Update some of the MD layouts and formatting to better represent sections.

Add ability to auto-update the full 5esrd.md file when running the json generator.
This commit is contained in:
Ben Morton 2017-03-04 23:43:00 +00:00
parent 471ac3059b
commit 544494fbcb
10 changed files with 2404 additions and 2208 deletions

View file

@ -5325,11 +5325,10 @@
"***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.", "***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.",
"***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.", "***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.",
"***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." "***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
], ]
"Armor": { },
"content": [ "Armor List": {
"*Light Armor*", "Light Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Padded", "Padded",
@ -5363,8 +5362,7 @@
] ]
} }
}, },
"*Medium Armor*", "Medium Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Hide", "Hide",
@ -5410,8 +5408,7 @@
] ]
} }
}, },
"*Heavy Armor*", "Heavy Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Ring mail", "Ring mail",
@ -5451,8 +5448,7 @@
] ]
} }
}, },
"*Shield*", "Shield": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Shield" "Shield"
@ -5474,8 +5470,6 @@
] ]
} }
} }
]
}
}, },
"Getting Into and Out of Armor": { "Getting Into and Out of Armor": {
"content": [ "content": [
@ -5547,11 +5541,11 @@
"***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you arent mounted.", "***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you arent mounted.",
"***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.", "***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.",
"When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." "When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."
], ]
"Weapons": { }
"content": [ },
"Simple Melee Weapons", "Weapons List": {
{ "Simple Melee Weapons": {
"table": { "table": {
"Name": [ "Name": [
"Club", "Club",
@ -5615,8 +5609,7 @@
] ]
} }
}, },
"Simple Ranged Weapons", "Simple Ranged Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Crossbow, light", "Crossbow, light",
@ -5650,8 +5643,7 @@
] ]
} }
}, },
"Martial Melee Weapons", "Martial Melee Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Battleaxe", "Battleaxe",
@ -5755,8 +5747,7 @@
] ]
} }
}, },
"Martial Ranged Weapons", "Martial Ranged Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Blowgun", "Blowgun",
@ -5795,9 +5786,6 @@
] ]
} }
} }
]
}
}
} }
}, },
"Adventuring Gear": { "Adventuring Gear": {
@ -7263,7 +7251,9 @@
] ]
} }
} }
}
}, },
"Combat": {
"The Order of Combat": { "The Order of Combat": {
"content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.", "content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",
"Combat Step by Step": [ "Combat Step by Step": [
@ -12810,6 +12800,7 @@
"An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth." "An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth."
] ]
} }
}
}, },
"Traps": { "Traps": {
"content": [ "content": [
@ -13266,7 +13257,6 @@
"***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one." "***Wyvern Poison (Injury).*** This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one."
] ]
} }
}
}, },
"Magic Items": { "Magic Items": {
"content": "Magic items are presented in alphabetical order. A magic items description gives the items name, its category, its rarity, and its magical properties.", "content": "Magic items are presented in alphabetical order. A magic items description gives the items name, its category, its rarity, and its magical properties.",
@ -16494,16 +16484,18 @@
"If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception." "If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception."
] ]
}, },
"Darkvision": "A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.", "Darkvision": {
"Tremorsense": "A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.", "content": "A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.",
"Truesight": "A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range."
},
"Armor, Weapon, and Tool Proficiencies": { "Armor, Weapon, and Tool Proficiencies": {
"content": [ "content": [
"Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.", "Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.",
"For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.", "For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.",
"See the *Players Handbook* for rules on using armor or weapons without proficiency." "See the *Players Handbook* for rules on using armor or weapons without proficiency."
] ]
}
},
"Tremorsense": "A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.",
"Truesight": "A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range."
}, },
"Languages": { "Languages": {
"content": "The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.", "content": "The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.",
@ -25545,21 +25537,7 @@
"content": [ "content": [
"Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.", "Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.",
"The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere." "The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere."
] ],
},
"The Greek Pantheon": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"The Egyptian Pantheon": {
"content": [
"These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.",
"The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."
]
},
"The Norse Pantheon": {
"content": [
"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.",
"The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."
]
},
"Celtic Deities": { "Celtic Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -25627,7 +25605,10 @@
"Summer oak tree" "Summer oak tree"
] ]
} }
}
}, },
"The Greek Pantheon": {
"content": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"Greek Deities": { "Greek Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -25715,7 +25696,87 @@
"Red pentagram" "Red pentagram"
] ]
} }
}
}, },
"The Egyptian Pantheon": {
"content": [
"These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.",
"The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."
],
"Egyptian Deities": {
"table": {
"Deity": [
"Re-Horakhty, god of the sun, ruler of the gods",
"Anubis, god of judgment and death",
"Apep, god of evil, fire, and serpents",
"Bast, goddess of cats and vengeance",
"Bes, god of luck and music",
"Hathor, goddess of love, music, and motherhood",
"Imhotep, god of crafts and medicine",
"Isis, goddess of fertility and magic",
"Nephthys, goddess of death and grief",
"Osiris, god of nature and the underworld",
"Ptah, god of crafts, knowledge, and secrets",
"Set, god of darkness and desert storms",
"Sobek, god of water and crocodiles",
"Thoth, god of knowledge and wisdom"
],
"Alignment": [
"LG",
"LN",
"NE",
"CG",
"CN",
"NG",
"NG",
"NG",
"CG",
"LG",
"LN",
"CE",
"LE",
"N"
],
"Suggested Domains": [
"Life, Light",
"Death",
"Trickery",
"War",
"Trickery",
"Life, Light",
"Knowledge",
"Knowledge, Life",
"Death",
"Life, Nature",
"Knowledge",
"Death, Tempest, Trickery",
"Nature, Tempest",
"Knowledge"
],
"Symbol": [
"Solar disk encircled by serpent",
"Black jackal",
"Flaming snake",
"Cat",
"Image of the misshapen deity",
"Horned cowʼs head with lunar disk",
"Step pyramid",
"Ankh and star",
"Horns around a lunar disk",
"Crook and flail",
"Bull",
"Coiled cobra",
"Crocodile head with horns and plumes",
"Ibis"
]
}
}
},
"The Norse Pantheon": {
"content": [
"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.",
"The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."
],
"Norse Deities": { "Norse Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -25808,6 +25869,7 @@
] ]
} }
} }
}
}, },
"Appendix PH-C: The Planes of Existence": { "Appendix PH-C: The Planes of Existence": {
"content": [ "content": [

105
5esrd.md
View file

@ -3389,9 +3389,9 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. ***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
#### Armor ### Armor List
*Light Armor* ##### Light Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------| |-----------------|-------|-------------------|----------|--------------|--------|
@ -3399,7 +3399,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. | | Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. | | Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
*Medium Armor* ##### Medium Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------| |-------------|--------|---------------------------|----------|--------------|--------|
@ -3409,7 +3409,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. | | Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. | | Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
*Heavy Armor* ##### Heavy Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------| |------------|----------|-------------------|----------|--------------|--------|
@ -3418,7 +3418,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | | Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | | Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
*Shield* ##### Shield
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------|-------|-------------------|----------|---------|--------| |--------|-------|-------------------|----------|---------|--------|
@ -3502,9 +3502,9 @@ Weapons with special rules are described here.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
##### Weapons ### Weapons List
Simple Melee Weapons ##### Simple Melee Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|--------------|------|-----------------|--------|---------------------------------------| |--------------|------|-----------------|--------|---------------------------------------|
@ -3519,7 +3519,7 @@ Simple Melee Weapons
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | | Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | | Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons ##### Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-----------------|-------|-----------------|---------|------------------------------------------------| |-----------------|-------|-----------------|---------|------------------------------------------------|
@ -3528,7 +3528,7 @@ Simple Ranged Weapons
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | | Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | | Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
Martial Melee Weapons ##### Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-------------|-------|-----------------|--------|---------------------------------------| |-------------|-------|-----------------|--------|---------------------------------------|
@ -3551,7 +3551,7 @@ Martial Melee Weapons
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | | Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | | Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons ##### Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-----------------|-------|---------------|---------|--------------------------------------------------------| |-----------------|-------|---------------|---------|--------------------------------------------------------|
@ -4702,6 +4702,9 @@ First, you must find an instructor willing to teach you. The GM determines how l
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
Combat
======
The Order of Combat The Order of Combat
------------------- -------------------
@ -12068,7 +12071,7 @@ You create a magical zone that guards against deception in a 15-foot-radius sphe
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Traps Traps
----- =====
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
@ -12245,7 +12248,7 @@ A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
Diseases Diseases
-------- ========
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
@ -12288,7 +12291,7 @@ A beast or humanoid that drinks water tainted by sight rot must succeed on a DC
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
Madness Madness
------- =======
In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
@ -12362,7 +12365,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness. A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
Objects Objects
------- =======
When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
@ -12404,7 +12407,7 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) | | Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Poisons Poisons
------- =======
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.
@ -15356,6 +15359,14 @@ If a monster is naturally blind, it has a parenthetical note to this effect, ind
A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster cant discern color in darkness, only shades of gray. Many creatures that live underground have this special sense.
##### Armor, Weapon, and Tool Proficiencies
Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.
For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.
See the *Players Handbook* for rules on using armor or weapons without proficiency.
#### Tremorsense #### Tremorsense
A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense cant be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
@ -15364,14 +15375,6 @@ A monster with tremorsense can detect and pinpoint the origin of vibrations with
A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.
### Armor, Weapon, and Tool Proficiencies
Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment.
For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither.
See the *Players Handbook* for rules on using armor or weapons without proficiency.
### Languages ### Languages
The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language. The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but cant speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language.
@ -23870,23 +23873,7 @@ Its said that something wild lurks in the heart of every soul, a space that t
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
#### The Greek Pantheon ##### Celtic Deities
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
#### The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
#### Celtic Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|---------------------------------------------------|-----------|-------------------|------------------------------------| |---------------------------------------------------|-----------|-------------------|------------------------------------|
@ -23905,7 +23892,11 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll | | Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree | | Silvanus, god of nature and forests | N | Nature | Summer oak tree |
#### Greek Deities #### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
##### Greek Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|--------------------------------------------|-----------|------------------------|---------------------------------------| |--------------------------------------------|-----------|------------------------|---------------------------------------|
@ -23929,8 +23920,38 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident | | Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram | | Tyche, goddess of good fortune | N | Trickery | Red pentagram |
#### The Egyptian Pantheon
#### Norse Deities These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
##### Egyptian Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------------|-----------|--------------------------|--------------------------------------|
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
##### Norse Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------|-----------|-------------------|-----------------------------------| |-------------------------------------------|-----------|-------------------|-----------------------------------|

View file

@ -2,27 +2,38 @@ var marked = require("marked");
import Renderer from "./renderer"; import Renderer from "./renderer";
import * as fs from "fs"; import * as fs from "fs";
function addChildKeys(source, dest) { function addChildKeys(source: any, dest: any): void {
for (let key in source) { for (let key in source) {
dest[key] = {}; dest[key] = {};
if (source[key].children) { if (source[key].children) {
addChildKeys(source[key].children, dest[key]); addChildKeys(source[key].children, dest[key]);
} }
} }
} }
function convertJson(inputFile: string, outputFile: string, keysFile?: string): void { function writeFilePromise(fileName: string, content: string): Promise<void> {
return new Promise<void>((resolve, reject) => {
fs.writeFile(fileName, content, (error: Error) => {
if (error) {
reject(error);
}
resolve();
});
});
}
function convertJson(input: string, outputFile: string, keysFile?: string): Promise<void> {
const render = new Renderer(); const render = new Renderer();
marked.setOptions({ marked.setOptions({
renderer: render renderer: render
}); });
const srd = fs.readFileSync(inputFile, { encoding: "utf-8" }); marked(input);
marked(srd); const promises: Array<Promise<void>> = [ writeFilePromise(outputFile, render.getOutput()) ];
fs.writeFileSync(outputFile, render.getOutput());
if (keysFile) { if (keysFile) {
let treeKeys: any = {}; let treeKeys: any = {};
@ -30,11 +41,12 @@ function convertJson(inputFile: string, outputFile: string, keysFile?: string):
addChildKeys(render.getFullObject().children, treeKeys); addChildKeys(render.getFullObject().children, treeKeys);
let jsonStr = JSON.stringify(treeKeys, null, 4); let jsonStr = JSON.stringify(treeKeys, null, 4);
fs.writeFileSync(keysFile, jsonStr);
} promises.push(writeFilePromise(keysFile, jsonStr));
} }
convertJson("5esrd.md", "5esrd.json", "5esrdkeys.json"); return Promise.all(promises).then(() => undefined);
}
const files = [ const files = [
"legal", "legal",
@ -56,8 +68,28 @@ const files = [
"npcs" "npcs"
]; ];
const promises: Array<Promise<string>> = [];
for (let i = 0; i < files.length; i++) { for (let i = 0; i < files.length; i++) {
const fileName: string = (i < 10 ? "0" + i : i) + " " + files[i]; const fileName: string = (i < 10 ? "0" + i : i) + " " + files[i];
convertJson("markdown/" + fileName + ".md", "json/" + fileName + ".json"); promises.push(new Promise((resolve, reject) => {
fs.readFile("markdown/" + fileName + ".md", { encoding: "utf-8" }, (error: Error, fileContent: string) => {
if (error) {
return reject(error);
} }
convertJson(fileContent, "json/" + fileName + ".json");
resolve(fileContent);
});
}));
}
Promise.all(promises).then((fileContents: Array<string>) => {
const fullSRD = fileContents.join("\n\n");
convertJson(fullSRD, "5esrd.json", "5esrdkeys.json");
return writeFilePromise("5esrd.md", fullSRD);
});

View file

@ -99,11 +99,10 @@
"***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.", "***Chain Mail.*** Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.",
"***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.", "***Splint.*** This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.",
"***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body." "***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body."
], ]
"Armor": { },
"content": [ "Armor List": {
"*Light Armor*", "Light Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Padded", "Padded",
@ -137,8 +136,7 @@
] ]
} }
}, },
"*Medium Armor*", "Medium Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Hide", "Hide",
@ -184,8 +182,7 @@
] ]
} }
}, },
"*Heavy Armor*", "Heavy Armor": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Ring mail", "Ring mail",
@ -225,8 +222,7 @@
] ]
} }
}, },
"*Shield*", "Shield": {
{
"table": { "table": {
"Armor": [ "Armor": [
"Shield" "Shield"
@ -248,8 +244,6 @@
] ]
} }
} }
]
}
}, },
"Getting Into and Out of Armor": { "Getting Into and Out of Armor": {
"content": [ "content": [
@ -321,11 +315,11 @@
"***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you arent mounted.", "***Lance.*** You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you arent mounted.",
"***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.", "***Net.*** A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.",
"When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make." "When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make."
], ]
"Weapons": { }
"content": [ },
"Simple Melee Weapons", "Weapons List": {
{ "Simple Melee Weapons": {
"table": { "table": {
"Name": [ "Name": [
"Club", "Club",
@ -389,8 +383,7 @@
] ]
} }
}, },
"Simple Ranged Weapons", "Simple Ranged Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Crossbow, light", "Crossbow, light",
@ -424,8 +417,7 @@
] ]
} }
}, },
"Martial Melee Weapons", "Martial Melee Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Battleaxe", "Battleaxe",
@ -529,8 +521,7 @@
] ]
} }
}, },
"Martial Ranged Weapons", "Martial Ranged Weapons": {
{
"table": { "table": {
"Name": [ "Name": [
"Blowgun", "Blowgun",
@ -569,9 +560,6 @@
] ]
} }
} }
]
}
}
} }
}, },
"Adventuring Gear": { "Adventuring Gear": {

View file

@ -1,4 +1,5 @@
{ {
"Combat": {
"The Order of Combat": { "The Order of Combat": {
"content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.", "content": "A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A **round** represents about 6 seconds in the game world. During a round, each participant in a battle takes a **turn**. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other.",
"Combat Step by Step": [ "Combat Step by Step": [
@ -411,3 +412,4 @@
] ]
} }
} }
}

View file

@ -5,21 +5,7 @@
"content": [ "content": [
"Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.", "Its said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.",
"The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere." "The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere."
] ],
},
"The Greek Pantheon": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"The Egyptian Pantheon": {
"content": [
"These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.",
"The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."
]
},
"The Norse Pantheon": {
"content": [
"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.",
"The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."
]
},
"Celtic Deities": { "Celtic Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -87,7 +73,10 @@
"Summer oak tree" "Summer oak tree"
] ]
} }
}
}, },
"The Greek Pantheon": {
"content": "The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.",
"Greek Deities": { "Greek Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -175,7 +164,87 @@
"Red pentagram" "Red pentagram"
] ]
} }
}
}, },
"The Egyptian Pantheon": {
"content": [
"These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.",
"The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning."
],
"Egyptian Deities": {
"table": {
"Deity": [
"Re-Horakhty, god of the sun, ruler of the gods",
"Anubis, god of judgment and death",
"Apep, god of evil, fire, and serpents",
"Bast, goddess of cats and vengeance",
"Bes, god of luck and music",
"Hathor, goddess of love, music, and motherhood",
"Imhotep, god of crafts and medicine",
"Isis, goddess of fertility and magic",
"Nephthys, goddess of death and grief",
"Osiris, god of nature and the underworld",
"Ptah, god of crafts, knowledge, and secrets",
"Set, god of darkness and desert storms",
"Sobek, god of water and crocodiles",
"Thoth, god of knowledge and wisdom"
],
"Alignment": [
"LG",
"LN",
"NE",
"CG",
"CN",
"NG",
"NG",
"NG",
"CG",
"LG",
"LN",
"CE",
"LE",
"N"
],
"Suggested Domains": [
"Life, Light",
"Death",
"Trickery",
"War",
"Trickery",
"Life, Light",
"Knowledge",
"Knowledge, Life",
"Death",
"Life, Nature",
"Knowledge",
"Death, Tempest, Trickery",
"Nature, Tempest",
"Knowledge"
],
"Symbol": [
"Solar disk encircled by serpent",
"Black jackal",
"Flaming snake",
"Cat",
"Image of the misshapen deity",
"Horned cowʼs head with lunar disk",
"Step pyramid",
"Ankh and star",
"Horns around a lunar disk",
"Crook and flail",
"Bull",
"Coiled cobra",
"Crocodile head with horns and plumes",
"Ibis"
]
}
}
},
"The Norse Pantheon": {
"content": [
"Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.",
"The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym)."
],
"Norse Deities": { "Norse Deities": {
"table": { "table": {
"Deity": [ "Deity": [
@ -270,3 +339,4 @@
} }
} }
} }
}

View file

@ -91,9 +91,9 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. ***Plate.*** Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
#### Armor ### Armor List
*Light Armor* ##### Light Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-----------------|-------|-------------------|----------|--------------|--------| |-----------------|-------|-------------------|----------|--------------|--------|
@ -101,7 +101,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. | | Leather | 10 gp | 11 + Dex modifier | — | — | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. | | Studded leather | 45 gp | 12 + Dex modifier | — | — | 13 lb. |
*Medium Armor* ##### Medium Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|-------------|--------|---------------------------|----------|--------------|--------| |-------------|--------|---------------------------|----------|--------------|--------|
@ -111,7 +111,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. | | Breastplate | 400 gp | 14 + Dex modifier (max 2) | — | — | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. | | Half plate | 750 gp | 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. |
*Heavy Armor* ##### Heavy Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|------------|----------|-------------------|----------|--------------|--------| |------------|----------|-------------------|----------|--------------|--------|
@ -120,7 +120,7 @@ Heavy armor doesnt let you add your Dexterity modifier to your Armor Class, b
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. | | Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. | | Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
*Shield* ##### Shield
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|--------|-------|-------------------|----------|---------|--------| |--------|-------|-------------------|----------|---------|--------|
@ -204,9 +204,9 @@ Weapons with special rules are described here.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
##### Weapons ### Weapons List
Simple Melee Weapons ##### Simple Melee Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|--------------|------|-----------------|--------|---------------------------------------| |--------------|------|-----------------|--------|---------------------------------------|
@ -221,7 +221,7 @@ Simple Melee Weapons
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light | | Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) | | Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
Simple Ranged Weapons ##### Simple Ranged Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-----------------|-------|-----------------|---------|------------------------------------------------| |-----------------|-------|-----------------|---------|------------------------------------------------|
@ -230,7 +230,7 @@ Simple Ranged Weapons
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed | | Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) | | Sling | 1 sp | 1d4 bludgeoning | — | Ammunition (range 30/120) |
Martial Melee Weapons ##### Martial Melee Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-------------|-------|-----------------|--------|---------------------------------------| |-------------|-------|-----------------|--------|---------------------------------------|
@ -253,7 +253,7 @@ Martial Melee Weapons
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) | | Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach | | Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
Martial Ranged Weapons ##### Martial Ranged Weapons
| Name | Cost | Damage | Weight | Properties | | Name | Cost | Damage | Weight | Properties |
|-----------------|-------|---------------|---------|--------------------------------------------------------| |-----------------|-------|---------------|---------|--------------------------------------------------------|

View file

@ -1,3 +1,6 @@
Combat
======
The Order of Combat The Order of Combat
------------------- -------------------

View file

@ -1,5 +1,5 @@
Traps Traps
----- =====
Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts. Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang over a cave entrance might grasp and choke anyone who pushes through them. A net hidden among the trees might drop on travelers who pass underneath. In a fantasy game, unwary adventurers can fall to their deaths, be burned alive, or fall under a fusillade of poisoned darts.
@ -176,7 +176,7 @@ A successful DC 20 Intelligence (Arcana) check reveals that the mouth contains a
Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment. Some versions of the trap include an enchantment placed on the stone face, such that specified creatures feel an overwhelming urge to approach it and crawl inside its mouth. This effect is otherwise like the *sympathy* aspect of the *antipathy/sympathy* spell. A successful *dispel magic* (DC 18) removes this enchantment.
Diseases Diseases
-------- ========
A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells.
@ -219,7 +219,7 @@ A beast or humanoid that drinks water tainted by sight rot must succeed on a DC
Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.
Madness Madness
------- =======
In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. In a typical campaign, characters arent driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
@ -293,7 +293,7 @@ A character afflicted with **indefinite madness** gains a new character flaw fro
A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness. A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness.
Objects Objects
------- =======
When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does. When characters need to saw through ropes, shatter a window, or smash a vampires coffin, the only hard and fast rule is this: given enough time and the right tools, characters can destroy any destructible object. Use common sense when determining a characters success at damaging an object. Can a fighter cut through a section of a stone wall with a sword? No, the sword is likely to break before the wall does.
@ -335,7 +335,7 @@ When time is a factor, you can assign an Armor Class and hit points to a destruc
| Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) | | Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Poisons Poisons
------- =======
Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures.

View file

@ -9,23 +9,7 @@ Its said that something wild lurks in the heart of every soul, a space that t
The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere. The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.
#### The Greek Pantheon ##### Celtic Deities
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
#### The Egyptian Pantheon
These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
#### Celtic Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|---------------------------------------------------|-----------|-------------------|------------------------------------| |---------------------------------------------------|-----------|-------------------|------------------------------------|
@ -44,7 +28,11 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll | | Oghma, god of speech and writing | NG | Knowledge | Unfurled scroll |
| Silvanus, god of nature and forests | N | Nature | Summer oak tree | | Silvanus, god of nature and forests | N | Nature | Summer oak tree |
#### Greek Deities #### The Greek Pantheon
The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and theyve made a place for themselves inside the human heart, too.
##### Greek Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|--------------------------------------------|-----------|------------------------|---------------------------------------| |--------------------------------------------|-----------|------------------------|---------------------------------------|
@ -68,8 +56,38 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Poseidon, god of the sea and earthquakes | CN | Tempest | Trident | | Poseidon, god of the sea and earthquakes | CN | Tempest | Trident |
| Tyche, goddess of good fortune | N | Trickery | Red pentagram | | Tyche, goddess of good fortune | N | Trickery | Red pentagram |
#### The Egyptian Pantheon
#### Norse Deities These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Maat—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.
The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.
##### Egyptian Deities
| Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------------|-----------|--------------------------|--------------------------------------|
| Re-Horakhty, god of the sun, ruler of the gods | LG | Life, Light | Solar disk encircled by serpent |
| Anubis, god of judgment and death | LN | Death | Black jackal |
| Apep, god of evil, fire, and serpents | NE | Trickery | Flaming snake |
| Bast, goddess of cats and vengeance | CG | War | Cat |
| Bes, god of luck and music | CN | Trickery | Image of the misshapen deity |
| Hathor, goddess of love, music, and motherhood | NG | Life, Light | Horned cowʼs head with lunar disk |
| Imhotep, god of crafts and medicine | NG | Knowledge | Step pyramid |
| Isis, goddess of fertility and magic | NG | Knowledge, Life | Ankh and star |
| Nephthys, goddess of death and grief | CG | Death | Horns around a lunar disk |
| Osiris, god of nature and the underworld | LG | Life, Nature | Crook and flail |
| Ptah, god of crafts, knowledge, and secrets | LN | Knowledge | Bull |
| Set, god of darkness and desert storms | CE | Death, Tempest, Trickery | Coiled cobra |
| Sobek, god of water and crocodiles | LE | Nature, Tempest | Crocodile head with horns and plumes |
| Thoth, god of knowledge and wisdom | N | Knowledge | Ibis |
#### The Norse Pantheon
Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. Its a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they havent been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, its surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.
The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).
##### Norse Deities
| Deity | Alignment | Suggested Domains | Symbol | | Deity | Alignment | Suggested Domains | Symbol |
|-------------------------------------------|-----------|-------------------|-----------------------------------| |-------------------------------------------|-----------|-------------------|-----------------------------------|