Merge pull request #6 from cwstra/master

Fixed human Languages newline
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6 changed files with 42 additions and 42 deletions

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@ -127,8 +127,8 @@
"***Age.*** Humans reach adulthood in their late teens and live less than a century.",
"***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.",
"***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.",
"***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.",
"Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."
"***Speed.*** Your base walking speed is 30 feet.",
"***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."
]
}
},

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@ -53,8 +53,8 @@ System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Author
END OF LICENSE
If you note any errors in this document, please let us know by emailing [askdnd@wizards.com](mailto:askdnd@wizards.com)
If you note any errors in this document, please let us know by emailing [askdnd@wizards.com](mailto:askdnd@wizards.com)
Races
=====
@ -218,9 +218,9 @@ Its hard to make generalizations about humans, but your human character has t
***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.
***Speed.*** Your base walking speed is 30 feet.
Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Dragonborn
----------
@ -381,8 +381,8 @@ Tieflings share certain racial traits as a result of their infernal descent.
***Infernal Legacy.*** You know the *thaumaturgy* cantrip. When you reach 3rd level, you can cast the *hellish rebuke* spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *darkness* spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
***Languages.*** You can speak, read, and write Common and Infernal.
***Languages.*** You can speak, read, and write Common and Infernal.
Barbarian
=========
@ -2962,8 +2962,8 @@ For each level of the spell, the process takes 2 hours and costs 50 gp. The cost
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
***The Books Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
***The Books Appearance.*** Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Beyond 1st Level
================
@ -3291,8 +3291,8 @@ Acolytes are shaped by their experience in temples or other religious communitie
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |
| 4 | I am inflexible in my thinking. |
| 5 | I am suspicious of strangers and expect the worst of them. |
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |
Equipment
=========
@ -4048,8 +4048,8 @@ Skilled hirelings include anyone hired to perform a service that involves a prof
People who are able to cast spells dont fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Hiring someone to cast a relatively common spell of 1st or 2nd level, such as *cure wounds* or *identify*, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster-infested wilderness to deliver something important to a distant settlement.
Feats
=====
@ -4065,8 +4065,8 @@ You must meet any prerequisite specified in a feat to take that feat. If you eve
Youve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
- You have advantage on attack rolls against a creature you are grappling.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
- You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Using Ability Scores
====================
@ -4697,8 +4697,8 @@ You can spend time between adventures learning a new language or training with a
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
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
======
@ -5214,8 +5214,8 @@ When making a **melee weapon attack**, a creature that doesnt have a swimming
A **ranged weapon attack** automatically misses a target beyond the weapons normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Creatures and objects that are fully immersed in water have resistance to fire damage.
Spellcasting
============
@ -12065,8 +12065,8 @@ You must designate a sanctuary by casting this spell within a location, such as
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spells area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature cant speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
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
=====
@ -12467,8 +12467,8 @@ Each type of poison has its own debilitating effects.
***Truth Serum (Ingested).*** A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature cant knowingly speak a lie, as if under the effect of a *zone of truth* spell.
***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
===========
@ -15154,8 +15154,8 @@ You can also use an action to cast the *detect magic* spell from the orb without
***Call Dragons.*** While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it cant be used again for 1 hour.
***Destroying an Orb.*** An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
***Destroying an Orb.*** An *Orb of Dragonkind* appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A *disintegrate* spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Monsters
========
@ -23759,8 +23759,8 @@ Monsters (Z)
**Actions**
***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Morningstar.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Appendix PH-A: Conditions
======================
@ -23857,8 +23857,8 @@ Finishing a long rest reduces a creatures exhaustion level by 1, provided tha
- The creature drops whatever its holding and falls prone.
- The creature automatically fails Strength and Dexterity saving throws.
- Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Appendix PH-B: Fantasy-Historical Pantheons
========================================
@ -23971,8 +23971,8 @@ The Norse pantheon includes two main families, the Aesir (deities of war and des
| Thor, god of storms and thunder | CG | Tempest, War | Hammer |
| Thrym, god of frost giants and cold | CE | War | White double-bladed axe |
| Tyr, god of courage and strategy | LN | Knowledge, War | Sword |
| Uller, god of hunting and winter | CN | Nature | Longbow |
| Uller, god of hunting and winter | CN | Nature | Longbow |
Appendix PH-C: The Planes of Existence
===================================
@ -24034,8 +24034,8 @@ The planes with some element of good in their nature are called the **Upper Plan
#### Demiplanes
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that dont seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane,* or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that dont seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by spells, such as *demiplane,* or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power. A given demiplane can be entered through a single point where it touches another plane. Theoretically, a *plane shift* spell can also carry travelers to a demiplane, but the proper frequency required for the tuning fork is extremely hard to acquire. The *gate* spell is more reliable, assuming the caster knows of the demiplane.
Appendix MM-A: Miscellaneous Creatures
===================================
@ -26839,8 +26839,8 @@ The arctic-dwelling **winter wolf** is as large as a dire wolf but has snow-whit
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
A **worg** is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
Appendix MM-B: Nonplayer Characters
====================

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@ -5,7 +5,7 @@ Races:
Dwarf: {'Dwarf Traits': {content: ['Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.', '***Ability Score Increase.*** Your Constitution score increases by 2.', '***Age.*** Dwarves mature at the same rate as humans, but theyre considered young until they reach the age of 50. On average, they live about 350 years.', '***Alignment.*** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.', '***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.', '***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.', '***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.', '***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.', '***Tool Proficiency.*** You gain proficiency with the artisans tools of your choice: smiths tools, brewers supplies, or masons tools.', '***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.', '***Languages.*** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.'], 'Hill Dwarf': {content: ['As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.', '***Ability Score Increase.*** Your Wisdom score increases by 1.', '***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.']}}}
Elf: {'Elf Traits': {content: ['Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***Age.*** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.', '***Alignment.*** Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.', '***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Darkvision.*** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Keen Senses.*** You have proficiency in the Perception skill.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Trance.*** Elves dont need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.', 'After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.', '***Languages.*** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.'], 'High Elf': {content: ['As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.', '***Ability Score Increase.*** Your Intelligence score increases by 1.', '***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.', '***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.', '***Extra Language.*** You can speak, read, and write one extra language of your choice.']}}}
Halfling: {'Halfling Traits': {content: ['Your halfling character has a number of traits in common with all other halflings.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.', '***Alignment.*** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.', '***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***Lucky.*** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.', '***Brave.*** You have advantage on saving throws against being frightened.', '***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.', '***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isnt secret, but halflings are loath to share it with others. They write very little, so they dont have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.'], Lightfoot: {content: ['As a lightfoot halfling, you can easily hide from notice, even using other people as cover. Youre inclined to be affable and get along well with others.', 'Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.', '***Ability Score Increase.*** Your Charisma score increases by 1.', '***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.']}}}
Human: {'Human Traits': {content: ['Its hard to make generalizations about humans, but your human character has these traits.', '***Ability Score Increase.*** Your ability scores each increase by 1.', '***Age.*** Humans reach adulthood in their late teens and live less than a century.', '***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.', '***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.', '***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.', 'Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.']}}
Human: {'Human Traits': {content: ['Its hard to make generalizations about humans, but your human character has these traits.', '***Ability Score Increase.*** Your ability scores each increase by 1.', '***Age.*** Humans reach adulthood in their late teens and live less than a century.', '***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.', '***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.']}}
Dragonborn: {'Dragonborn Traits': {content: ['Your draconic heritage manifests in a variety of traits you share with other dragonborn.', '***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1.', '***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. Most dragonborn are good, but those who side with evil can be terrible villains.', '***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 walking speed is 30 feet.', '***Draconic Ancestry.***', {table: {'**Dragon**': [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], '**Damage Type**': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold], '**Breath Weapon**': ['5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Con. save)']}}, '***Draconic Ancestry.*** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.', '***Breath Weapon.*** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.', '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.', 'After you use your breath weapon, you cant use it again until you complete a short or long rest.', '***Damage Resistance.*** You have resistance to the damage type associated with your draconic ancestry.', '***Languages.*** You can speak, read, and write 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.']}}
Gnome: {'Gnome Traits': {content: ['Your gnome character has certain characteristics in common with all other gnomes.', '***Ability Score Increase.*** Your Intelligence score increases by 2.', '***Age.*** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.', '***Alignment.*** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.', '***Size.*** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.', '***Languages.*** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.'], 'Rock Gnome': {content: ['As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.', '***Ability Score Increase.*** Your Constitution score increases by 1.', '***Artificers Lore.*** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.', '***Tinker.*** You have proficiency with artisans tools (tinkers tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.', 'When you create a device, choose one of the following options:', ['*Clockwork Toy.* This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.', '*Fire Starter.* The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.', '*Music Box.* When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the songs end or when it is closed.']]}}}
Half-Elf: {'Half-Elf Traits': {content: ['Your half-elf character has some qualities in common with elves and some that are unique to half-elves.', '***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.', '***Age.*** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.', '***Alignment.*** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others demands, and sometimes prove unreliable, or at least unpredictable.', '***Size.*** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Darkvision.*** Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Skill Versatility.*** You gain proficiency in two skills of your choice.', '***Languages.*** You can speak, read, and write Common, Elvish, and one extra language of your choice.']}}

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@ -94,8 +94,8 @@
"***Age.*** Humans reach adulthood in their late teens and live less than a century.",
"***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.",
"***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.",
"***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.",
"Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."
"***Speed.*** Your base walking speed is 30 feet.",
"***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on."
]
}
},

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@ -161,9 +161,9 @@ Its hard to make generalizations about humans, but your human character has t
***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.
***Speed.*** Your base walking speed is 30 feet.
Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Dragonborn
----------

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@ -3,7 +3,7 @@ Races:
Dwarf: {'Dwarf Traits': {content: ['Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.', '***Ability Score Increase.*** Your Constitution score increases by 2.', '***Age.*** Dwarves mature at the same rate as humans, but theyre considered young until they reach the age of 50. On average, they live about 350 years.', '***Alignment.*** Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.', '***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.', '***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.', '***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.', '***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.', '***Tool Proficiency.*** You gain proficiency with the artisans tools of your choice: smiths tools, brewers supplies, or masons tools.', '***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.', '***Languages.*** You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.'], 'Hill Dwarf': {content: ['As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.', '***Ability Score Increase.*** Your Wisdom score increases by 1.', '***Dwarven Toughness.*** Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.']}}}
Elf: {'Elf Traits': {content: ['Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***Age.*** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.', '***Alignment.*** Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others freedom as well as their own, and they are more often good than not. The drow are an exception; their exile has made them vicious and dangerous. Drow are more often evil than not.', '***Size.*** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Darkvision.*** Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Keen Senses.*** You have proficiency in the Perception skill.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Trance.*** Elves dont need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice.', 'After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.', '***Languages.*** You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.'], 'High Elf': {content: ['As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many fantasy gaming worlds, there are two kinds of high elves. One type is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type is more common and more friendly, and often encountered among humans and other races.', '***Ability Score Increase.*** Your Intelligence score increases by 1.', '***Elf Weapon Training.*** You have proficiency with the longsword, shortsword, shortbow, and longbow.', '***Cantrip.*** You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.', '***Extra Language.*** You can speak, read, and write one extra language of your choice.']}}}
Halfling: {'Halfling Traits': {content: ['Your halfling character has a number of traits in common with all other halflings.', '***Ability Score Increase.*** Your Dexterity score increases by 2.', '***Age.*** A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.', '***Alignment.*** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.', '***Size.*** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***Lucky.*** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.', '***Brave.*** You have advantage on saving throws against being frightened.', '***Halfling Nimbleness.*** You can move through the space of any creature that is of a size larger than yours.', '***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isnt secret, but halflings are loath to share it with others. They write very little, so they dont have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.'], Lightfoot: {content: ['As a lightfoot halfling, you can easily hide from notice, even using other people as cover. Youre inclined to be affable and get along well with others.', 'Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.', '***Ability Score Increase.*** Your Charisma score increases by 1.', '***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.']}}}
Human: {'Human Traits': {content: ['Its hard to make generalizations about humans, but your human character has these traits.', '***Ability Score Increase.*** Your ability scores each increase by 1.', '***Age.*** Humans reach adulthood in their late teens and live less than a century.', '***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.', '***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.', '***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and one extra language of your choice.', 'Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.']}}
Human: {'Human Traits': {content: ['Its hard to make generalizations about humans, but your human character has these traits.', '***Ability Score Increase.*** Your ability scores each increase by 1.', '***Age.*** Humans reach adulthood in their late teens and live less than a century.', '***Alignment.*** Humans tend toward no particular alignment. The best and the worst are found among them.', '***Size.*** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Languages.*** You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.']}}
Dragonborn: {'Dragonborn Traits': {content: ['Your draconic heritage manifests in a variety of traits you share with other dragonborn.', '***Ability Score Increase.*** Your Strength score increases by 2, and your Charisma score increases by 1.', '***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. Most dragonborn are good, but those who side with evil can be terrible villains.', '***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 walking speed is 30 feet.', '***Draconic Ancestry.***', {table: {'**Dragon**': [Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, White], '**Damage Type**': [Acid, Lightning, Fire, Lightning, Acid, Fire, Poison, Fire, Cold, Cold], '**Breath Weapon**': ['5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '5 by 30 ft. line (Dex. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Dex. save)', '15 ft. cone (Con. save)', '15 ft. cone (Con. save)']}}, '***Draconic Ancestry.*** You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.', '***Breath Weapon.*** You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.', '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.', 'After you use your breath weapon, you cant use it again until you complete a short or long rest.', '***Damage Resistance.*** You have resistance to the damage type associated with your draconic ancestry.', '***Languages.*** You can speak, read, and write 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.']}}
Gnome: {'Gnome Traits': {content: ['Your gnome character has certain characteristics in common with all other gnomes.', '***Ability Score Increase.*** Your Intelligence score increases by 2.', '***Age.*** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.', '***Alignment.*** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.', '***Size.*** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.', '***Speed.*** Your base walking speed is 25 feet.', '***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Gnome Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.', '***Languages.*** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.'], 'Rock Gnome': {content: ['As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.', '***Ability Score Increase.*** Your Constitution score increases by 1.', '***Artificers Lore.*** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.', '***Tinker.*** You have proficiency with artisans tools (tinkers tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.', 'When you create a device, choose one of the following options:', ['*Clockwork Toy.* This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.', '*Fire Starter.* The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.', '*Music Box.* When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the songs end or when it is closed.']]}}}
Half-Elf: {'Half-Elf Traits': {content: ['Your half-elf character has some qualities in common with elves and some that are unique to half-elves.', '***Ability Score Increase.*** Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.', '***Age.*** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.', '***Alignment.*** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others demands, and sometimes prove unreliable, or at least unpredictable.', '***Size.*** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.', '***Speed.*** Your base walking speed is 30 feet.', '***Darkvision.*** Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You cant discern color in darkness, only shades of gray.', '***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic cant put you to sleep.', '***Skill Versatility.*** You gain proficiency in two skills of your choice.', '***Languages.*** You can speak, read, and write Common, Elvish, and one extra language of your choice.']}}