Fix Water Elemental Whelm action. Closes #8

Fix Druid spellcasting and wild shape mix up.
Add Adventuring header to wrap time, movement, etc.
Move Alignment, Languages to higher heading. Closes #7
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Ben Morton 2019-06-10 22:46:20 +01:00
parent 3d3afe305e
commit ca05d5ca53
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GPG key ID: 91A8370FAE579057
15 changed files with 268 additions and 266 deletions

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@ -1660,6 +1660,14 @@
"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots."
]
},
"Spellcasting Ability": {
"content": [
"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
]
},
"Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
"Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells."
},
"Wild Shape": {
@ -1670,19 +1678,7 @@
"Beast Shapes": {
"content": [
"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.",
"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
]
},
"Spellcasting Ability": {
"content": [
"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
]
},
"Ritual Casting": {
"content": [
"You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.",
{
"table": {
"Max.": [
@ -4958,105 +4954,105 @@
]
}
}
},
"Alignment": {
}
},
"Alignment": {
"content": [
"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.",
"These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.",
[
"**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.",
"**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.",
"**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.",
"**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.",
"**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.",
"**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.",
"**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.",
"**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.",
"**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."
]
],
"Alignment in the Multiverse": {
"content": [
"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.",
"These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.",
[
"**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.",
"**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.",
"**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.",
"**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.",
"**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.",
"**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.",
"**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.",
"**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.",
"**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."
]
],
"Alignment in the Multiverse": {
"content": [
"For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.",
"The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc gods influence.)",
"Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.",
"Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment."
"For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.",
"The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc gods influence.)",
"Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.",
"Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment."
]
}
},
"Languages": {
"content": [
"Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.",
"Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GMs permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves cant or the tongue of druids.",
"Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another."
],
"Standard Languages": {
"table": {
"Language": [
"Common",
"Dwarvish",
"Elvish",
"Giant",
"Gnomish",
"Goblin",
"Halfling",
"Orc"
],
"Typical Speakers": [
"Humans",
"Dwarves",
"Elves",
"Ogres, giants",
"Gnomes",
"Goblinoids",
"Halflings",
"Orcs"
],
"Script": [
"Common",
"Dwarvish",
"Elvish",
"Dwarvish",
"Dwarvish",
"Dwarvish",
"Common",
"Dwarvish"
]
}
},
"Languages": {
"content": [
"Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.",
"Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GMs permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves cant or the tongue of druids.",
"Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another."
],
"Standard Languages": {
"table": {
"Language": [
"Common",
"Dwarvish",
"Elvish",
"Giant",
"Gnomish",
"Goblin",
"Halfling",
"Orc"
],
"Typical Speakers": [
"Humans",
"Dwarves",
"Elves",
"Ogres, giants",
"Gnomes",
"Goblinoids",
"Halflings",
"Orcs"
],
"Script": [
"Common",
"Dwarvish",
"Elvish",
"Dwarvish",
"Dwarvish",
"Dwarvish",
"Common",
"Dwarvish"
]
}
},
"Exotic Languages": {
"table": {
"Language": [
"Abyssal",
"Celestial",
"Draconic",
"Deep Speech",
"Infernal",
"Primordial",
"Sylvan",
"Undercommon"
],
"Typical Speakers": [
"Demons",
"Celestials",
"Dragons, dragonborn",
"Aboleths, cloakers",
"Devils",
"Elementals",
"Fey creatures",
"Underworld traders"
],
"Script": [
"Infernal",
"Celestial",
"Draconic",
"—",
"Infernal",
"Dwarvish",
"Elvish",
"Elvish"
]
}
"Exotic Languages": {
"table": {
"Language": [
"Abyssal",
"Celestial",
"Draconic",
"Deep Speech",
"Infernal",
"Primordial",
"Sylvan",
"Undercommon"
],
"Typical Speakers": [
"Demons",
"Celestials",
"Dragons, dragonborn",
"Aboleths, cloakers",
"Devils",
"Elementals",
"Fey creatures",
"Underworld traders"
],
"Script": [
"Infernal",
"Celestial",
"Draconic",
"—",
"Infernal",
"Dwarvish",
"Elvish",
"Elvish"
]
}
}
},
@ -7016,7 +7012,9 @@
"The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the casters spellcasting ability and proficiency bonus.",
"The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."
]
},
}
},
"Adventuring": {
"Time": {
"content": [
"In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.",
@ -20648,10 +20646,7 @@
"**Actions**",
"***Multiattack.*** The elemental makes two slam attacks.",
"***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.",
"***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8",
[
"4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space."
],
"***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.",
"The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."
]
}

View file

@ -1000,6 +1000,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
#### Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
#### Spellcasting Focus
You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.
@ -1016,18 +1028,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
#### Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
| Max. | Level | CR Limitations | Example |
|------|-------|-----------------------------|-------------|
| 2nd | 1/4 | No flying or swimming speed | Wolf |
@ -3124,7 +3124,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Alignment
Alignment
---------
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
@ -3149,7 +3150,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d
Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
### Languages
Languages
---------
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.
@ -4462,6 +4464,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Adventuring
===========
Time
----
@ -19433,9 +19438,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage
***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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@ -1389,6 +1389,14 @@
"You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots."
]
},
"Spellcasting Ability": {
"content": [
"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
]
},
"Ritual Casting": "You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
"Spellcasting Focus": "You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells."
},
"Wild Shape": {
@ -1399,19 +1407,7 @@
"Beast Shapes": {
"content": [
"For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *cure wounds,* you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesnt remove it from your list of prepared spells.",
"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list."
]
},
"Spellcasting Ability": {
"content": [
"Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.",
"**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier",
"**Spell attack modifier** = your proficiency bonus + your Wisdom modifier"
]
},
"Ritual Casting": {
"content": [
"You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.",
"You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.",
{
"table": {
"Max.": [

View file

@ -401,105 +401,105 @@
]
}
}
},
"Alignment": {
}
},
"Alignment": {
"content": [
"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.",
"These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.",
[
"**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.",
"**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.",
"**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.",
"**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.",
"**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.",
"**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.",
"**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.",
"**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.",
"**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."
]
],
"Alignment in the Multiverse": {
"content": [
"A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.",
"These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment.",
[
"**Lawful good** (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.",
"**Neutral good** (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.",
"**Chaotic good** (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.",
"**Lawful neutral** (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.",
"**Neutral** (N) is the alignment of those who prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.",
"**Chaotic neutral** (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.",
"**Lawful evil** (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.",
"**Neutral evil** (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and goblins are neutral evil.",
"**Chaotic evil** (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil."
]
],
"Alignment in the Multiverse": {
"content": [
"For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.",
"The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc gods influence.)",
"Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.",
"Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment."
"For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good- aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery.",
"The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc gods, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc gods influence.)",
"Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesnt tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.",
"Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment."
]
}
},
"Languages": {
"content": [
"Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.",
"Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GMs permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves cant or the tongue of druids.",
"Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another."
],
"Standard Languages": {
"table": {
"Language": [
"Common",
"Dwarvish",
"Elvish",
"Giant",
"Gnomish",
"Goblin",
"Halfling",
"Orc"
],
"Typical Speakers": [
"Humans",
"Dwarves",
"Elves",
"Ogres, giants",
"Gnomes",
"Goblinoids",
"Halflings",
"Orcs"
],
"Script": [
"Common",
"Dwarvish",
"Elvish",
"Dwarvish",
"Dwarvish",
"Dwarvish",
"Common",
"Dwarvish"
]
}
},
"Languages": {
"content": [
"Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.",
"Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GMs permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves cant or the tongue of druids.",
"Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another."
],
"Standard Languages": {
"table": {
"Language": [
"Common",
"Dwarvish",
"Elvish",
"Giant",
"Gnomish",
"Goblin",
"Halfling",
"Orc"
],
"Typical Speakers": [
"Humans",
"Dwarves",
"Elves",
"Ogres, giants",
"Gnomes",
"Goblinoids",
"Halflings",
"Orcs"
],
"Script": [
"Common",
"Dwarvish",
"Elvish",
"Dwarvish",
"Dwarvish",
"Dwarvish",
"Common",
"Dwarvish"
]
}
},
"Exotic Languages": {
"table": {
"Language": [
"Abyssal",
"Celestial",
"Draconic",
"Deep Speech",
"Infernal",
"Primordial",
"Sylvan",
"Undercommon"
],
"Typical Speakers": [
"Demons",
"Celestials",
"Dragons, dragonborn",
"Aboleths, cloakers",
"Devils",
"Elementals",
"Fey creatures",
"Underworld traders"
],
"Script": [
"Infernal",
"Celestial",
"Draconic",
"—",
"Infernal",
"Dwarvish",
"Elvish",
"Elvish"
]
}
"Exotic Languages": {
"table": {
"Language": [
"Abyssal",
"Celestial",
"Draconic",
"Deep Speech",
"Infernal",
"Primordial",
"Sylvan",
"Undercommon"
],
"Typical Speakers": [
"Demons",
"Celestials",
"Dragons, dragonborn",
"Aboleths, cloakers",
"Devils",
"Elementals",
"Fey creatures",
"Underworld traders"
],
"Script": [
"Infernal",
"Celestial",
"Draconic",
"—",
"Infernal",
"Dwarvish",
"Elvish",
"Elvish"
]
}
}
},

View file

@ -355,7 +355,9 @@
"The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the casters spellcasting ability and proficiency bonus.",
"The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect."
]
},
}
},
"Adventuring": {
"Time": {
"content": [
"In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers movement happens on a scale of **minutes**. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.",

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@ -4405,10 +4405,7 @@
"**Actions**",
"***Multiattack.*** The elemental makes two slam attacks.",
"***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.",
"***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8",
[
"4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space."
],
"***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.",
"The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding."
]
}

View file

@ -615,6 +615,18 @@ The Druid table shows how many spell slots you have to cast your spells of 1st l
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
#### Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
#### Spellcasting Focus
You can use a druidic focus (see chapter 5, “Equip- ment”) as a spellcasting focus for your druid spells.
@ -631,18 +643,6 @@ For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-l
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
#### Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
#### Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
| Max. | Level | CR Limitations | Example |
|------|-------|-----------------------------|-------------|
| 2nd | 1/4 | No flying or swimming speed | Wolf |

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@ -158,7 +158,8 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th
| 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
### Alignment
Alignment
---------
A typical creature in the game world has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
@ -183,7 +184,8 @@ Alignment is an essential part of the nature of celestials and fiends. A devil d
Most creatures that lack the capacity for rational thought do not have alignments—they are **unaligned**. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment.
### Languages
Languages
---------
Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet.

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@ -393,6 +393,9 @@ The Difficulty Class for a saving throw is determined by the effect that causes
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Adventuring
===========
Time
----

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@ -4275,9 +4275,7 @@ If the saving throw is successful, the target takes half the bludgeoning damage
***Slam.*** Melee *Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8
+ 4) bludgeoning damage. If it is Large or smaller, it is also grappled
(escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
***Whelm (Recharge 46).*** Each creature in the elementals space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elementals space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elementals turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.

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