what plane their soul has departed. - | 4 | You feel sick to your stomach when you first come within 30 ft of a fiend. This gives you the poisoned condition, lasting 1 minute. You cannot be affected again for 10 minutes. - | 5 | If you die, your body can never be reanimated as an undead creature. - | 6 | Your tears are iridescent or glowing, and have the ability to cure disease. This functions as the *lesser restoration* spell. You can use this feature once per day. - | 7 | Your skin has almost a metallic sheen and allows you to gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water. - | 8 | If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a *raise dead* spell. This ability works 1d4 times in your lifetime. - | 9 | Your kiss invigorates others. Once per day, you can kiss a creature to reduce its exhaustion level by one, as if you had cast a *greater restoration*. - | 10 | You can subsist entirely on honey and wine. - | 11 | Glowing sigil on palm. As an ***action***, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this feature, you can't use it again until you finish a long rest. - | 12 | You can urinate holy water once a day. - | 13 | Bronze skin that grants an unarmored AC equal to 12 + Dex mod. - -- | d30 | Special Feature | - |:--:|:----------------| - | 14 | Light emits from eyes illuminating a 30 ft cone. - | 15 | Can make a golden mask appear on face at will to hide identity. - | 16 | Alcohol and other poisons tastes and smells vile. - | 17 | Babies stop crying when you get close and lost children often find their way to you. - | 18 | People with dark secrets feel faintly guilty around you. - | 19 | Impurities in water clear up when you touch it. - | 20 | You are never been bitten by mosquitos, ticks or any other normal insects. - | 21 | You can turn water into wine by breathing over it. - | 22 | Desecrated places feel hot under your feet; desecrated items are hot to the touch. - | 23 | Rain seems to run off you without actually soaking you or any items you wear. - | 24 | You can instinctively tell if a written contract presented to you have deceptive intent. You notice the overall malice of the author hiding within the handwriting and parchment, but must use your own wits to discover the precise catch. - | 25 | If you take ten minutes to attune to a location where a worship service was held in the past day and night, you can hear pieces of the worship service that took place. - | 26 | If you touch the face of a dying enemy, you get advantage on checks made to convince them to release information you seek. - | 27 | You always know the direction and distance to the nearest place of worship. - | 28 | You never misspell or make grammatical mistakes in your writing. Your handwriting is swift yet flawless. Even your signature is charismatic. - | 29 | Any string instrument you play is instantly tuned to perfection. - | 30 | If you ask a direct and honest question, people are made visibly uncomfortable by telling you a lie or hearing one being told. +- | d30 | Special Feature | + | :-: | :--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | + | 1 | You can drink a flask of holy water to heal 1d6 hit points. | + | 2 | Once you've reached adulthood you stop aging and will never die of age. | + | 3 | If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below and get a general sense for what plane their soul has departed. | + | 4 | You feel sick to your stomach when you first come within 30 ft of a fiend. This gives you the poisoned condition, lasting 1 minute. You cannot be affected again for 10 minutes. | + | 5 | If you die, your body can never be reanimated as an undead creature. | + | 6 | Your tears are iridescent or glowing, and have the ability to cure disease. This functions as the _lesser restoration_ spell. You can use this feature once per day. | + | 7 | Your skin has almost a metallic sheen and allows you to gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water. | + | 8 | If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a _raise dead_ spell. This ability works 1d4 times in your lifetime. | + | 9 | Your kiss invigorates others. Once per day, you can kiss a creature to reduce its exhaustion level by one, as if you had cast a _greater restoration_. | + | 10 | You can subsist entirely on honey and wine. | + | 11 | Glowing sigil on palm. As an _**action**_, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest. | + | 12 | You can urinate holy water once a day. | + | 13 | Bronze skin that grants an unarmored AC equal to 12 + Dex mod. | + +- | d30 | Special Feature | + | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | + | 14 | Light emits from eyes illuminating a 30 ft cone. | + | 15 | Can make a golden mask appear on face at will to hide identity. | + | 16 | Alcohol and other poisons tastes and smells vile. | + | 17 | Babies stop crying when you get close and lost children often find their way to you. | + | 18 | People with dark secrets feel faintly guilty around you. | + | 19 | Impurities in water clear up when you touch it. | + | 20 | You are never been bitten by mosquitos, ticks or any other normal insects. | + | 21 | You can turn water into wine by breathing over it. | + | 22 | Desecrated places feel hot under your feet; desecrated items are hot to the touch. | + | 23 | Rain seems to run off you without actually soaking you or any items you wear. | + | 24 | You can instinctively tell if a written contract presented to you have deceptive intent. You notice the overall malice of the author hiding within the handwriting and parchment, but must use your own wits to discover the precise catch. | + | 25 | If you take ten minutes to attune to a location where a worship service was held in the past day and night, you can hear pieces of the worship service that took place. | + | 26 | If you touch the face of a dying enemy, you get advantage on checks made to convince them to release information you seek. | + | 27 | You always know the direction and distance to the nearest place of worship. | + | 28 | You never misspell or make grammatical mistakes in your writing. Your handwriting is swift yet flawless. Even your signature is charismatic. | + | 29 | Any string instrument you play is instantly tuned to perfection. | + | 30 | If you ask a direct and honest question, people are made visibly uncomfortable by telling you a lie or hearing one being told. |
## Class Options -Aasimar approach some classes is a bit different than other races. When you select one of these classes, it is modified as follows: +Aasimar approach some classes a bit different than other folk. +When you select one of these classes, it is modified as follows:
- ### Alchemist - When creating bombs you can add some of your essence in the form of your bodily fluids, such as saliva, to the concoctions. If you do, half the damage dealt with the bombs is radiant damage if are a protector Aasimar, and necrotic if you are a fallen Aasimar. + + When creating bombs you can add some of your essence in the form of your bodily fluids, such as saliva, to the concoctions. + If you do, half the damage dealt with the bombs is radiant damage if are a protector Aasimar, and necrotic if you are a fallen Aasimar.
- ### Barbarian - As an Aasimar barbarian, you may add your rage damage whenever Radiant soul or Necrotic shroud deals damage to a celestial, fiend or undead. + + As an Aasimar barbarian, you may add your rage damage whenever Radiant soul or Necrotic shroud deals damage to a celestial, fiend or undead.
- ### Bard - You can sing for 10 minutes to put any number of willing creatures to sleep. Any creature that falls asleep to the sound of your song is protected from spells and effects affecting dreams, such as *nightmare*, for the duration of a long rest. - In addition you get the ***Language of the gods*** trait. + You can sing for 10 minutes to put any number of willing creatures to sleep. + Any creature that falls asleep to the sound of your song is protected from spells and effects affecting dreams, such as _nightmare_, for the duration of a long rest. + + In addition you get the _**Language of the gods**_ trait.
- ## Language of the Gods - As a ***bonus action***, you can issue inspiring chants or terrible challenges in the Celestial tongue. + ## Language of the Gods - Choose a number of creatures equal to your Charisma modifier within 60 ft that can hear you. Each target has advantage or disadvantage (your choice) on the first attack roll or ability check it makes before the start of your next turn. + As a _**bonus action**_, you can issue inspiring chants or terrible challenges in the Celestial tongue. - You can give this oration a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest. + Choose a number of creatures equal to your Charisma modifier within 60 ft that can hear you. + Each target has advantage or disadvantage (your choice) on the first attack roll or ability check it makes before the start of your next turn. + + You can give this oration a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

- ### Cavalier - Your mount shares your Celestial resistance trait. + + Your mount shares your Celestial resistance trait.
- ### Cleric - If you have the *light* cantrip, you can manifest it as a halo centered above your head. Once while manifesting this halo, you can choose to have advantage on a Charisma ability check. You regain the use of this ability after a long rest. + + If you have the _light_ cantrip, you can manifest it as a halo centered above your head. + Once while manifesting this halo, you can choose to have advantage on a Charisma ability check. + You regain the use of this ability after a long rest.
- ### Cursed - A cursed Aasimar is in a constant struggle between his heritage and curse. While transformed, you can spend a transformation to gain an additional use of Radiant soul or Necrotic shroud. - If cursed with the chosen archetype, this will aways come in the form of the Radiant soul trait. If you have another archetype, this will instead be the Necrotic shroud form. + A cursed Aasimar is in a constant struggle between their heritage and curse. + While transformed, you can spend a transformation to gain an additional use of Radiant soul or Necrotic shroud. + + If cursed with the chosen archetype, this will always come in the form of the Radiant soul trait. + If you have another archetype, this will instead be the Necrotic shroud form.
- ### Druid - Non magical insects never bite or sting you unless magically compelled to do so, or if you attack them first. + + Non magical insects never bite or sting you unless magically compelled to do so, or if you attack them first.
- ### Feyblood - An Aasimar can not become a Feyblood. If your Fey heritage is stronger, you will be born a regular human instead. + + An Aasimar can not become a Feyblood. + If your Fey heritage is stronger, you will be born a regular human instead.
- ### Fighter - A skilled fighter can easily defeat a ten times stronger, but unskilled brute. It is not how hard you hit, but the precision of your strikes. - Select Strength or Dexterity. Whenever the Fighter class description mentions your ability modifier for this ability, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls using this ability. + A skilled fighter can easily defeat a far stronger, but unskilled brute. + It is not how hard you hit, but the precision of your strikes. + + Choose Strength or Dexterity. + Whenever the Fighter class description calls for your chosen ability modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls. + You make this choice at first level, and can't change it later. - You make this choice at level 1 and it cannot be changed later. - - In addition you have access to the Celestial Knight archetype. + In addition you have access to the Celestial Knight archetype.
- ### Inquisitor - You have the might of Mount Celestia behind you as an Inquisitor. While working for a common cause, you receive the power you deserve. - Whenever the Inquisitor class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. + You have the might of Mount Celestia behind you as an Inquisitor. + While working for a common cause, you receive the power you deserve. - You make this choice at level 1 and it cannot be changed later. + Whenever the Inquisitor class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Paladin - Fighting evil is in your blood and you will not easily be stopped. You must fail four death saves before dying. + + Fighting evil is in your blood and you will not easily be stopped. + You must fail four death saves before dying.
- ### Professional - An Aasimar is still also a human, and as such, good at adapting their knowledge and skills to whatever obstacle they face. - Whenever the Professional class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. + An Aasimar is still also a human, and as such, good at adapting their knowledge and skills to whatever obstacle they face. + + Whenever the Professional class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus.
- ### Ranger - Just as human, the Aasimar ranger is ready for anything that he might face in nature, and if by chance he would not be, he adapts and survives. - Whenever the Ranger class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. + Just as a human, the Aasimar ranger is ready for anything that they might face in nature, and if by chance they would not be, they adapt and survive. - You make this choice at level 1 and it cannot be changed later. + Whenever the Ranger class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Rogue - Because of their connection to Mount Celestia, Aasimar have a tendency to be drawn towards the lawful direction. This coupled with their tendency to face foes directly generally makes them not suitable as rogues. + + Because of their connection to Mount Celestia, Aasimar have a tendency to be drawn towards the lawful direction. + This coupled with their tendency to face foes directly generally makes them not suitable as rogues.
- ### Sorcerer - You can spend a sorcery point to consecrate a spell that deals fire damage. If you do, half of the fire damage is instead radiant damage. + + You can spend a sorcery point to consecrate a spell that deals fire damage. + If you do, half of the fire damage is instead radiant damage.
- ### Swashbuckler - An Aasimars natural charisma and human heritage make them well suited to swashbuckling. - Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + An Aasimars natural charisma and human heritage make them well suited to swashbuckling. + + Whenever the Swashbuckler class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Warlock - Aasimar consider themselves already beholden to a patron, the celestial being which is their heritage, so making a pact with another, potentially evil being, is out of the question. Fallen Aasimar on the other hand is a whole other thing, where a potential patron might even be the reason that the Aasimar is fallen in the first place. - Protector Aasimar cannot be Warlocks. + Aasimar consider themselves already beholden to a patron, the celestial being which is their heritage, so making a pact with another, potentially evil being, is out of the question. + Fallen Aasimar on the other hand is a whole other thing, where a potential patron might even be the reason that the Aasimar is fallen in the first place. - If you are a fallen Aasimar, whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. In addition, you learn an additional cantrip. + Protector Aasimar cannot be Warlocks. + + If you are a fallen Aasimar, whenever the Warlock class description calls for your Charisma modifier, you may use your proficiency bonus instead. + In addition, you learn an additional cantrip.
- ### Wizard - Whenever the Wizard class description mentions your Intelligence modifier, you may instead use your proficiency bonus. You may only do this if you are literate. + + Whenever the Wizard class description calls for your Intelligence modifier, you may use your proficiency bonus instead. + You may only do this if you are literate.
- diff --git a/docs/_Folk/awakened.md b/docs/_Folk/awakened.md index 7bd554e..d2e7e82 100644 --- a/docs/_Folk/awakened.md +++ b/docs/_Folk/awakened.md @@ -12,37 +12,57 @@ profile:
-##### Awakened Traits -##### Awakened Variants -##### Class Options +#### Awakened + +##### Traits +##### Variants +##### Class options +
# Awakened -Death comes for all things in a near-infinite variety of ways. So to are there many reasons that the dead might return from the grave. Directly applied necromancy, cursed lands and unfinished business are but a few, and all leave the newly-undead soul with a mere semblance of the life it had before. All undead carry the physical or emotional scars of what ended their mortal lives, though some may be far more subtle than others. + +Death comes for all things in a near-infinite variety of ways. +So to are there many reasons that the dead might return from the grave. +Directly applied necromancy, cursed lands and unfinished business are but a few, and all leave the newly-undead soul with a mere semblance of the life it had before. +All undead carry the physical or emotional scars of what ended their mortal lives, though some may be far more subtle than others. ### Dead and Reborn -Typically having no lands to call their own, undead with an awakened sense of self are usually perpetual foreigners, wanders in a land and often a time not their own. Compounding matters, most mortal cultures carry within them an instinctual fear of death and the dead, and many associate necromancy specifically with dark tidings. This forms a wall of (often well earned) prejudice and hatred that sentient undead find themselves up against, and many undead choose to hide their necrotic natures behind clothes, masks, and pungent perfumes when journeying into civilization. + +Typically having no lands to call their own, undead with an awakened sense of self are usually perpetual foreigners, wanders in a land and often a time not their own. +Compounding matters, most mortal cultures carry within them an instinctual fear of death and the dead, and many associate necromancy specifically with dark tidings. +This forms a wall of (often well earned) prejudice and hatred that sentient undead find themselves up against, and many undead choose to hide their necrotic natures behind clothes, masks, and pungent perfumes when journeying into civilization. Depending on composition, humanoid undead typically range from 20 to 300 pounds, and may possess empty eyes, a colored flame-like magical animus in their sockets, or harrowed, surprisingly mortal eyes burning with an inner fire. ### Service and Freedom -Undeath is effectively immortality, a strong reason why many mortal spellcasters of a certain moral bent consider it a viable alternative to actually dying. Still, it is not immortality without a price - senses and emotions dull, food and drink no longer have taste, and often an undead state comes alongside a subservience of will and unthinking toil beneath a master who likely does not have the world's best intentions at heart. -Some undead are born into freedom, while others earn it or have it thrust upon them. Regardless, all undead that have freedom greatly cherish it, as the reminders of what could easily happen were they not fortunate enough to possess free will abound throughout history. Many consider it their sacred duty to free other mindless undead, or simply to dispatch them wherever they may be found. +Undeath is effectively immortality, a strong reason why many mortal spellcasters of a certain moral bent consider it a viable alternative to actually dying. +Still, it is not immortality without a price - senses and emotions dull, food and drink no longer have taste, and often an undead state comes alongside a subservience of will and unthinking toil beneath a master who likely does not have the world's best intentions at heart. + +Some undead are born into freedom, while others earn it or have it thrust upon them. +Regardless, all undead that have freedom greatly cherish it, as the reminders of what could easily happen were they not fortunate enough to possess free will abound throughout history. +Many consider it their sacred duty to free other mindless undead, or simply to dispatch them wherever they may be found. The reasoning is straightforward enough: a final rest awarded to all mortals is greatly preferential to eternal slavery to the likes of a short-sighted, megalomaniacal wizard. ### Fallen Home, Forgotten Past -For many awakened undead, the past is a distant homeland to which they may never return, holding names and faces now partially-forgotten, and loves and lives as dead as they are. The anguish of this loss is enough to drive many mad, but others use this rage and pain as a source of power and drive, carrying them further on the road to whatever dark destiny awaits. + +For many awakened undead, the past is a distant homeland to which they may never return, holding names and faces now partially-forgotten, and loves and lives as dead as they are. +The anguish of this loss is enough to drive many mad, but others use this rage and pain as a source of power and drive, carrying them further on the road to whatever dark destiny awaits. Frequently, entire countries, customs, and cultures an undead may be familiar with no longer exist, and the sentient dead behaves or - speaks in an antiquated fashion because of this, and making it even more difficult than usual for such undead to relate to more modern mortals. ### Undead Names -Many undead that awaken into sentience prefer to keep the names they held in their mortal lives. For others, however, their mortal names are forgotten or have lost meaning. These undead often adopt nicknames given to them by their former masters or present companions, and hold them to be as true as any other creature's birth name. Examples of names given in this fashion may be seen, below: - **Names**: Rattlebones, Spore, Rotface, Raven, Bane, Carver, Drudge, Rook, Mort, Pale, Minion, Crumble, Shade +Many undead that awaken into sentience prefer to keep the names they held in their mortal lives. +For others, however, their mortal names are forgotten or have lost meaning. +These undead often adopt nicknames given to them by their former masters or present companions, and hold them to be as true as any other creature's birth name. +Examples of names given in this fashion may be seen, below: + +**Names**: Rattlebones, Spore, Rotface, Raven, Bane, Carver, Drudge, Rook, Mort, Pale, Minion, Crumble, Shade ## Awakened traits @@ -50,167 +70,294 @@ Your awakened character has an assortment of innate abilities.
-- **Ability Score Increase**. Your Constitution ability score, both current and maximum, increases by 2. +- **Ability Score Increase**. + Your Constitution ability score, both current and maximum, increases by 2. -- **Speed**. Your base speed is 30 ft. +- **Speed**. + Your base speed is 30 ft. -- **Deathly Resilience**. You have advantage on saving throws against being poisoned and resistance against poison damage. You are immune to disease and treat exhaustion as if it was one level less. You do not need to eat or breathe, but you can ingest food and drink if you wish. +- **Deathly Resilience**. + You have advantage on saving throws against being poisoned and resistance to poison damage. + You are immune to disease and treat exhaustion as if it was one level less. + You do not need to eat or breathe, but you can ingest food and drink if you wish. -- **Immortality**. You do not age. Given time, the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal. +- **Immortality**. + You do not age. + Given time, the necromantic energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal. -When dropping to 0 hit points you make death saving throws just as usual. On three failures, instead of dying again, your spirit can’t hold on to the material plane any longer and finally continues to the afterlife, which is your full death. After that you can no longer be resurrected. + When dropping to 0 hit points you make death saving throws just as usual. + On three failures, instead of dying again, your spirit can’t hold on to the material plane any longer and finally continues to the afterlife, which is your full death. + After that you can no longer be resurrected. -- **Past Life**. Choose another living folk which you were before your death. Your languages, size and height are the same as a typical member of that folk. You do not retain any special movement such as swimming or flying, nor any other traits. +- **Past Life**. + Choose another living folk which you were before your death. + Your languages, size and height are the same as a typical member of that folk. + You do not retain any special movement such as swimming or flying, nor any other traits. -- **Low-light Vision**. Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the night. You can see in dim light as if it were bright light, and an additional 30 ft into darkness as if it were dim light. +- **Low-light Vision**. + Through the necromantic energy animating you, you are able to perceive with greater clarity that which lurks in the night. + You can see in dim light as if it were bright light, and an additional 30 ft into darkness as if it were dim light. -- **Lifesense**. Even in complete darkness, you can see the outline of living creatures with a soul within 30 ft. +- **Lifesense**. + Even in complete darkness, you can see the outline of living creatures with a soul within 30 ft. -- **Of Two Worlds**. You are considered both a living humanoid and undead for all spells and abilities. If you are the target of a spell that affects living creatures and undead creatures differently, the caster of the spell determines which takes effect on you. +- **Of Two Worlds**. + You are considered both a living humanoid and undead for all spells and abilities. + If you are the target of a spell that affects living creatures and undead creatures differently, the caster of the spell determines which takes effect on you. -- **Sleepless**. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state. This makes you immune to spells liks *nightmare*. +- **Sleepless**. + Instead of sleeping, you enter an inactive state for 4 hours each day. + You do not dream in this state. + This makes you immune to spells like _nightmare_.
## Awakened Variants -Different types of awakened undead are available to you. Choose Bound spirit, Ghoul, Mummy, Revenant, or Skeleton. +Different types of awakened undead are available to you. +Choose Bound spirit, Ghoul, Mummy, Revenant, or Skeleton. ### Bound spirit -Long after their remains have turned to dust, the spirit of an individual can linger still. There are as many reasons for a ghost to haunt the world as there are folk in it. Ghosts are forcibly tied to the material plane by deep magic and are only able to move on when their unfinished business is concluded. Most ghosts awaken confused, and must discover what it is that holds their attachment to the world of the living, as if discovering a final piece of themselves that they must confront before entering the next phase of their existence. + +Long after their remains have turned to dust, the spirit of an individual can linger still. +There are as many reasons for a ghost to haunt the world as there are folk in it. +Ghosts are forcibly tied to the material plane by deep magic and are only able to move on when their unfinished business is concluded. +Most ghosts awaken confused, and must discover what it is that holds their attachment to the world of the living, as if discovering a final piece of themselves that they must confront before entering the next phase of their existence. -Adventurous ghosts such as yourself typically either escape the masters that raised them or have something unresolved from their days amongst the living that requires they journey far and wide. If a ghost is charged with unfinished business it can take many forms, from protecting a loved one, to keeping a particular item safe, to simple revenge. +Adventurous ghosts such as yourself typically either escape the masters that raised them or have something unresolved from their days amongst the living that requires they journey far and wide. +If a ghost is charged with unfinished business it can take many forms, from protecting a loved one, to keeping a particular item safe, to simple revenge. -A bound spirit retains its general appearance as it was in life, although those who knew them often have difficulty recognizing them (much to the ghost’s frustration). They are spectral and luminous, but solid to the touch, and can interact with objects as mortals do. All ghosts carry obvious and sometimes twisted marks of what caused their death, which are often quite disturbing to all but the most jaded mortals. +A bound spirit retains its general appearance as it was in life, although those who knew them often have difficulty recognizing them (much to the ghost’s frustration). +They are spectral and luminous, but solid to the touch, and can interact with objects as mortals do. +All ghosts carry obvious and sometimes twisted marks of what caused their death, which are often quite disturbing to all but the most jaded mortals. -They also retain all of their memories – perhaps all too well, for as the years go by with their business unconcluded, they begin to have difficulty forming new memories, or relating to a world that drifts further from their own time. These ghosts spend more and more time in the endless fog of the Ethereal Plane. They spirits become haunts and specters, appearing only when the world of the living presents a mirror for them to find something familiar in. +They also retain all of their memories – perhaps all too well, for as the years go by with their business unconcluded, they begin to have difficulty forming new memories, or relating to a world that drifts further from their own time. +These ghosts spend more and more time in the endless fog of the Ethereal Plane. +They spirits become haunts and specters, appearing only when the world of the living presents a mirror for them to find something familiar in. These unfortunate souls must rely on others to conclude their unfinished business for them, or they are lost in ethereal fog for all time, which many would rightly consider a fate worse than what death had promised them. -Even though you are a ghost, you still have an ectoplasmic form, which is the matter that makes it possible for you to interact physically with the world, and also tethers your mind, keeping your sanity and your sense of self. The ectoplasmic body can be harmed by the physical world, but without it you would be lost. +Even though you are a ghost, you still have an ectoplasmic form, which is the matter that makes it possible for you to interact physically with the world, and also tethers your mind, keeping your sanity and your sense of self. +The ectoplasmic body can be harmed by the physical world, but without it you would be lost.
-- **Ethereal Jaunt**. As a ***bonus action***, you can enter the Ethereal Plane. You can traverse solid objects but cannot traverse magic barriers or force effects. At the end of your next turn, you return in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. After you have used this feature, you must complete a long rest to use it again. +- **Ethereal Jaunt**. + As a _**bonus action**_, you can enter the Ethereal Plane. + You can traverse solid objects but cannot traverse magic barriers or force effects. + At the end of your next turn, you return in the spot you currently occupy. + If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. + Once you use this trait, you can't use it again until you finish a long rest. -- **Ethereal Sight**. While upon the material plane, you can see into the ethereal plane up to a distance of 30 ft, and vice-versa. +- **Ethereal Sight**. + While upon the material plane, you can see into the ethereal plane up to a distance of 30 ft, and vice-versa. -- **Float**. You have a flying speed equal to your walking speed, but cannot ascend any higher than 1 foot off the ground with this ability. +- **Float**. + You have a flying speed equal to your walking speed, but cannot ascend any higher than 1 foot off the ground with this ability. -- **Horrifying Visage**. As an ***action***, you can force each non-undead creature within 60 ft that can see you to make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier.On a failed save they are frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If an affected creature’s saving throw is successful or the effect ends for it, the creature is immune to your Horrifying Visage for the next 24 hours. +- **Horrifying Visage**. + As an _**action**_, each non-undead creature within 60 ft of you that can see you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). + On a failed save, a creature is frightened of you for 1 minute. + A frightened 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 your Horrifying Visage for the next 24 hours. -- **Incorporeal Self**. You have advantage on Dexterity checks and saving throws to escape grappled and restrained conditions. Conversely, you have disadvantage when attempting to grapple or shove a creature. +- **Incorporeal Self**. + You have advantage on Dexterity checks and saving throws to escape grappled and restrained conditions. + Conversely, you have disadvantage when attempting to grapple or shove a creature. -- **Sunlight Sensitivity**. You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. +- **Sunlight Sensitivity**. + You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. -- **Withering Touch**. Your unarmed strike deals necrotic damage equal to 1d4 + your Constitution modifier. +- **Withering Touch**. + Your unarmed strike deals necrotic damage equal to 1d4 + your Constitution modifier.
- ### Ghoul -Ghouls are undead borne to unlife through envy and greed, and they are consumed with desire for all the things they never have attained in life, usually wealth. While most ghouls lack ambition to rise above mere graverobbing and feasting upon the recently deceased (or even the occasional gravedigger), some recall their unmet ambitions in more detail, and become obsessed with them. -Ghouls that maintain their unlife long enough can become ghasts, re-growing much of their lost skin, rotted-out organs, and regaining much of their former appearance, although their hollow eyes, monstrous teeth, long tongues and fearsome nails will eventually give them away. Ghasts also gain the ability to emit a foul stench, and to rally other undead in the face of clerics and paladins. +Ghouls are undead borne to unlife through envy and greed, and they are consumed with desire for all the things they never have attained in life, usually wealth +While most ghouls lack ambition to rise above mere grave robbing and feasting upon the recently deceased (or even the occasional gravedigger), some recall their unmet ambitions in more detail, and become obsessed with them. -Ghouls enjoy the taste of rotting flesh and will horde pieces of individuals they found to be particularly tasty, savoring them as they rot, as if they were so much fine cheese. +Ghouls that maintain their unlife long enough can become ghasts, regrowing much of their lost skin, rotted-out organs, and regaining much of their former appearance, although their hollow eyes, monstrous teeth, long tongues and fearsome nails will eventually give them away. +Ghasts also gain the ability to emit a foul stench, and to rally other undead in the face of clerics and paladins. + +Ghouls enjoy the taste of rotting flesh and will horde pieces of individuals they found to be particularly tasty, savoring them as they rot, as if they were a fine cheese.
-- **Alignment**. Due to their insatiable greed, ghouls are generally of evil alignments. +- **Alignment**. + Due to their insatiable greed, ghouls are generally of evil alignments. -- **Ghoulish Claws**. You have sharp claws that deal 1d6 slashing damage on a hit. +- **Ghoulish Claws**. + Your sharp claws are natural weapons, which deal 1d6 Slashing base damage. -- **Ghoulish Nature**. You must maintain a diet of rotting flesh (at least 72 hours after death), in equal portion to the amount of food a living member of your original race would require. +- **Ghoulish Nature**. + You must maintain a diet of rotting flesh (at least 72 hours after death), in equal portion to the amount of food a living member of your original folk would require. -- **Paralyzing Strike**. When you hit a humanoid or beast with your claws, you can force the target to make a DC Constitution saving throw DC 8 + your proficiency bonus + your Constitution modifier. If the creature fails its saving throw, it is paralyzed for up to 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Elves succeed their saving throw automatically. Once you use this trait, you can’t use it again until you complete a long rest. +- **Paralyzing Strike**. + When you hit a humanoid or beast with your claws, you can force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). + On a failed save, the target is paralyzed for up to 1 minute. + The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + Elves automatically succeed on this saving throw. + Once you use this trait, you can't use it again until you finish a long rest. -- **Sleepless**. You do not have this trait. Your muscles require the same amount of rest that your original race would in order to stave off exhaustion. +- **Sleepless**. + You do not have this trait. + Your muscles require the same amount of rest that your original folk would in order to stave off exhaustion.
- ### Mummy -Mummies become undead not long after their deaths, but most do not awaken until a long slumber has passed. The contingencies that animate them are not always up to them. Most mummies are protectors and guardians, meant to keep something – cursed treasure, powerful artifacts, or unspeakable evils contained. Some are meant only to watch over the remains of a royal family, ensuring their tombs stay undisturbed. + +Mummies become undead not long after their deaths, but most do not awaken until a long slumber has passed. +The contingencies that animate them are not always up to them. +Most mummies are protectors and guardians, meant to keep something – cursed treasure, powerful artifacts, or unspeakable evils contained. +Some are meant only to watch over the remains of a royal family, ensuring their tombs stay undisturbed. -However, once these tasks are gone, a rare few mummies may choose to stray from their ancient dwelling, traveling out of their tombs to inflict themselves on the world above. Depending on the length of their slumber, an awakened mummy might find themselves in a world they scarcely recognize. +However, once these tasks are gone, a rare few mummies may choose to stray from their ancient dwelling, traveling out of their tombs to inflict themselves on the world above. +Depending on the length of their slumber, an awakened mummy might find themselves in a world they scarcely recognize. #### The Punished -Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. Once created, a mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. + +Once deceased, an individual has no say in whether or not its body is made into a mummy. +Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. +As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. +Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. +Once created, a mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. #### Timeless Undeath -Mummies are strong, resilient and nearly unstoppable by conventional means. They speak in a strained and gravelly tone, and those who wish to hide their true nature often take to wearing masks and covering as much of their bodies as possible to disguise themselves. -The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. +Mummies are strong, resilient and nearly unstoppable by conventional means. +They speak in a strained and gravelly tone, and those who wish to hide their true nature often take to wearing masks and covering as much of their bodies as possible to disguise themselves. + +The long burial rituals that accompany a mummy's entombment help protect its body from rot. +In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. +After the body has been prepared, the corpse is typically wrapped in linen bandages. #### Mummy Names -Mummies have no memory of their name in life. However, once a mummy becomes free of its master, it often chooses to give itself a real name, or perhaps let a troop of adventurers choose its name for it. Therefore, mummies can have all types of names based on what names they have encountered. + +Mummies have no memory of their name in life. +However, once a mummy becomes free of its master, it often chooses to give itself a real name, or perhaps let a troop of adventurers choose its name for it. +Therefore, mummies can have all types of names based on what names they have encountered. #### Mummy Traits -As a mummy, you have certain traits that you share with other mummies. As a mummy you gain access to powerful magic through your rotting curse and dreadful glare, though both of these magics have been weakened through the death of your + +As a mummy, you have certain traits that you share with other mummies. +As a mummy you gain access to powerful magic through your rotting curse and dreadful glare, though both of these magics have been weakened through the death of your master and your departure from the tomb.
-- **Ability Score Increase**. In addition to Constitution, your current and maximum Strength increases by 1. +- **Ability Score Increase**. + In addition to Constitution, your current and maximum Strength increases by 1. -- **Alignment**. Mummies are lawful almost without exception, as they are created with unchanging rituals to follow strict rules. +- **Alignment**. + Mummies are lawful almost without exception, as they are created with unchanging rituals to follow strict rules. -- **Speed**. Your base speed is 25 ft. +- **Speed**. + Your base speed is 25 ft. -- **Bloodless**. You are immune to poison damage and the poisoned condition. +- **Bloodless**. + You are immune to poison damage and the poisoned condition. -- **Dreadful Glare**. As an ***action***, you can target one creature within 10 ft. The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC for this saving throw equals 8 + your Charisma modifier + your Proficiency bonus. After you use your glare, you can't use it again until you complete a short rest. +- **Dreadful Glare**. + As an _**action**_, you can target one creature within 10 ft of you. + The target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. + Once you use this trait, you can't use it again until you finish a short or long rest. -- **Necrotic Resilience**. You have advantage on saving throws against spells or abilities that deal necrotic damage, and you have resistance against necrotic damage. - -- **Rotting Fist**. Your hands rot those they touch. When you hit a creature with an unarmed strike, you deal necrotic damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed attack. +- **Necrotic Resilience**. + You have advantage on saving throws against spells or abilities that deal necrotic damage, and you have resistance to necrotic damage. +- **Rotting Fist**. + Your hands rot those they touch. + Your unarmed strike deals necrotic damage equal to 1d6 + your Strength modifier. ### Revenant -Revenants are unique among the undead for their unique ability to raise themselves out of nothing more than an exceptionally strong compulsion for a singular purpose: vengeance at any cost. Most commonly, this vengeance is targeted at the individual who killed them, or the person they deem responsible for their own death, but it also may be sworn on behalf of someone else: a parent, a lover, or a child. Unfortunately little else tends to remain of their former personality. -Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. Superficially you appear similar to a zombie, complete with tattered flesh and scattered decay, or a living being, depending on how long it took before you rose. +Revenants are unique among the undead for their unique ability to raise themselves out of nothing more than an exceptionally strong compulsion for a singular purpose: vengeance at any cost. +Most commonly, this vengeance is targeted at the individual who killed them, or the person they deem responsible for their own death, but it also may be sworn on behalf of someone else: a parent, a lover, or a child. +Unfortunately little else tends to remain of their former personality. + +Born again out of an undying thirst for vengeance, you will not rest until the wrongs surrounding your death have been righted. +Superficially you appear similar to a zombie, complete with tattered flesh and scattered decay, or a living being, depending on how long it took before you rose. -Revenants typically have no compunction about killing any and everything that gets in between themselves and the target of their vengeance, but they are not foolhardy. Most look upon their task with a cold, military detachment, planning ahead and ensuring their victories, making them ideal commanders for other undead to follow. +Revenants typically have no compunction about killing any and everything that gets in between themselves and the target of their vengeance, but they are not foolhardy. +Most look upon their task with a cold, military detachment, planning ahead and ensuring their victories, making them ideal commanders for other undead to follow.
-- **Life Drain**. When you hit a humanoid with a natural attack, you can use a ***bonus action*** to force the target to make a Constitution saving throw DC 8 + your proficiency bonus + your Constitution modifier. If they fail, they take a number of d6s equal to your proficiency bonus as necrotic damage. If they succeed, they take half the amount. You gain half the amount of necrotic damage dealt as temporary hit points. Once you use this trait, you can’t do so again until you finish a long rest. +- **Life Drain**. + When you hit a humanoid with a natural weapon, you can use a _**bonus action**_ to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). + On a failed save, the target takes necrotic damage equal to a number of d6s equal to your proficiency bonus, or half as much damage on a successful save. + You gain temporary hit points equal to half the necrotic damage dealt. + Once you use this trait, you can't use it again until you finish a long rest. -- **Mark of Vengeance**. As an ***action***, you can target a creature within 30 ft. While the creature is marked in this way, you have advantage on any *Perception* or *Tracking* checks you make to find it. Additionally, you know whether or not the creature is alive, even if it is on a different plane of existence. +- **Mark of Vengeance**. + As an _**action**_, you can target a creature within 30 ft. + While the creature is marked in this way, you have advantage on any _Perception_ or _Tracking_ checks you make to find it. + Additionally, you know whether or not the creature is alive, even if it is on a different plane of existence. -- **Unnatural Vitality**. When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. If you do, you gain temporary hit points equal to your total character level. In this state, you may take an ***action*** or ***bonus action*** on your turn, but not both, and you make death saving throws at the end of your turn. You can remain in this state until you fail your first death saving throw or loose the temporary hit points. You can't use this feature again until you finish a long rest. +- **Unnatural Vitality**. + When you drop to 0 hit points, you may choose to stay conscious instead of falling unconscious. + If you do, you gain temporary hit points equal to your total character level. + In this state, you may take an _**action**_ or _**bonus action**_ on your turn, but not both, and you make death saving throws at the end of your turn. + You can remain in this state until you fail your first death saving throw or lose the temporary hit points. + You can't use this feature again until you finish a long rest.
- ### Skeleton -An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a necromantic caster or dark, supernatural curse as a simple minion, completely without will and self knowledge. Something changed, however; perhaps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny. -Without the tiresome requirements of the body’s incessant desire for food, pleasure and excretion, most skeletons that awaken find great pleasure in purpose and activity, measuring their unlife in deeds and accomplishments they never would have had the time or energy to accomplish while still alive. Skeletons make tireless laborers, and despite their lack of a brain, some skeletons are shockingly intelligent, able to recall things about their life and times from an entirely new and detached perspective. +An animated figure made of dry bones devoid of flesh and muscle, you were likely raised by a necromantic caster or dark, supernatural curse as a simple minion, completely without will and self-knowledge. +Something changed, however; perhaps your master was slain, the land cleansed, or you merely awoke one day to fragmented memories of your previous life. +Whatever the case, possessed of a fragmented sense of self and newfound purpose, you struck out into the wider world to find a new destiny. + +Without the tiresome requirements of the body’s incessant desire for food, pleasure and excretion, most skeletons that awaken find great pleasure in purpose and activity, measuring their unlife in deeds and accomplishments they never would have had the time or energy to accomplish while still alive. +Skeletons make tireless laborers, and despite their lack of a brain, some skeletons are shockingly intelligent, able to recall things about their life and times from an entirely new and detached perspective.
-- **Languages**. You have a hard time communicating, as you do no longer have the parts necessary for speech. However, by touching a creature you can speak telepathically to it. +- **Languages**. + You have a hard time communicating, as you do no longer have the parts necessary for speech. + However, you can telepathically speak to a creature you are touching. -- **Bloodless**. You are immune to poison damage and the poisoned condition. +- **Bloodless**. + You are immune to poison damage and the poisoned condition. -- **Bone Pile**. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you do, you reduce yourself to a pile of bones, render yourself prone, and are considered to be under a similar effect to the *feign death* spell. While subject to this condition, you are unable to move or take actions other than using an action to end this effect. You can't use this feature again until you finish a long rest. +- **Bone Pile**. + When you are reduced to 0 hit points but aren't killed outright, you can drop to 1 hit point instead. + If you do, you collapse into a pile of bones and fall prone, and you are affected as though by the feign death spell. + While in this state, your speed is 0, you are incapacitated, and you cannot take actions, except to use an action to end this effect. + Once you use this trait, you can't use it again until you finish a long rest. -- **Bone to Pick**. Whenever both of your hands are free, you may choose to use a free hand and an item action to remove one of your hands or arms. If you remove an arm, it counts as a club. If you remove a hand, it can function as thieves' tools or a similar set of simple tools while you hold it. In either case, removed hands and arms may be re-attached by using another item action. +- **Bone to Pick**. + Whenever both of your hands are free, you may choose to use a free hand and an item action to remove one of your hands or arms. + If you remove an arm, it counts as a club. + If you remove a hand, it can function as thieves' tools or a similar set of simple tools while you hold it. + In either case, removed hands and arms may be reattached by using another item action. -- **Brittle Bones**. You have resistance to piercing and slashing damage, but vulnerability to bludgeoning damage. +- **Brittle Bones**. + You have resistance to piercing and slashing damage, and vulnerability to bludgeoning damage. -- **Chattering Teeth**. Skeletons cannot speak and this is a problem when casting spells with verbal components. However, as any trained wizard would tell you, the words themselves aren't the source of a spell's power; rather, the particular combination of specific pitch and resonance, sets the threads of magic in motion. Skeleton spellcasters have solved this by using their body to create those sounds. +- **Chattering Teeth**. + Your inability to speak would hinder you from casting spells with verbal components. + However, the words themselves aren't the source of a spell's power; rather, the particular combination of specific pitch and resonance set the threads of magic in motion. + Skeleton spellcasters have solved this by using their body to create those sounds. -- **Drinking Problem**. As a skeleton you cannot use potions or any other item that has to be eaten or drunk to have an effect. If you (or a friend) have any alchemical or herbal knowledge, it is possible to use potions by letting them soak into your bones. This requires sponges or bandages, a DC 5 *Medicine* check and a few minutes. +- **Drinking Problem**. + As a skeleton you cannot use potions or any other item that has to be eaten or drunk to have an effect. + If you (or a friend) have any alchemical or herbal knowledge, it is possible to use potions by letting them soak into your bones. + This requires sponges or bandages, a DC 5 _Medicine_ check and a few minutes. -- **Falling Apart**. When you enter your inactive state as described in the *slepless* trait, you relax the force that holds your bones together, allowing them to fall into a pile. This pile is considered one size smaller than you are normally, and appears inert. You can enter this disassembled state as an ***action***, and can remain in this state until you choose to reassemble. As a ritual, you can reassemble yourself into your normal, humanoid shape. +- **Falling Apart**. + When you enter your inactive state as described in the _sleepless_ trait, you relax the force that holds your bones together, allowing them to fall into a pile. + This pile is considered one size smaller than you are normally, and appears inert. + You can enter this disassembled state as an _**action**_, and can remain in this state until you choose to reassemble. + As a ritual, you can reassemble yourself into your normal, humanoid shape. - @@ -218,151 +365,222 @@ Without the tiresome requirements of the body’s incessant desire for food, ple ## Class Options -An awakened approach to some classes is a bit different than that of other races. When you select one of these classes, it is modified as follows: +An awakened approach to some classes is a bit different than that of other folk. +When you select one of these classes, it is modified as follows:
- ### Alchemist - The biggest problems an awakened Alchemist faces, is that undead and the living have completely different healing mechanisms. It's not completely unsolvable, but keeping the same potency for potions is not possible. - Whenever you make a potion that heals, you can either decide if it works only for awakened or only the living, or the potion can heal both, but for half efficiency. + The biggest problems an awakened Alchemist faces, is that undead and the living have completely different healing mechanisms. + It's not completely unsolvable, but keeping the same potency for potions is not possible. + + Whenever you make a potion that heals, you can either decide if it works only for awakened or only the living, or the potion can heal both, but for half efficiency. - However, since you are not as affected by poison as the living, you do not have to be so careful. Whenever the Alchemist class description mentions your Intelligence modifier, you may instead use this modifier +4 or your proficiency bonus, whichever is lower. + However, since you are not as affected by poison as the living, you do not have to be so careful. + Whenever the Alchemist class description calls for your Intelligence modifier, you can increase that modifier by 4, up to a maximum equal to your proficiency bonus. - **Skeletons** face a different problem (see the skeleton drinking problem). They have to decide if they are making potions for drinking or "potions" for soaking, only usable on themselves. The positive thing is that the potions made for soaking can be made twice as potent, i.e. healing twice the amount or lasting twice as long. + **Skeletons** face a different problem (see the skeleton drinking problem). + They have to decide if they are making potions for drinking or "potions" for soaking, only usable on themselves. + The positive thing is that the potions made for soaking can be made twice as potent, i.e. healing twice the amount or lasting twice as long.
- ### Barbarian - A raging awakened gives himself completely to the fury of the dead, becoming almost like one of the mindless undead. While raging, you are considered as only undead, i.e. you are immune to all spells and effects that target humanoids. If you are under the effect of such a spell, its duration is only suspended and continues after the rage is over. - In addition, some of the subraces treat their rage a bit different. + A raging awakened gives themselves completely to the fury of the dead, becoming almost like one of the mindless undead. + While raging, you are considered as only undead, i.e. you are immune to all spells and effects that target humanoids. + If you are under the effect of such a spell, its duration is only suspended and continues after the rage is over. - **Bound spirit**. When raging you go full poltergeist. Loose items in the area start flying around, striking everyone around you. You no longer deal bonus rage damage when striking an enemy, instead that damage is dealt to all creatures of your choice within 30 ft from you. This damage can be avoided if a creature is prone. + In addition, some of the subtypes treat their rage differently; - **Ghoul**. You become a whirlwind of claws. When you take the Attack action on your turn and make an attack with only your claws, you can use your ***bonus action*** to make an additional attack using your claws on the same enemy. + **Bound spirit**. + When raging you go full poltergeist. + Loose items in the area start flying around, striking creatures around you. + You no longer deal bonus rage damage when striking an enemy, instead that damage is dealt to all creatures of your choice within 30 ft from you. + Prone creatures avoid this damage. - **Mummy**. When you start your rage, you can use your Dreadful glare without spending its use. You do this as a ***bonus action***, and can only target a creature which you have, or intend to attack with your first melee attack. + **Ghoul**. + You become a whirlwind of claws. + When you take the Attack action on your turn and make an attack with only your claws, you can use your _**bonus action**_ to make an additional attack using your claws on the same enemy. - **Revenant**. Once during your rage you can use your Life drain feature without spending its use. + **Mummy**. + When you start your rage, you can use your Dreadful glare without spending its use, even if you have no uses remaining. + You do this as a _**bonus action**_, and can only target a creature which you have attacked - or intend to attack - with your first melee attack. + + **Revenant**. + Once during your rage you can use your Life drain feature without spending its use, even if you have no uses remaining.
- ### Bard - **Non-skeleton awakened** can draw on their connection to the realms of the dead to power their near-mortal voices. - You may expend one or more uses of your Bardic Inspiration to create an **Unearthly Wail**. When you do so, all living creatures within 30 ft must make a Charisma save against your spell save DC or take 1d6 necrotic damage per die spent. + **Non-skeleton awakened** can draw on their connection to the realms of the dead to power their near-mortal voices. + + You may expend one or more uses of your Bardic Inspiration to create an **Unearthly Wail**. + When you do so, all living creatures within 30 ft must make a Charisma save against your spell save DC or take 1d6 necrotic damage per die spent. - In addition to damage, the targets become frightened until the end of their next turn. If you spend at least three uses of Bardic Inspiration, the targets become frightened for 1 minute. By spending five uses, targets become stunned until the end of their next turn in addition to becoming frightened for 1 minute. Any creature frightened by this power may repeat the Charisma saving throw at the end of each of its turns to end the condition. + In addition to damage, the targets become frightened until the end of their next turn. + If you spend at least three uses of Bardic Inspiration, the targets become frightened for 1 minute. + By spending five uses, targets become stunned until the end of their next turn in addition to becoming frightened for 1 minute. + Any creature frightened by this power may repeat the Charisma saving throw at the end of each of its turns to end the condition. - **Skeleton**. A skeleton bard can use himself as a spellcasting focus, playing his own ribs as a xylofone. + **Skeleton**. + A skeleton bard can use themselves as a spellcasting focus, playing their own ribs as a xylophone.
- ### Cavalier - Instead of selecting a Steed at level 1, you can become a **Ghost Rider**, gaining the faithful service of a spectral horse. - You can use your ***action*** to create a phantom steed to serve as your faithful mount. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by this feature vanishes in a puff of smoke if it is carried more than 10 ft away from the steed. The steed uses the statistics of a Riding Horse. It disappears when it drops to 0 hit points, it is more than 30 ft away from you, you dismiss it with an action or when sunrise comes. You can have only one steed created this way at any time, and cannot summon a new one until the previous one has expired. + Instead of selecting a Steed at level 1, you can become a **Ghost Rider**, gaining the faithful service of a spectral horse. + + You can use your _**action**_ to create a phantom steed to serve as your faithful mount. + You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. + Any of the equipment created by this feature vanishes in a puff of smoke if it is carried more than 10 ft away from the steed. + The steed uses the statistics of a Riding Horse. + It disappears when it drops to 0 hit points, it is more than 30 ft away from you, you dismiss it with an action or when sunrise comes. + You can have only one steed created this way at any time, and cannot summon a new one until the previous one has expired.
- ### Cleric - An awakened cleric is often in an unique situation. Not many clerics have had the possibility to die and see the afterlife they are destined to. This usually does one of two things; either they find that the place they went to was the right place or they were sent to a place which they would do anything to avoid being sent to again. - In both cases awakened clerics are often much more devoted to their chosen deity, doing whatever it takes to finally end up where they think they deserve. + An awakened cleric is often in an unique situation. + Not many clerics have had the possibility to die and see the afterlife they are destined to. + This usually does one of two things; either they find that the place they went to was the right place or they were sent to a place which they would do anything to avoid being sent to again. - Whenever the Cleric class description mentions your Wisdom modifier, you may instead use your proficiency bonus. + In both cases awakened clerics are often much more devoted to their chosen deity, doing whatever it takes to finally end up where they think they deserve. + + Whenever the Cleric class description calls for your Wisdom modifier, you may use your proficiency bonus instead.
- ### Cursed - Awakened are already cursed with undeath. This does not protect them from being recipients of yet another curse. Life is unfair sometimes... + + Awakened are already cursed with undeath. + This does not protect them from being recipients of yet another curse. + Unlife is unfair sometimes...
- ### Druid - The existence of awakened is rejected by nature. An awakened Druid is only possible if he was one before death, (i.e. at character creation). - On the bright side, a **skeleton** druid can do things like growing plants or having a bird's nest in their ribcage. + The existence of awakened is rejected by nature. + An awakened Druid is only possible if they were one before death, (i.e. at character creation). + + On the bright side, a **skeleton** druid can do things like growing plants or having a bird's nest in their ribcage.
- ### Feyblood - This cannot happen. A creature can not be both undead and fey. + + An Awakened can not become a Feyblood. + A creature can not be both undead and fey.
- ### Fighter - The undead nature of the awakened gives them power and strength far beyond mere mortals. - As a 1st level Fighter, select Strength or Dexterity. Whenever the Fighter class description mentions your ability modifier for this ability, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls using this ability. + The undead nature of the awakened gives them power and strength far beyond mere mortals. + + Choose Strength or Dexterity. + Whenever the Fighter class description calls for your chosen ability modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls. + You make this choice at first level, and can't change it later. - In addition, an awakened fighter that selects the Eldritch knight archetype is called a Pale knight. In the archetype description, replace any reference to abjuration spells with necromancy spells. + In addition, an awakened fighter that selects the Eldritch knight archetype is called a Pale knight. + In the archetype description, replace any reference to abjuration spells with necromancy spells.
- ### Inquisitor - Being hunted by an undead Inquisitor, who will not rest until having brought judgement to you, is a frightening thought. - The divine judgement that has been imbued allows you to be an extension of your deity. Whenever the Inquisitor class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. Make this choice at level 1 and it cannot be changed later. + Being hunted by an undead Inquisitor, who will not rest until having brought judgment to you, is a frightening thought. + + The divine judgment that has been imbued allows you to be an extension of your deity. + Whenever the Inquisitor class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Paladin - Awakened are too connected to the negative planes and usually cannot connect to the positive planes of existence. An awakened Paladin changes all class features that deal radiant damage to necrotic damage. - All awakened also have access to the Oath of the Revenant. + Awakened are too connected to the negative planes and usually cannot connect to the positive planes of existence. + Any Paladin class features that deals radiant damage deals necrotic damage instead. - + All awakened also have access to the Oath of the Revenant. +
- ### Professional - After your first death you adapted and quickly used your talents to learn repairing yourself. During a rest you can spent time sewing up your bandages, glueing your bones together or seal holes in your dead flesh. - Roll an appropriate Craft or Profession check (ex. *Leatherworking* or *Mortician*). You heal a number of hp equal to your check - 10 at the end of the rest. + After your first death you adapted and quickly used your talents to learn repairing yourself. + During a rest you can spent time sewing up your bandages, gluing your bones together or seal holes in your dead flesh. + + Roll an appropriate Craft or Profession check (ex. _Leatherworking_ or _Mortician_). + At the end of the rest, you regain a number of hit points equal to the result of your check minus 10, to a minimum of 0.
- ### Ranger - You have a **Soul sense**, a dim sense of the souls of living beings who are near. If a living creature comes within 30 ft, you become aware of the creature's presence and location, even if behind cover. This ability functions as blindsense against these creatures. - A bound spirit also has access to the Banshee Conclave. + You have a **Soul sense**, a dim sense of the souls of living beings who are near. + If a living creature comes within 30 ft, you become aware of the creature's presence and location, even if behind cover. + This ability functions as blindsense against these creatures. + + A bound spirit also has access to the Banshee Conclave.
- ### Rogue - There is one thing awakened are better at than any other creature in existence, acting dead. If attacking a target who is examining your "dead" body, you have advantage on the attack, automatically crit on a hit, and may add your sneak attack damage to all attacks that round. + + There is one thing awakened are better at than any other creature in existence, acting dead. + When attacking a target who is examining your "dead" body, you have advantage on the attack, hits are automatically considered critical hits, and may add your sneak attack damage to all hits that round.
- ### Sorcerer - An awakened Sorcerer usually does not get his power from his bloodline, instead the powers are often a side effect from the process that animated him. - If you are awakened, whenever the Sorcerer class description mentions your Charisma modifier, you may instead use your proficiency bonus. + An awakened Sorcerer usually does not get their power from their bloodline, instead the powers are often a side effect from the process that animated them. + + If you are awakened, whenever the Sorcerer class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Swashbuckler - No changes. + + No changes.
- ### Warlock - The patron might be the main reason that an awakened Warlock is alive. If so, the patron probably has a good reason and grants power even if the Warlock is not perfectly suited for it. - If you are awakened, whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. In addition, you learn an additional cantrip. + The patron might be the main reason that an awakened Warlock is alive. + If so, the patron probably has a good reason and grants power even if the Warlock is not perfectly suited for it. + + If you are awakened, whenever the Warlock class description calls for your Charisma modifier, you may use your proficiency bonus instead. + In addition, you learn an additional cantrip.
- ### Wizard - The awakened are created by magic of some kind, and a Wizard scooled in the arcane arts can learn how to tap into the magic that keeps them together, in order to cast spells even though out of spell slots. - As an ***bonus action*** you can reduce your Constitution score by the square of the spell slot level you want to cast + the number of times you have already done this today. If you succeed at an *Arcana* check against a DC of 10 + the Constitution reduction, you can use the spell slot until the end of your next turn. + The awakened are created by magic of some kind, and a Wizard schooled in the arcane arts can learn how to tap into the magic that keeps them together, in order to cast spells even though out of spell slots. - In addition, whenever the Wizard class description mentions your Intelligence modifier, you may instead use your proficiency bonus. You may only do this if you are literate. + As a _**bonus action**_, you can draw upon the magic sustaining your awakened form to create a spell slot. + Choose a spell slot level. + Your Constitution score is reduced by an amount equal to the square of the chosen spell slot's level, plus the number of times you have used this feature since your last long rest. + After applying this reduction, make an Arcana check with a DC equal to 10 + the amount by which your Constitution score was reduced. + On a success, you gain a spell slot of the chosen level, which you can use until the end of your next turn. + If you fail the check, you do not gain the spell slot, but the reduction to your Constitution score still applies. + + In addition, whenever the Wizard class description calls for Intelligence modifier, you may use your proficiency bonus instead. + You may only do this if you are literate.
-
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diff --git a/docs/_Folk/birdfolk.md b/docs/_Folk/birdfolk.md index 804065c..5fd894d 100644 --- a/docs/_Folk/birdfolk.md +++ b/docs/_Folk/birdfolk.md @@ -9,292 +9,462 @@ profile:
-##### Aarakocra -Traits
+#### Aarakocra +##### Traits -##### Kenku -Traits
+
-##### Birdfolk Class Options -
+#### Kenku +##### Traits + +
+ +#### Class options -*There are several types of birdfolk in the world. Even though they are technically different races, they are grouped together here. Many traits are common to all birdfolk, but for ease, all are listed under each race.* +
+_There are several types of birdfolk in the world. +Even though they are technically different folk, they are grouped together here. +Many traits are common to all birdfolk, but for ease, all are listed under each folk._ -

Aarakocra

+# Aarakocra -Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. Many aarakocra aren't even native to the Material Plane. They hail from a world beyond—from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. +Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. +Many aarakocra aren't even native to the Material Plane. +They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air. +They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien. ### Beak and Feather -From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. -Feathers cover their bodies. Their plumage typically denotes membership in a tribe. Males are brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations. +From below, aarakocra look much like large birds. +Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. +Standing upright, aarakocra might reach 5 feet tall, and they have long, narrow legs that taper to sharp talons. + +Feathers cover their bodies. +Their plumage typically denotes membership in a tribe. +Males are brightly colored, with feathers of red, orange, or yellow. +Females have more subdued colors, usually brown or gray. +Their heads complete the avian appearance, being something like a parrot or eagle with distinct tribal variations. ### Sky Wardens -Nowhere are the aarakocra more comfortable than in the sky. They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away. + +Nowhere are the aarakocra more comfortable than in the sky. +They can spend hours in the air, and some go as long as days, locking their wings in place and letting the thermals hold them aloft. +In battle, they prove dynamic and acrobatic fliers, moving with remarkable speed and grace, diving to lash opponents with weapons or talons before turning and flying away. -On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground. +On their native plane, they can fly for days or months, landing only to lay their eggs and feed their young before launching themselves back into the air. +Those that make it to a world in the Material Plane find it a strange place. +They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound people forced to live and toil on the ground. ### Avian Mannerisms -The resemblance of aarakocra to birds isn't limited to physical features. Aarakocra display many of the same mannerisms as ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves. Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. + +The resemblance of aarakocra to birds isn't limited to physical features. +Aarakocra display many of the same mannerisms as ordinary birds. +They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. +When they deign to descend from the sky, they often do so near pools where they can catch fish and bathe themselves. +Many aarakocra punctuate their speech with chirps, sounds they use to convey emphasis and to shade meaning, much as a human might through facial expressions and gestures. An aarakocra might become frustrated with people who fail to pick up on the nuances; an aarakocra's threat might be taken as a jest and vice versa. -The idea of ownership baffles most aarakocra. After all, who owns the sky? Even when explained to them, they initially find the notion of ownership mystifying. As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. Shiny, glittering objects catch their eyes. They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. An aarakocra who spends years among other races can learn to inhibit these impulses. +The idea of ownership baffles most aarakocra. +After all, who owns the sky? +Even when explained to them, they initially find the notion of ownership mystifying. +As a result, aarakocra who have little interaction with other people might be a nuisance as they drop from the sky to snatch livestock or plunder harvests for fruits and grains. +Shiny, glittering objects catch their eyes. +They find it hard not to pluck the treasure and bring it back to their settlement to beautify it. +An aarakocra who spends years among other folk can learn to inhibit these impulses. -Confinement terrifies the aarakocra. To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. Even when perched on a high branch or at rest in their mountain top homes, they appear alert, with eyes moving and bodies ready to take flight. +Confinement terrifies the aarakocra. +To be grounded, trapped underground, or imprisoned by the cold, unyielding earth is a torment few aarakocra can withstand. +Even when perched on a high branch or at rest in their mountain top homes, they appear alert, with eyes moving and bodies ready to take flight. ### Homelands -Most aarakocra live on the Elemental Plane of Air. Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. Accident might also send a nest of aarakocra tumbling into a world on that plane. A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests. + +Most aarakocra live on the Elemental Plane of Air. +Aarakocra can be drawn into the Material Plane, sometimes to pursue enemies or thwart their foes' designs there. +Accident might also send a nest of aarakocra tumbling into a world on that plane. +A few find their way to such a world through portals on their own plane and establish nests in high mountains or in the canopies of old forests. Once tribes of aarakocra settle in an area, they share a hunting territory that extends across an area up to 100 miles on a side, with each tribe hunting in the lands nearest to their colony, ranging farther should game become scarce. -A typical colony consists of one large, open-roofed nest made of woven vines. The eldest acts as leader with the support of a shaman. +A typical colony consists of one large, open-roofed nest made of woven vines. +The eldest acts as leader with the support of a shaman. ### Great Purpose -Aarakocra enjoy peace and solitude. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for an aarakocra to leave his or her tribe and undertake the adventurer's life. Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path. -Two other circumstances might call an aarakocra to adventure. First, aarakocra have historical ties to the Wind Dukes of Aqaa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider. When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil. +Aarakocra enjoy peace and solitude. +Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. +For this reason, it takes an exceptional circumstance for an aarakocra to leave their tribe and undertake the adventurer's life. +Neither treasure nor glory is enough to lure them from their tribes; a dire threat to their people, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurer's chosen path. + +Two other circumstances might call an aarakocra to adventure. +First, aarakocra have historical ties to the Wind Dukes of Aqaa. +Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos's monstrous champion, Miska the Wolf-Spider. +When plunged into Miska's body, the chaos in his blood sundered the rod and scattered its pieces across the multiverse. +Recovering the pieces means gaining honor and esteem in the eyes of the Vaati who forged it and could possibly restore a powerful weapon for defense against the agents of elemental evil. -Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts. +Second, aarakocra are sworn foes of elemental earth, in particular the gargoyles that serve Ogrémoch, the Prince of Earth. +The Aarakocra word for gargoyle is loosely translated as “flying rock,” and battles between aarakocra and gargoyles have raged across the Elemental Planes of Earth and Air, occasionally spilling into a world on the Material Plane. +Aarakocra on that plane might leave their colonies to lend aid to other humanoids committed to fighting earth cults and thwarting their efforts. ### Aarakocra Names -As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other people have a difficult time pronouncing them. Typically, a name has two to four syllables with the sounds acting as connectors. When interacting with other races, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. -An aarakocra of either gender may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. +As with much of their speech, aarakocra names include clicks, trills, and whistles to the point that other people have a difficult time pronouncing them. +Typically, a name has two to four syllables with the sounds acting as connectors. +When interacting with other folk, aarakocra may use nicknames gained from people they meet or shortened forms of their full names. -

Aarakocra traits

+An aarakocra may have one of these short names: Aera, Aial, Aur, Deekek, Errk, Heehk, Ikki, Kleeck, Oorr, Ouss, Quaf, Quierk, Salleek, Urreek, or Zeed. -As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM. +### Aarakocra traits + +As an aarakocra, you have certain traits in common with your people. +Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. +As a result, playing an aarakocra requires special consideration by your DM.
-- **Ability Score Increase**. Your Strength ability score, both current and maximum, is reduced by 2. +- **Ability Score Increase**. + Your Strength ability score, both current and maximum, is reduced by 2. -- **Age**. Aarakocra reach maturity by age 3, and don't usually live longer than 30 years. +- **Age**. + Aarakocra reach maturity by age 3, and don't usually live longer than 30 years. -- **Alignment**. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. +- **Alignment**. + Most aarakocra are good and rarely choose sides when it comes to law and chaos. + Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic. -- **Size**. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium. +- **Size**. + Aarakocra are about 5 feet tall. + They have thin, lightweight bodies that weigh between 80 and 100 pounds. + Your size is Medium. -- **Speed**. Your base walking is 25 feet. +- **Speed**. + Your base walking is 25 feet. -- **Flight**. You have a flying speed of 40 ft. To use this speed, you can't be wearing medium or heavy armor, nor can you be encumbered (i.e. carrying weight more than 5 times your Strength score). For the wings to be able to function, you must have a number of feet equal to your height free on both sides of you. +- **Flight**. + You have a flying speed of 40 ft. + To use this speed, you can't be wearing medium or heavy armor, nor can you be encumbered (i.e. carrying weight more than 5 times your Strength score). + For the wings to be able to function, you must have a number of feet equal to your height free on both sides of you. -- **Talons**. You have sharp talons on your feet, which deal 1d4 slashing damage on a hit. +- **Talons**. + The talons on your feet are natural weapons (_finesse_), which deal 1d4 Slashing base damage. -- **Language**. You can speak Aarakocra and Auran. +- **Language**. + You can speak Aarakocra and Auran.
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Kenku (Tengu)

-Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. They are called Tengu in Oriental settings. +# Kenku (Tengu) + +Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. +Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. +They may be referred to as Tengu in some settings. ### An Ancient Curse -The kenku once served a mysterious, powerful entity on another plane of existence. Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane. -Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. +The kenku once served a mysterious, powerful entity on another plane of existence. +Some believe they were minions of Grazz't, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. +Whatever the truth, according to legend, the kenku betrayed their master. +Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape to the Material Plane. + +Unfortunately for the kenku, their master discovered their plan before they could enact it. +Enraged, the entity imposed three dreadful curses upon them. +First, the kenku's beloved wings withered and fell away from their bodies, leaving them bound to the earth. +Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. +Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. +Once the entity was satisfied that they had been sufficiently punished, the kenku were set loose on the Material Plane. -Since then, the kenku have wandered the world. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime. +Since then, the kenku have wandered the world. +They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime. ### Dreams of Flight -Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves. -Despite their lack of wings, kenku love dwelling in towers and other tall structures. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc. +Above all else, kenku wish to regain their ability to fly. +Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. +Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the kenku to acquire the items for themselves. -Some thieves' guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below. +Despite their lack of wings, kenku love dwelling in towers and other tall structures. +They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. +Even so, their light weight and size allow them to dwell in rickety structures that would collapse beneath a human or an orc. - +Some thieves' guilds use kenku as lookouts and messengers. +The kenku dwell in the tallest buildings and towers the guild controls, allowing them to lurk in the highest levels and to keep watch on the city below. + ### Hopeless Plagiarists -As, a result of their lack of creativity, kenku function comfortably as minions of a powerful master. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting longterm schemes. -Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. -_ -By the same token, kenku have no ability to invent new ideas or create new things. Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine. +As, a result of their lack of creativity, kenku function comfortably as minions of a powerful master. +Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes. + +Although unable to speak in,their own voices, kenku can perfectly mimic any sound they hear, from a halfling's voice to the noise of rocks clattering down a hillside. +However, kenku cannot create new sounds and can communicate only by using sounds they have heard. +Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts. + +By the same token, kenku have no ability to invent new ideas or create new things. +Kenku can copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. +They can copy books, make replicas of objects, and otherwise thrive in situations where they can produce large numbers of identical items. +Few kenku find this work satisfying, since their quest for the freedom of flight makes them ill-suited to settle into a routine. ### Ideal Minions -Kenku gather in groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. Although kenku can't create new things, they have a talent for learning and memorizing details. Thus, ambitious kenku can excel as superb spies and scouts. A kenku who learns of clever schemes and plans devised by other creatures can put them to use. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter. -For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. +Kenku gather in groups called flocks. +A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master. +Although kenku can't create new things, they have a talent for learning and memorizing details. +Thus, ambitious kenku can excel as superb spies and scouts. +A kenku who learns of clever schemes and plans devised by other creatures can put them to use. +The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter. + +For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' guilds, bandits, and other criminal cartels. +A network of kenku can relay a bird call or similar noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. -Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear. +Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning. +Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear. ### Kenku Adventurers -Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. -Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion. +Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. +These kenku are more ambitious and daring than their fellows. +Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. + +Kenku adventurers, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. +A kenku loves to mimic the voice and words of its chosen companion. ### Kenku Names -Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names. -Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. +Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. +Kenku names tend to break down into three categories that make no distinction between male and female names. -Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. +Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. +Non-kenku refer to the kenku by describing this noise. +Examples of this type of name include Smasher, Clanger, Slicer, and Basher. +Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. +In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler. -Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter. +Some kenku turn their back on crime to pursue legitimate trades. +These kenku adopt noises made as part of their craft. +A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. +Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter. - -

Kenku traits

+### Kenku traits As a kenku you get a some traits that you share with the others of your kind.
-- **Ability Score Increase**. Your Strength ability score, both current and maximum, is reduced by 2. +- **Ability Score Increase**. + Your Strength ability score, both current and maximum, is reduced by 2. -- **Age**. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. +- **Age**. + Kenku have shorter lifespans than humans. + They reach maturity at about 12 years old and can live to 60. -- **Alignment**. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook. +- **Alignment**. + Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. + They are generally chaotic neutral in outlook. -- **Size**. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium. +- **Size**. + Kenku are around 5 feet tall and weigh between 90 and 120 pounds. + Your size is Medium. -- **Speed**. Your base speed is 30 feet. +- **Speed**. + Your base speed is 30 feet. -- **Expert Forgery**. You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. +- **Expert Forgery**. + You can duplicate other creatures' handwriting and craftwork. + You have advantage on all checks made to produce forgeries or duplicates of existing objects. -- **Kenku Talent**. Add the following skills to your class skills: Acrobatics, Stealth and Sleight of Hand. Additionally gain 1 additional skill point to spend on one of the skills. +- **Kenku Talent**. + Add the following skills to your class skills: Acrobatics, Stealth and Sleight of Hand. + Additionally gain 1 additional skill point to spend on one of the skills. -- **Mimicry**. You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. +- **Mimicry**. + You can mimic sounds you have heard, including voices. + A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. -- **Languages**. You can understand Common and Auran, but you can speak only by using your Mimicry trait. +- **Languages**. + You can understand Common and Auran, but you can speak only by using your Mimicry trait.
#### Roleplaying a Kenku -If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what they mean. Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious. -You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar." Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game. +If you're playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. +You can just as easily describe the sounds your character makes and what they mean. +Be clear about your character's intentions unless you're deliberately aiming for inscrutable or mysterious. -
+You might say, "Snapper makes the noise of a hammer slowly and rhythmically tapping a stone to show how bored he is. He plays with his dagger and studies the Lords' Alliance agent sitting at the bar". +Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game. +
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Birdfolk Class Options

-Birdfolk approach some classes a bit differently than that of other races. When you select one of these classes, it is modified as follows: +# Birdfolk Class Options + +Birdfolk approach some classes a bit differently than that of other folk. +When you select one of these classes, it is modified as follows:
- ### Alchemist - **Kenku** can become very good alchemists. Obviously they are very bad at using alchemy in new, creative ways, but they are extremely good at duplicating the work of other alchemists. - As a **kenku**, whenever the alchemist class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + **Kenku** can become very good alchemists. + Obviously they are very bad at using alchemy in new, creative ways, but they are extremely good at duplicating the work of other alchemists. + As a **kenku**, whenever the Alchemist class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Barbarian - Raging birdfolk behave more like an animal than humanoid, completely giving in to their animalistic side. While raging, you can peck, scratch, rip and tear as if you had a natural weapon dealing 1d4 piercing or slashing damage. You can use either your Strength or Dexterity for those attacks. If attacking only with natural weapons while raging, you may make an additional attack using a ***bonus action*** as if wielding an off-hand weapon. + + Raging birdfolk behave more like an animal than humanoid, completely giving in to their animalistic side. + While raging, you can peck, scratch, rip and tear as if you had a natural weapon dealing 1d4 piercing or slashing damage. + You can use either your Strength or Dexterity for those attacks. + If attacking only with natural weapons while raging, you may make an additional attack using a _**bonus action**_ as if wielding an off-hand weapon.
- ### Bard - **Aarakocra** have beautiful singing voices, and **kenku** can mimic any sound, so birdfolk can become excellent bards. - Whenever the Bard class description mentions your Charisma modifier, you may instead use your proficiency bonus. + **Aarakocra** have beautiful singing voices, and **kenku** can mimic any sound, so birdfolk can become excellent bards. + + Whenever the Bard class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Cavalier - Birdfolk normally do not use mounts. + + Birdfolk normally do not use mounts.
- ### Cleric - **Aarakocra** follow their elemental lords, who has the power to imbue the aarakocra shamans with divine magic. If you are a cleric with the Tempest domain, then whenever the cleric class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. - **Kenku** usually follow the pantheons of their human neighbours. + **Aarakocra** follow their elemental lords, who has the power to imbue the aarakocra shamans with divine magic. + If you are a Tempest Domain cleric, whenever the Cleric class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + + **Kenku** usually follow the pantheons of their human neighbours.
- ### Cursed - As a **kenku** you are already cursed, but life is unfair and you are doubly cursed. Whenever the cursed class description mentions your Intelligence modifier (i.e. for spellcasting), you may instead use your proficiency bonus. + + As a **kenku** you are already cursed, but life is unfair and you are doubly cursed. + Whenever the cursed class description calls for your Intelligence modifier (i.e. for spellcasting), you may use your proficiency bonus instead.
- ### Druid - **Aarakocra** have very strong ties to the natural world. Whenever the Druid class description mentions your Wisdom modifier, you may instead use your proficiency bonus. + + **Aarakocra** have very strong ties to the natural world. + Whenever the Druid class description calls for your Wisdom modifier, you may use your proficiency bonus instead.
- ### Feyblood - Birdfolk can become feyblood if their egg is affected by fey energies before hatching. + + Birdfolk can become feyblood if their egg is affected by fey energies before hatching.
- ### Fighter - **Aarakocra** are fierce fighters. When calculating AC and initiative, you may use instead use the appropriate modifier +3 or your proficiency bonus, whichever is lower. + + **Aarakocra** are fierce fighters. + When calculating AC and initiative, you may increase it by 3, up to a maximum equal to your proficiency bonus.
- ### Inquisitor - The religious practices of **aarakocra** are usually not focused on things outside their own communities, so the inquisitor role is mostly nonexistant. - **Kenku** on the other hand often imitate their human neighbours, and might become inquisitors if growing up in an religious environment. Whenever the Inquisitor class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking. Make this choice at level 1 and it cannot be changed later. + The religious practices of **aarakocra** are usually not focused on things outside their own communities, so the inquisitor role is mostly non-existent. + + **Kenku** on the other hand often imitate their human neighbours, and might become inquisitors if growing up in an religious environment. + Whenever the Inquisitor class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Paladin - Paladins are embodiments of the heroic ideals for their race. As the most common race that becomes paladins are humans, the archetypical behaviour of paladins is the ideal for humans. - This often confuses people when they first meet a birdfolk paladin, as they follow the ideals of their race, which might be similar, but can also be completely different from humans. + Paladins are embodiments of the heroic ideals for their folk. + As the most common folk that becomes paladins are humans, the archetypal behaviour of paladins is the ideal for humans. + + This often confuses people when they first meet a birdfolk paladin, as they follow the ideals of their folk, which might be similar, but can also be completely different from humans. - **Kenku** have access to the ***Oath of the Wing Seeker***. If you choose that oath then whenever the class description mentions your Charisma modifier, you may instead use your proficiency bonus. + **Kenku** have access to the _**Oath of the Wing Seeker**_. + If you choose that oath, whenever the Paladin class description calls for your Charisma modifier, you may use your proficiency bonus instead. - In addition, whenever the class description mentions your Strength modifier, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls. Make this choice at level 1 and it cannot be changed later. + Whenever the Paladin class description calls for your Strength modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls.
- ### Professional - Birdfolk professionals fill the same niche in their communities that professionals do in other racial communities. However, generally birdfolk tend to prefer and value the more practical fields. + + Birdfolk professionals fill the same niche in their communities that professionals do in other racial communities. + However, generally birdfolk tend to prefer and value the more practical fields.
- ### Ranger - **Aarakocra** have very strong ties to the natural world. Whenever the Ranger class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead of Strength or Dexterity when attacking (attack and damage). Make this choice at level 1 and it cannot be changed later. + + **Aarakocra** have very strong ties to the natural world. + Whenever the Ranger class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Rogue - **Kenku** are often found among the criminal underworld in the human cities, and commonly adapt well to life in the shadows. Whenever the Rogue class description mentions your Dexterity modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. In addition, you may use the same modifier instead Dexterity when attacking (both attack and damage). + + **Kenku** are often found among the criminal underworld in the human cities, and commonly adapt well to life in the shadows. + Whenever the Rogue class description calls for your Dexterity modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + In addition, you can use the same modifier for attack and damage rolls instead of Dexterity.
- ### Sorcerer - Sorcerers are just as rare and varied as within other races. - Whenever the Sorcerer class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Sorcerers are just as rare and varied as within other folk. + + Whenever the Sorcerer class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Swashbuckler - Birdfolk that choose to take the path of swashbuckling tend to more clever than calculating. - Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + Birdfolk that choose to take the path of swashbuckling tend to more clever than calculating. + + Whenever the Swashbuckler class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Warlock - Taking shortcuts to power is just as common among birdfolk as any other thinking creature. - Whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Taking shortcuts to power is just as common among birdfolk as any other thinking creature. + + Whenever the Warlock class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Wizard - **Kenku** have an excellent memory and can duplicate spells with ease. You may add one additional spell to your spellbook everytime you gain a wizard level. - You do not need to use a physical spell book to prepare spells. Instead you keep all your spells in memory. In addition, whenever the wizard class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + **Kenku** have an excellent memory and can duplicate spells with ease. + You may add one additional spell to your spellbook every time you gain a wizard level. + + You do not need to use a physical spell book to prepare spells. + Instead you keep all your spells in memory. + + In addition, whenever the wizard class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
diff --git a/docs/_Folk/changeling.md b/docs/_Folk/changeling.md index cae9505..a4131ec 100644 --- a/docs/_Folk/changeling.md +++ b/docs/_Folk/changeling.md @@ -5,53 +5,85 @@ layout: default
-##### Traits
-##### Class Options -
+#### Changeling + +##### Traits +##### Class options +
# Changeling -Changelings are the offspring of a humanoid creature and doppelganger. They almost always remain within the humanoid society; doppelganger clans find the half-blood's abilities too limited to be of any use. The changeling is indistinguishable from others of its humanoid parentage until it reaches maturity. Indeed, an accidental change is often the changelings first indication that something is amiss with its heritage. -After maturity, changelings strongly resemble their doppelganger lineage. They fall within the boundaries of Medium size. Unlike true doppelgangers, changelings do have gender in their natural form, although they can adopt any shape they like. Changelings have pale gray skin, and their hair is thin and fair. Their limbs are long and slightly out of proportion compared to other humanoids. Their faces have slightly more distinct features than a doppelganger's, including a hint of nose and lips, though their eyes remain blank white and the rest of their facial features don't look quite as finished as those on a human. +Changelings are the offspring of a humanoid and doppelganger. +They almost always remain within the humanoid society; doppelganger clans find the half-blood's abilities too limited to be of any use. +The changeling is indistinguishable from others of its humanoid parentage until it reaches maturity. +Indeed, an accidental change is often the changelings first indication that something is amiss with its heritage. + +After maturity, changelings strongly resemble their doppelganger lineage. +They fall within the boundaries of Medium size. +Unlike true doppelgangers, changelings do have gender in their natural form, although they can adopt any shape they like. +Changelings have pale gray skin, and their hair is thin and fair. +Their limbs are long and slightly out of proportion compared to other humanoids. +Their faces have slightly more distinct features than a doppelganger's, including a hint of nose and lips, though their eyes remain blank white and the rest of their facial features don't look quite as finished as those of their humanoid lineage. ### Quick to Change, Slow to Decide -Many would consider an ability to change their looks at any time a gift, but to the changeling it can seem at times like a curse. Due to fears of prejudice, many changelings spend little to no time in their true form. Some try to have an ordinary life, changing their form rarely. Others take full advantage of their powers, becoming infiltrators, thieves, blackmailers and spies. Yet, some faceless live in their true form, to show others that their kind could be trusted. -Due to their chaotic nature, they change their moods as often as they change their appearance. It's not unusual for changelings to be indecisive and work on more than one task at a time. Their innate ability of changing gives them an uncanny ability to deceive others. Befriending a changeling could either be a blessing, or a disaster. +Many would consider an ability to change their looks at any time a gift, but to the changeling it can seem at times like a curse. +Due to fears of prejudice, many changelings spend little to no time in their true form. +Some try to have an ordinary life, changing their form rarely. +Others take full advantage of their powers, becoming infiltrators, thieves, blackmailers and spies. +Yet, some faceless live in their true form, to show others that their kind could be trusted. + +Due to their chaotic nature, they change their moods as often as they change their appearance. +It's not unusual for changelings to be indecisive and work on more than one task at a time. +Their innate ability of changing gives them an uncanny ability to deceive others. +Befriending a changeling could either be a blessing, or a disaster. + + ### Constant Search -Changelings feel a need to search something their whole life. This longing drives them, whether they seek their true self, a place they can belong, or their ancestor. When a changeling takes up adventuring, it might be to fulfill its need. Some get distracted on the way by the fame and fortune, but sooner or later their desire will resurface. +Changelings feel a need to search something their whole life. +This longing drives them, whether they seek their true self, a place they can belong, or their ancestor. +When a changeling takes up adventuring, it might be to fulfill its need. +Some get distracted on the way by the fame and fortune, but sooner or later their desire will resurface. -

Traits

+### Traits -As a changeling you get a some traits that you share with the others of your kind. +As a changeling you get some traits that you share with the others of your kind.
-- **Duplicity**. The *Perception - Insight* and *Speechcraft - Deception* skills costs 0 to you. +- **Duplicity**. + The _Perception - Insight_ and _Speechcraft - Deception_ skills costs 0 skill points to you. -- **Magic resistance**. You have advantage on saves against any spell or effect that would alter your form. +- **Form control**. + You have advantage on saves against any spell or effect that would alter your form. -- **Languages**. You can speak Common and two other languages of your choice. +- **Languages**. + You can speak Common and two other languages of your choice. -- **Shapechanges**. As an ***action***, you can transform your appearance or revert to your true form. You can't duplicate the appearance of a creature you've never seen, and you revert to your true form if you die. This is a physical transformation, not an illusion, but you do not gain the powers of other races when you mimic them. +- **Shapechanges**. + As an _**action**_, you can transform your appearance or revert to your true form. + You can't duplicate the appearance of a creature you've never seen, and you revert to your true form if you die. + This is a physical transformation, not an illusion, but you do not gain the powers of other folk when you mimic them. - You can make yourself appear as a member of another race, though none of your game statistics change. Your basic shape stays the same; you can't use this trait to become quadrupedal, for instance. Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. - -- + You can make yourself appear as a member of another folk, though none of your game statistics change. + Your basic shape stays the same; you can't use this trait to become quadrupedal, for instance. + Even to the most astute observers, your ruse is usually indiscernible. + If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
-

Class Options

+### Class Options -Psychologically a changeling is very similar to a human, and have the same class options as humans with the following addition: +A changeling is very similar to their humanoid lineage, and have the same class options with the following addition:
- #### Barbarian - A changeling barbarian has access to the Path of the Skinchanger. + + A changeling barbarian has access to the Path of the Skinchanger.
diff --git a/docs/_Folk/dhampir.md b/docs/_Folk/dhampir.md index 383f4c7..3d539b4 100644 --- a/docs/_Folk/dhampir.md +++ b/docs/_Folk/dhampir.md @@ -10,95 +10,148 @@ profile:
+#### Dhampir + ##### Traits + ##### Subtypes + Stryg
Nosferatu
Obiri -##### Class Options +##### Class options +
# Dhampir -The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. Those who do often abandon their monstrous children and refuse to speak of the matter. +The half-living children of vampires birthed by human females, dhampirs are progenies of both horror and tragedy. +The circumstances of a dhampir's conception are often called into question but scarcely understood, as few mortal mothers survive the childbirth. +Those who do often abandon their monstrous children and refuse to speak of the matter. -While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. Some particularly zealous scholars even contest dhampirs' status as a unique race, instead viewing them as humans suffering from an unholy affliction. Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably humans (usually sorcerers with the undead bloodline). +While some speculate that dhampirs result when mortal women couple with vampires, others claim that they form when a pregnant woman suffers a vampire bite. +Some particularly zealous scholars even contest dhampirs' status as a unique folk, instead viewing them as humans suffering from an unholy affliction. +Indeed, this hypothesis is strengthened by dhampirs' seeming inability to reproduce, their offspring inevitably human (commonly sorcerers with the undead bloodline). -Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves. Hardship and suffering fill a dhampir's formative years. Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. +Regardless, they live and die just like any other mortal creatures, despite possessing a supernatural longevity akin to that of elves. +Hardship and suffering fill a dhampir's formative years. +Most grow up as orphans, and despite their exquisite features and innate charm, they face a lifetime of prejudice, mistrust, fear, and persecution. +Humans who witness the seemingly sinister nature of a dhampir child's supernatural powers or sensitivity to daylight display an array of reactions ranging from awe to terror to outright hatred. -Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them. Dhampirs keep few, if any, close companions. Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. Those whom they deem useful are judged by their merits as individuals, not by their race. +Eventually, a dhampir must learn to cope with these difficulties in order to find his place in the world. +While most dhampirs succumb to the innate evil of their undead heritage and devolve into the monstrous fiends depicted by society, a few reject their unholy conceptions, instead vowing to avenge their mothers by hunting the very creatures that sired them. +Dhampirs keep few, if any, close companions. +Ultimately, the majority of evil dhampirs regard their allies as little more than tools or fodder. +Those whom they deem useful are judged by their merits as individuals, not by their folk. -However, even with those they feel attached to, most dhampirs are sullen and reserved. Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion. +However, even with those they feel attached to, most dhampirs are sullen and reserved. +Some fear the persecution heaped upon them may be transferred to their companions, whereas others worry their own bloodlust will one day overwhelm them and they'll inadvertently turn upon their friends. +In any case, an alliance with a dhampir almost always leads to an ill-fated conclusion. #### Physical Description -Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise. -While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit. +Tall and slender and with well-defined musculature, dhampirs look like statuesque humans of unearthly beauty. +Their hair, eye, and skin colors resemble unnerving versions of their mothers'; many possess a ghastly pallor, particularly in the sunlight, while those with dark complexions often possess skin the color of a bruise. + +While many dhampirs can pass as humans in ideal conditions, their features are inevitably more pronounced and they move with an unnaturally fluid grace. +All dhampirs have elongated incisors. +While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit. #### Society -Dhampirs have no culture of their own, nor do they have any known lands or even communities. Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. This ability to adapt to a variety of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture. + +Dhampirs have no culture of their own, nor do they have any known lands or even communities. +Often born in secret and abandoned at orphanages or left to die on the outskirts of town, they tend to live solitary lives as exiles and outcasts. +Individuals acquire the cultural beliefs and teachings of the regions in which they grew up, and adopt additional philosophies over the course of their complex lives. +This ability to adapt to a variety of circumstances provides dhampirs with a social camouflage that hides them from both predators and prey. +In rare instances, dhampirs might gather to form small groups or cabals dedicated to resolving their joint issues. +Even so, the philosophies of such groups reflect the interests of the individuals involved, not any common dhampir culture. #### Alignment and Religion -Most dhampirs succumb to the evil within their blood. They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. Those who struggle against their wicked natures rarely progress beyond a neutral outlook. + +Most dhampirs succumb to the evil within their blood. +They are unnatural creatures, and the foul influence of their undead heritage makes an evil outlook difficult to overcome. +Those who struggle against their wicked natures rarely progress beyond a neutral outlook. #### Adventurers -The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. Those who feel the call of the hunt often become inquisitors. + +The life of an adventurer comes naturally to most dhampirs, since constant persecution condemns many to spend their days wandering. +Evil dhampirs keep moving to maintain their secrecy and evade lynch mobs, while those who follow the path of vengeance venture forth in search of their despised fathers. +Regardless of their reasons, most dhampirs simply feel more at home on the road than in a settlement. +Almost universally, those inclined toward magic pursue the field of necromancy, though dhampir alchemists have been known to obsess over transforming their own bodies. +Those who feel the call of the hunt often become inquisitors. #### Dhampir Hunger -Every dhampir knows a thirst slaked only by the living. Those who overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. -While most dhampirs thirst for blood, your character might otherwise gain sustenance from the living. Roll or choose an option to determine what tempts your character to feed. +Every dhampir knows a thirst slaked only by the living. +Those who overindulge their thirst risk losing control and forever viewing others as prey. +Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. +In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge. + +While most dhampirs thirst for blood, your character might otherwise gain sustenance from the living. +Roll or choose an option to determine what tempts your character to feed. -| d6 | Hunger | -|:--:|:-------| -| 1 | Blood -| 2 | Flesh or raw meat -| 3 | Cerebral spinal fluid -| 4 | Psychic energy -| 5 | Dreams -| 6 | Life energy +| d6 | Hunger | +| :-: | :-------------------- | +| 1 | Blood | +| 2 | Flesh or raw meat | +| 3 | Cerebral spinal fluid | +| 4 | Psychic energy | +| 5 | Dreams | +| 6 | Life energy | #### Dhampir Origins -Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. The Dhampir Origins table provides suggestions for how your character gained their lineage. -| d8 | Origin | -|:--:|:-------| -| 1 | You are the reincarnation of an ancestor who was a vampiric tyrant. -| 2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. -| 3 | You survived being attacked by a vampire but were forever changed. -| 4 | A parasite lives inside you. You indulge its hunger. -| 5 | Tragedy interrupted your transformation into an immortal. -| 6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. -| 7 | One of your parents was a vampire. -| 8 | A radical experiment changed your body, making you reliant on others for vital fluids. +Dhampirs often arise from encounters with vampires, but all manner of macabre bargains, necromantic influences, and encounters with mysterious immortals might have transformed your character. +The Dhampir Origins table provides suggestions for how your character gained their lineage. -

Racial Traits

+| d8 | Origin | +| :-: | :-------------------------------------------------------------------------------------------- | +| 1 | You are the reincarnation of an ancestor who was a vampiric tyrant. | +| 2 | Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger. | +| 3 | You survived being attacked by a vampire but were forever changed. | +| 4 | A parasite lives inside you. You indulge its hunger. | +| 5 | Tragedy interrupted your transformation into an immortal. | +| 6 | You are a diminished form of an otherworldly being. Slaking your hunger hastens your renewal. | +| 7 | One of your parents was a vampire. | +| 8 | A radical experiment changed your body, making you reliant on others for vital fluids. | + +### Racial Traits Your dhampir character has certain traits deriving from your vampiric ancestry.
-- **Age**. Dhampirs mature at the same rate as humans but live to be into their 300s. +- **Age**. + Dhampirs mature at the same rate as humans but live to be into their 300s. -- **Size**. Dhampirs stand between 5 and 6 feet tall and weigh on average 140 pounds. Your size is Medium. +- **Size**. + Dhampirs stand between 5 and 6 feet tall and weigh on average 140 pounds. + Your size is Medium. -- **Languages**. You know Common and one other language. +- **Languages**. + You know Common and one other language of your choice. -- **Unnatural Resilience**. You have advantage on poison saving throws and resistance against necrotic damage. +- **Unnatural Resilience**. + You have advantage on poison saving throws and resistance to necrotic damage. -- **Low-light Vision**. Born into a twilight world, you are not inconvenienced by the night. You can see in dim light as if it were bright light, and an additional 60 feet into darkness as if it were dim light. +- **Low-light Vision**. + Born into a twilight world, you are not inconvenienced by the night. + You can see in dim light as if it were bright light, and an additional 60 feet into darkness as if it were dim light. -
- ## Optional - Instead of Low-light Vision, you may select to have both the Darkvision and Sunlight Sensitivity traits. + ## Optional + + Instead of Low-light Vision, you may select to have both the Darkvision and Sunlight Sensitivity traits. - **Darkvision**. For 30 ft around you, you can see in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. + **Darkvision**. + For 30 ft around you, you can see in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. - **Sunlight Sensitivity**. You have disadvantage on attack rolls and on Invetigation and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to see is in direct sunlight. + **Sunlight Sensitivity**. + You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
@@ -106,180 +159,257 @@ Your dhampir character has certain traits deriving from your vampiric ancestry. ## Dhampir Subtypes -The varieties of different vampire bloodlines have resulted in three types of dhampir. The stryg is most common, with most stryg simply referred to as dhampir. The nosferatu and obiri are related to the vampires of the same name. The former prefer to hide their existence, while the latter are harder to identify as a dhampir and go unnoticed. +The varieties of different vampire bloodlines have resulted in three types of dhampir. +The stryg is most common, with most stryg simply referred to as dhampir. +The nosferatu and obiri are related to the vampires of the same name. +The former prefer to hide their existence, while the latter are harder to identify as a dhampir and often go unnoticed. ### Stryg -Descended from common vampires, the Stryg are often considered synonymous with perceptions of dhampir. You have the unearthly beauty and charm of your progenitor. You have pale skin, sharp features, and your eyes have a slightly crimson iris that catches the light like a cat's. + +Descended from common vampires, the Stryg are often considered synonymous with perceptions of dhampir. +You have the unearthly beauty and charm of your progenitor. +You have pale skin, sharp features, and your eyes have a slightly crimson iris that catches the light like a cat's.
-- **Ability Scores**. Your Charisma ability score, both current and maximum, increases by 2. +- **Ability Scores**. + Your Charisma ability score, both current and maximum, increases by 2. -- **Natural Grace**. Add *Speechcraft* to your class skills if not already there, and gain 1 skill point to spend on that skill. +- **Natural Grace**. + Add _Speechcraft_ to your class skills if not already there, and gain 1 skill point to spend on that skill. -- **Tainted Blood**. You know the *friends* cantrip. When you reach 3rd level, you can cast the *misty step* spell once between rests. Charisma is your spellcasting ability for these spells. +- **Tainted Blood**. + You learn the _friends_ cantrip. + When you reach 3rd level, you can cast the _misty step_ spell once between rests. + Charisma is your spellcasting ability for these spells.
- ### Nosferatu -Kin to nosferatu vampires, you have the long life of other dhampir but seemingly age normally, if not faster. While you retain your vigor until late in life, you eventually appear ancient and decrepit. You do not look human, being unnaturally pale, bald, and have pronounced fangs. You may have sharp canines, but some nosferatu have elongated incisors. + +Kin to nosferatu vampires, you have the long life of other dhampir but seemingly age normally, if not faster. +While you retain your vigor until late in life, you eventually appear ancient and decrepit. +You do not look human, being unnaturally pale, bald, and have pronounced fangs. +You may have sharp canines, but some nosferatu have elongated incisors.
-- **Ability Scores**. Your Charisma ability score, both current and maximum, is reduced by 2. +- **Ability Scores**. + Your Charisma ability score, both current and maximum, is reduced by 2. -- **Fangs**. Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. +- **Fangs**. + Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. + You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. + It deals 1d4 piercing damage on a hit. + While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. -- **Blood Drinker**. When you deal damage with your bite, you may use a **bonus action** to expend a hit die. Roll that die and add your Constitution modifier. You regain Hit Points equal to the total. +- **Blood Drinker**. + When you deal damage with your bite, you may use a **bonus action** to expend a hit die. + Roll that die and add your Constitution modifier. + You regain hit points equal to the total. -- **Spider Climb**. You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings as long as your hands are free. +- **Spider Climb**. + You have a climbing speed equal to your walking speed. + In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings as long as your hands are free. - -
### Obiri -You look more human than other dhampir, lacking red eyes, pallor, fangs, and aversion to light of other vampire-kin. You have coarse hair and are stockier than other dhampir, but retain the agility and piercing eyes. -Obiri vampires are feared by even experienced vampire hunters. Known as daywalkers, for their ability to ignore the light of the sun, obiri possess varied powers that seem to vary between individuals. Thankfully, the obiri bloodline is rare. +You look more human than other dhampir, lacking red eyes, pallor, fangs, and aversion to light of other vampire-kin. +You have coarse hair and are stockier than other dhampir, but retain the agility and piercing eyes. + +Obiri vampires are feared by even experienced vampire hunters. +Known as daywalkers, for their ability to ignore the light of the sun, obiri possess varied powers that seem to vary between individuals. +Thankfully, the obiri bloodline is rare.
-- **Daywalker**. If you have the Sunlight Sensitivity trait, you can expend a Hit Dice to ignore it for 10 minutes. +- **Daywalker**. + If you have the Sunlight Sensitivity trait, you can expend a Hit Die to ignore it for 10 minutes. -- **Broken Mind Insight**. After you make a saving throw against a charmed or frightened effect but before the DM declares whether you succeeded or failed you may spend a Hit Dice to roll a die of that type and add it to the result. +- **Broken Mind Insight**. + After you make a saving throw against a charmed or frightened effect, but before the GM determines the roll succeeds or fails, you may spend a Hit Die to roll a die of that type and add it to the result. -- **Tainted Blood**. You know the *friends* cantrip. When you reach 3rd level, you can cast the *disguise self* spell once between rests. Charisma is your spellcasting ability for these spells. +- **Tainted Blood**. + You learn the _friends_ cantrip. + When you reach 3rd level, you can cast the _disguise self_ spell once between rests. + Charisma is your spellcasting ability for these spells.
## Dhampir Class Options -A dhampir approaches some classes is a bit different than other races. When you select on of these classes, it is modified as follows: +A dhampir approaches some classes is a bit different than other folk. +When you select on of these classes, it is modified as follows:
- ### Alchemist - Your blood can act as a powerful component in your healing potions. When creating healing concoctions, you can add a few drops of your blood, making them more potent when healing non-dhampir humanoids. By sacrificing 1 hp during preparation, a healing concoction heals 2 additional hp. + + Your blood can act as a powerful component in your healing potions. + When creating healing concoctions, you can add a few drops of your blood, making them more potent when healing non-dhampir humanoids. + By sacrificing 1 hit point during preparation, a healing concoction heals an additional 2 hit points.
- ### Barbarian - A dhampir barbarian can enter a bloodrage. When entering a rage, fighting an enemy that is bleeding (wounded) or the first time during a rage when an enemy is below max hp, you can choose to enter a bloodrage. If you do, your AC is reduced with the rage damage from the barbarian class table, and your hit chance is increased by the same number. + + A dhampir barbarian can enter a reckless hunger. + When attacking a bleeding (wounded) enemy, entering a rage or the first time an enemy takes damage while you are raging, you can choose to enter a reckless hunger. + If you do, your AC is reduced by the rage damage from the barbarian class table, and your attack bonus is increased by the same amount. + This effect lasts until the end of combat, and ends early if you are knocked unconscious.
- ### Bard - A dhampir bard gains the following ability: + + A dhampir bard gains the following ability:
- ## Inspired Compliance - You can use your ***action*** to direct one of your companions or a creature charmed by you to strike or perform a simple task. When you do so, choose a friendly creature who can see or hear you and expend one Hit Die. That creature may make a Wisdom saving throw. If it fails the saving throw, it uses its ***reaction*** to make one weapon attack or ability check, adding the expended Hit Die to the attack roll or ability check. + ## Inspired Compliance + + You can use your _**action**_ to direct one of your companions or a creature charmed by you to strike or perform a simple task. + When you do so, choose a friendly creature who can see or hear you and expend one Hit Die. + That creature may make a Wisdom saving throw. + On a failure, it spends a _**reaction**_ to make one weapon attack or ability check, adding the expended Hit Die to the attack roll or ability check.

- ### Cavalier - Dhampir have a harder time becoming cavaliers, as animals can be unnerved by your undead nature. + + Dhampir have a harder time becoming cavaliers, as animals can be unnerved by your undead nature.
- ### Cleric - You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. - As a ***bonus action***, you may cut yourself, dealing 1d4 damage. If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt. + You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. + + As a _**bonus action**_, you may cut yourself, dealing 1d4 damage. + If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt.
- ### Cursed - As a dhampir you are already cursed, but life is unfair and you are doubly cursed. Whenever the cursed class description mentions your Intelligence modifier (i.e. for spellcasting), you may instead use your proficiency bonus. + + As a dhampir you are already cursed, but life is unfair and you are doubly cursed. + Whenever the Cursed class description calls for your Intelligence modifier (i.e. for spellcasting), you may use your proficiency bonus instead.
- ### Druid - A dhampir druid gains the following ability: + + A dhampir druid gains the following ability:
- ## Beast Shape - You can use an ***action*** and expend a Hit Dice to turn into a bat or wolf. This feature follows all the rules of the druid's Wild Shape feature save that it ends only when you choose to return to your normal form as a bonus action or when the sun rises. + ## Beast Shape + + You can use an _**action**_ and expend a Hit Die to turn into a bat or wolf. + This feature follows all the rules of the druid's Wild Shape feature save that it ends only when you choose to return to your normal form as a bonus action or when the sun rises.

- ### Fighter - A skilled fighter can easily defeat a ten times stronger, but unskilled brute. It is not how hard you hit, but the precision of your strikes. - At 1st level, select Strength or Dexterity. Whenever the Fighter class description mentions your ability modifier for this ability, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls using this ability. + A skilled fighter can easily defeat a far stronger, but unskilled brute. + It is not how hard you hit, but the precision of your strikes. + + Choose Strength or Dexterity. + Whenever the Fighter class description calls for your chosen ability modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls. + You make this choice at first level, and can't change it later.
- ### Inquisitor - You may add the following judgement to your list of judgements: + + You may add the following judgment to your list of judgments:
- ## Kinslayer's Brand - When using this judgment, you gain the ability to brand undead creatures with divine energy. To do so, make a successful melee spell attack against the undead creature. This attack deals an amount of radiant damage equal to 1d6 + your Wisdom modifier, and burns your personal symbol into the undead creature's flesh, bone, or even its incorporeal form. + ## Kinslayer's Brand - From that point onward, you can sense the existence of the branded creature as if it were the target of a *locate creature* spell. The brand lasts until the undead creature is destroyed or until you use this ability on another creature. + When using this judgment, you gain the ability to brand undead creatures with divine energy. + To do so, make a successful melee spell attack against the undead creature. + This attack deals an amount of radiant damage equal to 1d6 + your Wisdom modifier, and burns your personal symbol into the undead creature's flesh, bone, or even its incorporeal form. - **Greater Kinslayer's Brand**. You have advantage on all attacks against the branded creature for 1 minute. + From that point onward, you can sense the existence of the branded creature as if it were the target of a _locate creature_ spell. + The brand lasts until the undead creature is destroyed or until you use this ability on another creature. + + **Greater Kinslayer's Brand**. + You have advantage on all attacks against the branded creature for 1 minute.

- ### Paladin - A dhampir paladin has access to an exclusive oath, the Oath of Blood. + + A dhampir paladin has access to an exclusive oath, the Oath of Blood.
- ### Professional - No change. + + No change.
- ### Ranger - A dhampir ranger can track wounded enemies by smell of blood. You have advantage on survival checks when tracking a bleeding (wounded) target. + + A dhampir ranger can track wounded enemies by smell of blood. + You have advantage on survival checks when tracking a bleeding (wounded) target.
- ### Rogue - If you have the Blood drinker feat, you can bite and drain blood instead of making a sneak attack. When you do, you deal damage equal to the number of sneak attack dice, and gain the temporary hit points as mentioned in the feat. + + If you have the Blood drinker feat, you can bite and drain blood instead of making a sneak attack. + When you do, you deal damage equal to the number of sneak attack dice, and gain the temporary hit points as mentioned in the feat.
- ### Sorcerer - You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. - As a ***bonus action***, you may cut yourself, dealing 1d4 damage. If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt. + You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. + + As a _**bonus action**_, you may cut yourself, dealing 1d4 damage. + If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt.
- ### Swashbuckler - Dhampir are naturally graceful and clever. - Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + Dhampir are naturally graceful and clever. + + Whenever the Swashbuckler class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Warlock - You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. - As a ***bonus action***, you may cut yourself, dealing 1d4 damage. If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt. + You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. + + As a _**bonus action**_, you may cut yourself, dealing 1d4 damage. + If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt.
- ### Wizard - You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. - As a ***bonus action***, you may cut yourself, dealing 1d4 damage. If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt. + You can use your own blood as a powerful material component for any of your spells that deal necrotic damage. + + As a _**bonus action**_, you may cut yourself, dealing 1d4 damage. + If you cast spell that deals necrotic damage before the end of this round, you may add twice the damage taken to the total necrotic damage dealt.
diff --git a/docs/_Folk/dragonfolk.md b/docs/_Folk/dragonfolk.md index 5f2b470..f3686e3 100644 --- a/docs/_Folk/dragonfolk.md +++ b/docs/_Folk/dragonfolk.md @@ -9,39 +9,65 @@ profile:
-##### Dragonborn -Traits
-Class Options
+#### Dragonborn -##### Kobolds -Traits
-Class Options
+##### Traits + +##### Class options + +
+ +#### Kobolds + +##### Traits + +##### Class Options
-*Dragonfolk include the proud dragonborn, and the puny kobolds.* +_Dragonfolk include the proud dragonborn, and the puny kobolds._ # Dragonborn -Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. + +Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. +Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique folk, combining the best attributes of dragons and humanoids. +Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life. #### Proud Dragon Kin -Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. - +Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. +The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. -Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6 1/2 feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. + -The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. +Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. +They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. +Their hands and feet are strong talon-like claws with three fingers and a thumb on each hand. + +The blood of a particular type of dragon runs very strong through some dragonborn clans. +These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze. #### Self-Sufficient Clans -To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. -A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push them selves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn. +To any dragonborn, the clan is more important than life itself. +Dragonborn owe their devotion and respect to their clan above all else, even the gods. +Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. +Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position. + +A continual drive for self-improvement reflects the self-sufficiency of the folk as a whole. +Dragonborn value skill and excellence in all endeavors. +They hate to fail, and they push them selves to extreme efforts before they give up on something. +A dragonborn holds mastery of a particular skill as a lifetime goal. +Members of other folk who share the same commitment find it easy to earn the respect of a dragonborn. -Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods. +Though all dragonborn strive to be self-sufficient, they recognize that help is sometimes needed in difficult situations. +But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other folk — or even from the gods. #### Dragonborn Names -Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit. + +Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. +A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. +The name might recall an event or center on a habit.
@@ -61,248 +87,323 @@ Your draconic heritage manifests in a variety of traits you share with other dra
-- **Ability Scores**. Your Strength ability score, both current and maximum, increases by 2. +- **Ability Scores**. + Your Strength ability score, both current and maximum, increases by 2. -- **Age**. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80. +- **Age**. + Young dragonborn grow quickly. + They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. + They live to be around 80. -- **Alignment**. Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. +- **Alignment**. + Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). + Most dragonborn are good, but those who side with Tiamat can be terrible villains. -- **Languages**. You understand Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. +- **Languages**. + You understand Common and Draconic. + Draconic is thought to be one of the oldest languages and is often used in the study of magic. + The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants. -- **Size**. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium. +- **Size**. + Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. + Your size is Medium. -- **Speed**. Your base speed is 30 feet. +- **Speed**. + Your base speed is 30 feet.
- ### Draconic Ancestry -Choose one type of dragon from the Draconic Ancestry table (or roll randomly). Your breath weapon and damage resistance are determined by the dragon type, as shown in the table. +Choose one type of dragon from the Draconic Ancestry table (or roll randomly). +Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.
- #### Draconic Ancestry - | 1d10 | Dragon | Damage Type | Breath Weapon | - |:--:|:-------|:------------|:--------------| - | 1 | Black | Acid | 5 by 30 ft. line (Dex. save) - | 2 | Blue | Lightning | 5 by 30 ft. line (Dex. save) - | 3 | Brass | Fire | 5 by 30 ft. line (Dex. save) - | 4 | Bronze | Lightning | 5 by 30 ft. line (Dex. save) - | 5 | Copper | Acid | 5 by 30 ft. line (Dex. save) - | 6 | Gold | Fire | 15 ft. cone (Dex. save) - | 7 | Green | Poison | 15 ft. cone (Con. save) - | 8 | Red | Fire | 15 ft. cone (Dex. save) - | 9 | Silver | Cold | 15 ft. cone (Con. save) - | 10 | White | Cold | 15 ft. cone (Con. save) -- **Breath Weapon**. You can use your ***action*** to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. + | 1d10 | Dragon | Damage Type | Breath Weapon | + | :--: | :----- | :---------- | :--------------------------- | + | 1 | Black | Acid | 5 by 30 ft. line (Dex. save) | + | 2 | Blue | Lightning | 5 by 30 ft. line (Dex. save) | + | 3 | Brass | Fire | 5 by 30 ft. line (Dex. save) | + | 4 | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | + | 5 | Copper | Acid | 5 by 30 ft. line (Dex. save) | + | 6 | Gold | Fire | 15 ft. cone (Dex. save) | + | 7 | Green | Poison | 15 ft. cone (Con. save) | + | 8 | Red | Fire | 15 ft. cone (Dex. save) | + | 9 | Silver | Cold | 15 ft. cone (Con. save) | + | 10 | White | Cold | 15 ft. cone (Con. save) | - When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. +- **Breath Weapon**. + You can use an _**action**_ to exhale destructive energy. + Your draconic ancestry determines the size, shape, and damage type of the exhalation. - After you use your breath weapon, you can’t use it again until you complete a short rest. + When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. + The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. + A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. + The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. - **Damage Resistance**. You have resistance to the damage type associated with your draconic ancestry. + Once you use this trait, you can't use it again until you finish a long rest. - **Varied Lineage**. You may select a dragonborn exclusive feat, described later in this document. + **Damage Resistance**. + You have resistance to the damage type associated with your draconic ancestry. + + **Varied Lineage**. + You may select a dragonborn exclusive feat, described later in this document.
### Other features + Roll an additional feature to personalize your dragonborn.
-- | d30 | Features | - |:-:|:-----------| - | | **Breath weapon** | - | 1 | I have poor control over my breath weapon, and when I am agitated my nostrils and mouth crackle with lightning/exude a green gas/smoke like chimneys/ drip green acid/breath puffs of frosty white air. - | 2 | My breath weapon is always accompanied by a horrific, sickly sweet stench. - | 3 | My breath weapon is unusually colored (blue fire, red acid, green lightning, etc). - | 4 | My breath weapon is incredibly uncomfortable, even painful, like puking. A few dry heaves beforehand, with a bit of tears and snot afterwards. - | | **Eyes** | - | 5 | My eyes gleam red while in combat. - | 6 | I have a set of normal eyelids, and a thin, almost transparent pair underneath that moves in a perpendicular direction to the other two. - | 7 | I have two pupils, with different colored irises. - | | **Head** | - | 8 | I have long overly curled horns. - | 9 | I have a crest of multicolored feathers atop my head, resembling a hairdo. - | 10 | I have a frill running up the snout, head, and the back of the neck. - | 11 | I have two long, spined and membranous ears. - | | **Scales** | - | 12 | I have several scales missing and a long gash running along my face. - | 13 | My scales are prismatic. - | 14 | I have traces of another color (for example, little splotches of black scales on a green dragonborn). - | 15 | My scales are sleek and uniform, like a snake. - -- | d30 | Features (cont.) | - |:---:|:-----------------| - | 16 | My scales are incredibly uneven. Some are huge, others are tiny. This isn’t uncomfortable, just making interesting patterns on my skin. - | | **Speech** | - | 17 | I slur all my S’s into ‘sh’ sounds. - | 18 | I often switch into speaking Draconic and have to catch myself. - | 19 | I am overly formal and insist to call everyone by their full name and title at all times. - | | **Wings** | - | 20 | I have two small bony nubs at my shoulder blades - vestigial wings. - | 21 | I have flaps of skin under my armpits, almost like wings but they don’t do anything. - | 22 | I have weak and useless vestigial wings coming out of my shoulders that I try to keep hidden. - | | **Other** | - | 23 | I have spines that stick out from every joint. - | 24 | I have 2 inch retractable nail/talons on my fingers and toes. - | 25 | I have tail spikes like a stegosaurus. - | 26 | When sleeping, I exhale harmless clouds of smoke from my nostrils. - | 27 | I take great pride in my claws, and have intricate designs painted on them. - |
28-30
| Roll twice more on this table | +- | d30 | Features | + | :-: | :------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | + | | **Breath weapon** | + | 1 | I have poor control over my breath weapon, and when I am agitated my nostrils and mouth crackle with lightning/exude a green gas/smoke like chimneys/ drip green acid/breath puffs of frosty white air. | + | 2 | My breath weapon is always accompanied by a horrific, sickly sweet stench. | + | 3 | My breath weapon is unusually colored (blue fire, red acid, green lightning, etc). | + | 4 | My breath weapon is incredibly uncomfortable, even painful, like puking. A few dry heaves beforehand, with a bit of tears and snot afterwards. | + | | **Eyes** | + | 5 | My eyes gleam red while in combat. | + | 6 | I have a set of normal eyelids, and a thin, almost transparent pair underneath that moves in a perpendicular direction to the other two. | + | 7 | I have two pupils, with different colored irises. | + | | **Head** | + | 8 | I have long overly curled horns. | + | 9 | I have a crest of multicolored feathers atop my head, resembling a hairdo. | + | 10 | I have a frill running up the snout, head, and the back of the neck. | + | 11 | I have two long, spined and membranous ears. | + | | **Scales** | + | 12 | I have several scales missing and a long gash running along my face. | + | 13 | My scales are prismatic. | + | 14 | I have traces of another color (for example, little splotches of black scales on a green dragonborn). | + | 15 | My scales are sleek and uniform, like a snake. | + +- | d30 | Features (cont.) | + | :-: | :-------------------------------------------------------------------------------------------------------------------------------------- | + | 16 | My scales are incredibly uneven. Some are huge, others are tiny. This isn’t uncomfortable, just making interesting patterns on my skin. | + | | **Speech** | + | 17 | I slur all my S’s into ‘sh’ sounds. | + | 18 | I often switch into speaking Draconic and have to catch myself. | + | 19 | I am overly formal and insist to call everyone by their full name and title at all times. | + | | **Wings** | + | 20 | I have two small bony nubs at my shoulder blades - vestigial wings. | + | 21 | I have flaps of skin under my armpits, almost like wings but they don’t do anything. | + | 22 | I have weak and useless vestigial wings coming out of my shoulders that I try to keep hidden. | + | | **Other** | + | 23 | I have spines that stick out from every joint. | + | 24 | I have 2 inch retractable nail/talons on my fingers and toes. | + | 25 | I have tail spikes like a stegosaurus. | + | 26 | When sleeping, I exhale harmless clouds of smoke from my nostrils. | + | 27 | I take great pride in my claws, and have intricate designs painted on them. | + |
28-30
| Roll twice more on this table |
## Dragonborn Class Options -Dragonfolk approach some classes is a bit differently than other folk. When you select a class, it is modified as follows. +Dragonfolk approach some classes is a bit differently than other folk. +When you select a class, it is modified as follows:
- ### Alchemist - Most dragonfolk never even come into contact with the alchemical crafts unless they live in or near a human city. However, those who have, and chosen this as their lifetime goal usually turn out to be excellent alchemists. - Whenever the Alchemist class description mentions your Intelligence modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. + Most dragonfolk never even come into contact with the alchemical crafts unless they live in or near a human city. + However, those who have and chosen this as their lifetime goal usually turn out to be excellent alchemists. + + Whenever the Alchemist class description calls for your Intelligence modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. +
- ### Barbarian - Raging dragonfolk often give in completely to their draconic rage. While raging, you can bite, rip and tear as if you had a natural weapon dealing 1d4 piercing or slashing damage. If attacking only with natural weapons while raging, you may make an additional attack using a ***bonus action*** as if wielding an off-hand weapon. - In addition, while raging, you can spend 10 Fury to use your breath weapon without spending its use. If you do, add your rage damage bonus to the damage it deals. + Raging dragonfolk often give in completely to their draconic rage. + While raging, you can bite, rip and tear as if you had a natural weapon dealing 1d4 piercing or slashing damage. + If attacking only with natural weapons while raging, you may make an additional attack using a _**bonus action**_ as if wielding an off-hand weapon. + + In addition, while raging, you can spend 10 Fury to use your breath weapon without spending its use, even if you have no uses remaining. + If you do, add your rage damage bonus to the damage it deals.
- ### Bard - Bards are a poor fit for dragonfolk for two main reasons. First, the bard *class* is very much jack of all trades, while dragonborn sees it as very important to be focused on one thing. Second, the bard *profession* is seen as mostly useless, with no practical use. + + Bards are a poor fit for dragonfolk for two main reasons. + First, the bard _class_ is very much jack of all trades, while dragonborn sees it as very important to be focused on one thing. + Second, the bard _profession_ is seen as mostly useless, with no practical use.
- ### Cavalier - Dragonfolk do not usually become cavaliers. Mounts are often not comfortable with dragons on their backs. However, there are dragonriders, who ride drakes into battle. (Not suitable for player characters.) + + Dragonfolk do not usually become cavaliers. + Mounts are often not comfortable with dragons on their backs. + However, there are dragonriders, who ride drakes into battle. + (Not suitable for player characters.)
- ### Cleric - Dragonfolk sees it as a weakness to rely on the gods. There are clerics in dragonfolk clans, but their role is not so much religious, as it is to keep the traditions, stories and laws. - If you are a Cleric following Bahamut or Tiamat (and one of their domains), whenever the Cleric class description mentions your Wisdom modifier, you may instead use your proficiency bonus. + Dragonfolk sees it as a weakness to rely on the gods. + There are clerics in dragonfolk clans, but their role is not so much religious, as it is to keep the traditions, stories and laws. + + If you are a Cleric following Bahamut or Tiamat (and one of their domains), whenever the Cleric class description calls for your Wisdom modifier, you may use your proficiency bonus instead.
- ### Cursed - Dragonfolk cannot become lycanthropes. + + Dragonfolk cannot become lycanthropes.
- ### Druid - Druids are uncommon among dragonfolk. Why would anyone want to change their form when it is perfect already? + + Druids are uncommon among dragonfolk. + Why would anyone want to change their form when it is perfect already?
- ### Feyblood - You can select to be one of the rare faerie dragons. You make this choice at level 1 and cannot change this later. - **The Colors of Age**. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. + You can select to be one of the rare faerie dragons. + You make this choice at first level, and can't change it later. + + **The Colors of Age**. + A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. - | Color | Age | - |:------|:----| - | Red | 5 years or less - | Orange | 6–10 years - | Yellow | 11–20 years - | Green | 21–30 years - | Blue | 31–40 years - | Indigo | 41–50 years - | Violet | 51 years or more + | Color | Age | + | :----- | :--------------- | + | Red | 5 years or less | + | Orange | 6–10 years | + | Yellow | 11–20 years | + | Green | 21–30 years | + | Blue | 31–40 years | + | Indigo | 41–50 years | + | Violet | 51 years or more | - **Euphoria breath.** Your breath weapon changes to a 15 ft cone of gas. Creatures within the cloud must succeed at a Wisdom save, or be *confused* for one minute. They get a new save at the end of each of their rounds. + **Euphoria breath.** + Your breath weapon changes to a 15 ft cone of gas. + Creatures within the cloud must succeed at a Wisdom save, or be _confused_ for one minute. + A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. - **Innate Spellcasting**. You can add both *dancing lights* and *minor illusion* to your cantrips to your spells known. + **Innate Spellcasting**. + You learn the _dancing lights_ and _minor illusion_ cantrips.
- ### Fighter - The natural traits of dragonfolk, such as thick scales or draconic ferocity, makes them fearsome fighters. - Whenever the Fighter class description mentions your Strength modifier you may instead use your proficiency bonus. This also applies to attack and damage rolls using this ability. + The natural traits of dragonfolk, such as thick scales or draconic ferocity, make them fearsome fighters. - In addition, you may use your proficiency bonus instead of abiliy modifier when calculating AC and initiative. + Whenever the Fighter class description calls for your Strength modifier you may use your proficiency bonus instead. + This also applies to attack and damage rolls using this ability. + + In addition, when calculating AC and initiative, rather than the usual modifier, you may use your proficiency bonus instead.
- ### Inquisitor - Dragonfolk do not put much value in religion, so the inquisitor role is mostly non existant. The only time you would see a dragonfolk inquisitor would be if the individual was raised by humans. + + Dragonfolk do not put much value in religion, so the inquisitor role is mostly non-existent. + The only time you would see a dragonfolk inquisitor would be if the individual was raised by humans.
- ### Paladin - Paladins are embodiments of the heroic ideals for their race. As the most common race that becomes paladins are humans, the archetypical behaviour of paladins is the ideal for humans. - This often confuses people when they first meet a dragonfolk paladin, as they follow the ideals of their race, which might be similar, but can also be completely different from humans. + Paladins are embodiments of the heroic ideals for their folk. + As the most common folk that becomes paladins are humans, the archetypal behaviour of paladins is the ideal for humans. - If you are a Paladin devoted to the ideals of Bahamut, then whenever the Paladin class description mentions your Strength or Charisma modifier, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls. + This often confuses people when they first meet a dragonfolk paladin, as they follow the ideals of their folk, which might be similar, but can also be completely different from humans. + + If you are a Paladin devoted to the ideals of Bahamut, whenever the Paladin class description calls for your Strength or Charisma ability modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls.
- ### Professional - Dragonfolk are well suited to be professionals as they have a natural desire for self-improvement and excellence in a narrow field. However, generally dragonfolk tend to prefer and value the more practical fields, like the candlemaker, cook, smith or forester. - If belonging to a more practical field, whenever the Professional class description mentions your Wisdom modifier, you may instead use this modifier +3 or your proficiency bonus, whichever is lower. + Dragonfolk are well suited to be professionals as they have a natural desire for self-improvement and excellence in a narrow field. + However, generally dragonfolk tend to prefer and value the more practical fields, like the candlemaker, cook, smith or forester. + + If belonging to a more practical field, whenever the Professional class description calls for your Wisdom modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus.
- ### Ranger - The ranger is the epitome of self-sufficiency. - Whenever the Ranger class description mentions your Wisdom modifier you may instead your proficiency bonus. In addition, you may use the same modifier instead of Strength or Dexterity when attacking (attack and damage). Make this choice at level 1 and it cannot be changed later. + The ranger is the epitome of self-sufficiency. + + Whenever the Ranger class description calls for your Wisdom modifier, you may use your proficiency bonus instead. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later.
- ### Rogue - Dragonfolk are really not built for stealth and subterfuge. However, sometimes the dragons' famed lust for gold endures in a dragonborn, who suffer the inescapable allure of treasure. - When you become a 1st level rogue, you can select to gain the following package of traits: + Dragonfolk are really not built for stealth and subterfuge. + However, sometimes the dragons' famed lust for gold endures in a dragonborn, who suffer the inescapable allure of treasure. + + As a first level rogue, you can choose to gain the following package of traits:
- **Hoard-Keeper**. Once you reach 3rd level, you can cast the *alarm* spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the *locate object* spell; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
+ **Hoard-Keeper**. + At 3rd level, you learn the _alarm_ spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + At 5th level, you learn the _locate object_ spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. + Intelligence is your spellcasting ability for these spells. - **Treasure Sense**. You can supernaturally sense gold, gems, and other treasures within 30 ft and through most barriers, but your senses are blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead or 3 ft of wood or dirt. You can use this trait to detect the presence of magical items, but not identify them or their abilities.
+ **Treasure Sense**. + You can supernaturally sense gold, gems, and other treasures within 30 ft and through most barriers, but your senses are blocked by 1 ft of stone, 1 inch of common metal, a thin sheet of lead or 3 ft of wood or dirt. + You can use this trait to detect the presence of magical items, but not identify them or their abilities. - **Flaw**. My greed for gold and gemstones has a nearly religious fervor. + **Flaw**. + My greed for gold and gemstones has a nearly religious fervor.

- ### Sorcerer - Sorcerers are just as rare and varied as within other races. - Whenever the Sorcerer class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Sorcerers are just as rare and varied as within other folk. + + Whenever the Sorcerer class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Swashbuckler - Even though dragonfolk might seem unlikely to become swashbucklers, they do appreciate the skill required to survive combat without armor. Dragonfolk that choose to take the path of swashbuckling tend to more clever than calculating. - Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + Even though dragonfolk might seem unlikely to become swashbucklers, they do appreciate the skill required to survive combat without armor. + Dragonfolk that choose to take the path of swashbuckling tend to more clever than calculating. + + Whenever the Swashbuckler class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Warlock - Taking shortcuts to power is not the way of dragonfolk. However, some tribes do swear fealty to their dragon kin. - If you are a Warlock with an ancient dragon patron, then whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Taking shortcuts to power is not the way of dragonfolk. + However, some tribes do swear fealty to their dragon kin. + + If you are a Warlock with an ancient dragon patron, then whenever the Warlock class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Wizard - Dragonfolk see the wizard as any other professional, and approach it with the same focus as they would any other life goal. - Whenever the Wizard class description mentions your Intelligence modifier, you may instead use your proficiency bonus. You may only do this if you are literate. + Dragonfolk see the wizard as any other professional, and approach it with the same focus as they would any other life goal. + + Whenever the Wizard class description calls for your Intelligence modifier, you may use your proficiency bonus instead. + You may only do this if you are literate.
@@ -310,228 +411,309 @@ Dragonfolk approach some classes is a bit differently than other folk. When you
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Kobold

-Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures are clever with their hands, and viciously work together in order to overcome their physical limitations. Kobold are short in stature, despite the draconic blood running in their veins, with the tallest of them barely reaching 3 feet and weighing no more than 35 pounds. Because of their small size, kobold often have to adopt unorthodox means of achieving victory. This usually leads to traps, which kobold are well known for crafting. +# Kobold -Unlike the true dragons they worship, kobolds don't have set colors that reflect certain personality traits. Whole tribes usually are the same one or two colors, and the color of a kobold has no bearing on its abilities or skill set. Kobolds display many of the traits that true dragons display, and are often either proud, or vain (or both). +Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures are clever with their hands, and viciously work together in order to overcome their physical limitations. Kobold are short in stature, despite the draconic blood running in their veins, with the tallest of them barely reaching 3 feet and weighing no more than 35 pounds. Because of their small size, kobold often have to adopt unorthodox means of achieving victory. +This usually leads to traps, which kobold are well known for crafting. -> *“Kobolds are a lot less cute when they learn to cast fireballs."* +Unlike the true dragons they worship, kobolds don't have set colors that reflect certain personality traits. +Whole tribes usually are the same one or two colors, and the color of a kobold has no bearing on its abilities or skill set. +Kobolds display many of the traits that true dragons display, and are often either proud, or vain (or both). + +> _“Kobolds are a lot less cute when they learn to cast fireballs.”_ > > -- Volo -A kobold can be fooled with smooth words or a quick wit, but when the kobold figures out it has been tricked, it remembers the affront. And when possible will retaliate against that person somehow, even if merely in a petty way. Though they are far less grudgeful against draconic races, feeling that they act so because they must prove their worth. +A kobold can be fooled with smooth words or a quick wit, but when the kobold figures out it has been tricked, it remembers the affront. +And when possible will retaliate against that person somehow, even if merely in a petty way. +Though they are far less grudgeful against draconic folk, feeling that they act so because they must prove their worth. #### A small package of greatness -Due to their small size, many kobold often feel that there's safety in numbers. As such they rarely strike out on their own, unless it's a mission of great importance or they are serving or proving themselves to a dragon. -While kobolds prefer to run away from a fight, they know that there is greatness within them and are proud that they were chosen to be the blood-kin of dragons. Despite this, a typical kobold acknowledges its weakness in the face of a hostile world. However, a kobold finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with mighty dragons. +Due to their small size, many kobold often feel that there's safety in numbers. +As such they rarely strike out on their own, unless it's a mission of great importance or they are serving or proving themselves to a dragon. + +While kobolds prefer to run away from a fight, they know that there is greatness within them and are proud that they were chosen to be the blood-kin of dragons. +Despite this, a typical kobold acknowledges its weakness in the face of a hostile world. +However, a kobold finds satisfaction in its work, the survival of its tribe, and the knowledge that it shares a heritage with mighty dragons. #### Worship of dragons -Kobolds are renowned for their worship of dragons, in which case they cast aside any pride they have and willingly and proudly serve such mighty creatures without a thought of treason. If the dragon expresses cruelty, they will tolerate it or simply go away instead of seeking revenge. They even display actual acts of courage while within their service. Strangely, they have the same sentiment towards dragonborn and half dragons, whom they consider to be dragons. -This often leads to the annoyance of dragonborn, many of whom hold resentment towards dragons for past slavery. However, their obsessive loyalty and devotion, and their skill at handling the sewage of draconic communities, causes the other draconic races to tolerate their presence. And those that are able to put their pride aside acknowledge that more than one draconic community has been saved by using the kobolds overwhelming numbers and unorthodox way of fighting. +Kobolds are renowned for their worship of dragons, in which case they cast aside any pride they have and willingly and proudly serve such mighty creatures without a thought of treason. +If the dragon expresses cruelty, they will tolerate it or simply go away instead of seeking revenge. +They even display actual acts of courage while within their service. +Strangely, they have the same sentiment towards dragonborn and half dragons, whom they consider to be dragons. + +This often leads to the annoyance of dragonborn, many of whom hold resentment towards dragons for past slavery. +However, their obsessive loyalty and devotion, and their skill at handling the sewage of draconic communities, causes the other draconic folk to tolerate their presence. +And those that are able to put their pride aside acknowledge that more than one draconic community has been saved by using the kobolds overwhelming numbers and unorthodox way of fighting. #### Natural miners -Kobolds are naturally skilled at tunneling. Similar to dwarves, they have a near-instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. -Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch or even crawl to make progress. +Kobolds are naturally skilled at tunneling. +Similar to dwarves, they have a near instinctive sense of what sections of stone or earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. +This ability enables them to fashion secure homes in places where other creatures wouldn't feel safe. + +Kobolds take advantage of their size by creating small diameter tunnels that they can easily pass through, but that require larger creatures to hunch or even crawl to make progress. #### Kobold Names -Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale colour, distinctive body parts, or typical behavior. For example, "Red Foot, "White Claw" and "Scurry" are Common translations of often-used names. A kobold might change its name when it becomes an adult, or add additional words and syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. + +Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts, or typical behavior. +For example, "Red Foot, "White Claw" and "Scurry" are Common translations of often-used names. +A kobold might change its name when it becomes an adult, or add additional words and syllables after important events such as completing its first hunt, laying its first egg, or surviving its first battle. Because kobolds can change sex to suit a tribe's needs, they don't differentiate between male or female names. **Kobold Names**: Arix, Eks, Galax, Garu, Hagnar, Hox, Irtos, Kashak, Meepo, Molo, Ohsoss, Rotom, Sagin, Sik, Sniv, Taklak, Tes, Urak, Varn. - ## Kobold Traits -As a kobold, you gain the following traits. +As a kobold, you gain the following traits:
-- **Ability Scores.** The following ability score changes apply both to current and maximum score.
+- **Ability Scores.**
-- Strength is reduced by 4.
-- Wisdom is reduced by 2.
- -- Dexterity is increased by 2. + -- Dexterity is increased by 2.
+ These ability score changes apply to both current and maximum. -- **Age.** Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so. Those that live within or near draconic communities tend to live longer. +- **Age.** + Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so. + Those that live within or near draconic communities tend to live longer. -- **Alignment.** Kobolds rely on the strength of their group, which makes them tend toward law. +- **Alignment.** + Kobolds rely on the strength of their group, which makes them tend toward law. -- **Languages**. You understand Common and Draconic. +- **Languages**. + You understand Common and Draconic. -- **Size.** Kobold are between 2 and 4 feet tall and weigh between 25 and 50 pounds. Your size is Small. +- **Size.** + Kobold are between 2 and 4 feet tall and weigh between 25 and 50 pounds. + Your size is Small. - **Speed.** Your base walking speed is 25 ft. -- **Burrower.** As an ***action*** while holding a pickaxe, you can grant yourself a burrow speed of 5 ft through non-rock earth until the end of your turn. +- **Burrower.** + As an _**action**_ while holding a pickaxe, you can grant yourself a burrow speed of 5 ft through non-rock earth until the end of your turn. -- **Center of Attention.** As an ***action*** you can distract nearby foes. This can be done by cowering pathetically, shrieking furiously, boasting arrogantly or through other means. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 ft of you that can see you. +- **Center of Attention.** + As an _**action**_ you can distract nearby foes. + This can be done by cowering pathetically, shrieking furiously, boasting arrogantly or through other means. + Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 ft of you that can see you. -Once you use this trait, you can't use it again until you finish a short rest. + Once you use this trait, you can't use it again until you finish a short rest. -- **Fleeting Courage.** When you succeed on a saving throw, your next attack roll or saving throw you make before the end of your next turn has advantage. +- **Fleeting Courage.** + When you succeed on a saving throw, you have advantage on the next attack roll or saving throw you make before the end of your next turn. -- **Pack Tactics.** You have advantage on an attack roll against a creature if at least one of your allies is adjacent to the creature and the ally isn’t incapacitated. You can only benefit from this trait once on each of your own turns. +- **Pack Tactics.** + You have advantage on an attack roll against a creature if at least one of your allies is adjacent to the creature and the ally isn’t incapacitated. + You can only benefit from this trait once on each of your own turns. -- **Skilled Trapper.** Add *Craft - Trapmaking* to your class skills if not already there, and gain 1 skill point to spend on that skill. +- **Skilled Trapper.** + Add _Craft - Trapmaking_ to your class skills if not already there, and gain 1 skill point to spend on that skill. -- **Low-light Vision**. Living underground, you can see in dim light as if it were bright light, and an additional 60 ft into darkness as if it were dim light. +- **Low-light Vision**. + Living underground, you can see in dim light as if it were bright light, and an additional 60 ft into darkness as if it were dim light. -
- ## Optional - Instead of Low-light Vision, you may select to have both the Darkvision and Sunlight Sensitivity traits. + ## Optional - **Darkvision**. For 30 ft around you, you can see in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. + Instead of Low-light Vision, you may select to have both the Darkvision and Sunlight Sensitivity traits. - **Sunlight Sensitivity**. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. + **Darkvision**. + For 30 ft around you, you can see in darkness as if it were dim light. + You can't discern color in darkness, only shades of grey. + + **Sunlight Sensitivity**. + You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
- ## Kobold Class Options -Kobolds approach some classes is a bit differently than other folk. When you select a class, it is modified as follows. +Kobolds approach some classes is a bit differently than other folk. +When you select a class, it is modified as follows:
- ### Alchemist - Kobolds are clever and cunning, and have a natural aptitude towards the practical appliations of alchemy. - Whenever the Alchemist class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + Kobolds are clever and cunning, and have a natural aptitude towards the practical applications of alchemy. + + Whenever the Alchemist class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Barbarian - Kobolds may be small and weak, but when cornered, they defend themselves in a flurry of draconic rage, biting and tearing with furious rage. - While raging, you can bite, rip and tear as if you had finesse natural weapons dealing 1d4 piercing or slashing damage. If attacking only with natural weapons while raging, you can make an additional attack when you take the Attack action. Additionally you may make an attack using a ***bonus action*** as if wielding an off-hand weapon. + Kobolds may be small and weak, but when cornered, they defend themselves in a flurry of draconic rage, biting and tearing with furious rage. + + While raging, you can bite, rip and tear as if you had natural weapons (_finesse_) dealing 1d4 piercing or slashing damage. + If attacking only with natural weapons while raging, you can make an additional attack when you take the Attack action. + Additionally, you may make an attack using a _**bonus action**_ as if wielding an off-hand weapon. - You can add your rage damage bonus to both Strength and Dexterity attacks. + You can add your rage damage bonus to both Strength and Dexterity attacks.
- ### Bard - Kobolds only use very primitive instruments, so the kobold bards mostly play some type of drum, or sing. However, their singing sounds terrible to most people, similar to cats in heat. + + Kobolds only use very primitive instruments, so the kobold bards mostly play some type of drum, or sing. + However, their singing sounds terrible to most people, similar to cats in heat.
- ### Cavalier - The cavalier class is more common than one would think among the kobolds. They are often seen riding on large lizards or drakes. - Whenever the Cavalier class description mentions your Strength or Charisma modifier, you may instead use that modifier +3 or your proficiency bonus, whichever is lower. This also applies to attack and damage rolls. + The cavalier class is more common than one would think among the kobolds. + They are often seen riding on large lizards or drakes. + + Whenever the Cavalier class description calls for your Strength or Charisma ability modifier, you can increase that modifier by 3, up to a maximum equal to your proficiency bonus. + This also applies to attack and damage rolls.
- ### Cleric - Kobolds worship dragons as their gods. This means that the cleric class does not exist, as there is no divine power to grant spells and powers. Instead the religious role of cleric is filled with sorcerers and warlocks who believe their power is granted by their dragon "gods". + + Kobolds worship dragons as their gods. + This means that the cleric class does not exist, as there is no divine power to grant spells and powers. + Instead the religious role of cleric is filled with sorcerers and warlocks who believe their power is granted by their dragon "gods".
- ### Cursed - Dragonfolk cannot become lycanthropes. - You may choose Wisdom or Charisma as your spellcasting ability instead of Intelligence. + Dragonfolk cannot become lycanthropes. + + You may choose Wisdom or Charisma as your spellcasting ability instead of Intelligence.
- ### Druid - No change. + + No change.
- ### Feyblood - A kobold affect by fey magic can use their faerie dust in a different way. As an action you can spend a use of faerie dust to spread it in a 10 ft radius around you. Creatures within the cloud must succeed at a Wisdom save against you spellcasting DC or be *confused* for one minute. They get a new save at the end of each of their rounds. + + A kobold affect by fey magic can use their faerie dust in a different way. + As an action you can spend a use of faerie dust to spread it in a 10 ft radius around you. + Creatures within the cloud must succeed at a Wisdom save against you spellcasting DC or be _confused_ for one minute. + A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- ### Fighter - Kobold fighters may can add the following fighting style to their selection of fighting styles. + + Kobold fighters may can add the following fighting style to their selection of fighting styles.
- ## And then I did anyway... - They told you it was too big and that you shouldn’t train with it. And then you did anyway. Through perseverance, you have managed to overcome your size. Choose one weapon with which you are proficient and that has the Heavy property. You can use that weapon without disadvantage. + ## And then I did anyway... + + They told you it was too big and that you shouldn’t train with it. + And then you did anyway. + Through perseverance, you have managed to overcome your size. + Choose one weapon with which you are proficient and that has the Heavy property. + You can use that weapon without disadvantage.

- ### Inquisitor - The religious practices of kobolds mostly ignore things outside their own communities, so the inquisitor role does not really exist. + + The religious practices of kobolds mostly ignore matters outside their own communities, so the inquisitor role does not really exist.
- ### Paladin - Paladins are very rare but they do exist among the kobold, and are then embodiments of the heroic ideals for their race. This often confuses people when they first meet a kobold paladin, as they expect a paladin to follow the human ideals. - Whenever the Paladin class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Paladins are very rare but they do exist among the kobold, and are then embodiments of the heroic ideals for their folk. + This often confuses people when they first meet a kobold paladin, as they expect a paladin to follow the human ideals. - In addition you can add the fighting style from the fighter entry to your selection of fighting styles. + Whenever the Paladin class description calls for your Charisma modifier, you may use your proficiency bonus instead. + + In addition you can add the fighting style from the fighter entry to your selection of fighting styles.
- ### Professional - Kobolds are clever and can easily pick up the professional class. However, like any other more primitive races they tend to prefer and value the more practical fields, like the candlemaker, cook, smith or forester. - If belonging to a more practical field, whenever the Professional class description mentions your Wisdom modifier, you may instead your proficiency bonus. + Kobolds are clever and can easily pick up the professional class. + However, like any other more primitive folk they tend to prefer and value the more practical fields, like the candlemaker, cook, smith or forester. + + If belonging to a more practical field, whenever the Professional class description calls for your Wisdom modifier, you may instead your proficiency bonus.
- ### Ranger - As a kobold ranger you have access to the Trickster conclave. - Whenever the Ranger class description mentions your Wisdom modifier you may instead your proficiency bonus. In addition, you may use the same modifier instead of Strength or Dexterity when attacking (attack and damage). Make this choice at level 1 and it cannot be changed later. + As a kobold ranger you have access to the Trickster conclave. - You can add the fighting style from the fighter entry to your selection of fighting styles. + Whenever the Ranger class description calls for your Wisdom modifier, you may use your proficiency bonus instead. + In addition, you can use the same modifier for attack and damage rolls instead of Strength or Dexterity. + You make this choice at first level, and can't change it later. + + You can add the fighting style from the fighter entry to your selection of fighting styles.
- ### Rogue - Kobolds are ideal rogues. You may use your Dexterity modifier +3 or your proficiency bonus when calculating AC and when attacking (to hit and damage). - In addition, when using sneak attack, you can opt not to use all your sneak attack dice. For each die you did not use, you gain a +1 to AC until the start of your next turn. Note that you can sneak attack using 0 extra damage dice. + Kobolds are ideal rogues. + When using your Dexterity modifier to calculate AC, attack bonus or attack damage, you can increase that modifier by 3 or by your proficiency bonus. + + In addition, when using sneak attack, you can opt to not use all your sneak attack dice. + For each die you did not use, you gain a +1 to AC until the start of your next turn. + You may opt to use all sneak attack dice in this manner.
- ### Sorcerer - Sorcerers are just as rare and varied as within other folk. - Whenever the Sorcerer class description mentions your Charisma modifier, you may instead use your proficiency bonus. + Sorcerers are just as rare and varied as within other folk. + + Whenever the Sorcerer class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Swashbuckler - As kobolds are usually to weak to use heavier armor, the swashbuckler class is common. - Whenever the Swashbuckler class description mentions your Intelligence modifier, you may instead use your proficiency bonus. + As kobolds are usually too weak to use heavier armor, the swashbuckler class is common. + + Whenever the Swashbuckler class description calls for your Intelligence modifier, you may use your proficiency bonus instead.
- ### Warlock - Being small and weak as they are, kobolds would do anything to get ahead. They often do not have any problem following whatever creature that promises them power. The problem is, they are not often offered. - A kobold gaining the favor of an Ancient dragon would be the highest honor of all, and such a person often ends up as chieftain or religious leader of their tribe. + Being small and weak as they are, kobolds would do anything to get ahead. + They often do not have any problem following whatever creature that promises them power. + The problem is, they are not often offered. - If you are a Warlock with an ancient dragon patron, then whenever the Warlock class description mentions your Charisma modifier, you may instead use your proficiency bonus. + A kobold gaining the favor of an ancient dragon would be the highest honor of all, and such a person often ends up as chieftain or religious leader of their tribe. + + If you are a Warlock with an ancient dragon patron, then whenever the Warlock class description calls for your Charisma modifier, you may use your proficiency bonus instead.
- ### Wizard - Kobolds do not see the point of writing, so wizards are very rare. + + Kobolds do not see the point of writing, so wizards are very rare.
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