From 5ae20ac076c9efe56a55f0d91a5a34fb0dc3d8de Mon Sep 17 00:00:00 2001 From: umbyology Date: Sat, 5 Mar 2022 13:35:15 -0600 Subject: [PATCH] Organizational Updates --- downloads/obsidian/!_WORK-IN-PROGRESS_!.md | 11 --- .../01.barbarian.md => classes/barbarian.md} | 0 .../02.bard.md => classes/bard.md} | 0 .../03.cleric.md => classes/cleric.md} | 0 .../04.druid.md => classes/druid.md} | 0 .../05.fighter.md => classes/fighter.md} | 0 .../06.monk.md => classes/monk.md} | 0 .../07.paladin.md => classes/paladin.md} | 0 .../08.ranger.md => classes/ranger.md} | 0 .../09.rogue.md => classes/rogue.md} | 0 .../10.sorcerer.md => classes/sorcerer.md} | 0 .../11.warlock.md => classes/warlock.md} | 0 .../12.wizard.md => classes/wizard.md} | 0 .../obsidian/customizations/alignment.md | 33 +++++++ .../backgrounds.md} | 90 +------------------ downloads/obsidian/customizations/feats.md | 16 ++++ .../obsidian/customizations/languages.md | 51 +++++++++++ .../multiclassing.md | 19 +--- .../03.armor.md => equipment/armor.md} | 0 .../01.coinage.md => equipment/coinage.md} | 0 .../08.expenses.md => equipment/expenses.md} | 0 .../05.gear.md => equipment/gear.md} | 0 .../selling_treasure.md} | 0 .../06.tools.md => equipment/tools.md} | 0 .../transportation.md} | 0 .../04.weapons.md => equipment/weapons.md} | 0 .../conditions.md} | 0 downloads/obsidian/gamemastering/diseases.md | 41 +++++++++ downloads/obsidian/gamemastering/madness.md | 75 ++++++++++++++++ .../objects.md} | 2 +- .../pantheons.md} | 0 .../03.planes.md => gamemastering/planes.md} | 0 .../poisons.md} | 0 .../04.traps.md => gamemastering/traps.md} | 0 .../abilities.md} | 0 .../adventuring.md} | 0 .../{08.combat.md => gameplay/combat.md} | 0 .../creatures_a-c.md | 0 .../creatures_d-f.md | 0 .../creatures_g-i.md | 0 .../creatures_j-l.md | 0 .../creatures_m-o.md | 0 .../creatures_p-r.md | 0 .../creatures_s-u.md | 0 .../creatures_v-z.md | 0 .../{13.monsters => monsters}/monsters_a.md | 0 .../{13.monsters => monsters}/monsters_b.md 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0 .../magic_items_c.md | 0 .../magic_items_d.md | 0 .../magic_items_e.md | 0 .../magic_items_f.md | 0 .../magic_items_g.md | 0 .../magic_items_h.md | 0 .../magic_items_i.md | 0 .../magic_items_j.md | 0 .../magic_items_k.md | 0 .../magic_items_l.md | 0 .../magic_items_m.md | 0 .../magic_items_n.md | 0 .../magic_items_o.md | 0 .../magic_items_p.md | 0 .../magic_items_q.md | 0 .../magic_items_r.md | 0 .../magic_items_s.md | 0 .../magic_items_t.md | 0 .../magic_items_u.md | 0 .../magic_items_v.md | 0 .../magic_items_w.md | 0 .../magic_items_x.md | 0 .../magic_items_y.md | 0 .../magic_items_z.md | 0 .../sentient_magic.md | 0 139 files changed, 227 insertions(+), 129 deletions(-) delete mode 100644 downloads/obsidian/!_WORK-IN-PROGRESS_!.md rename downloads/obsidian/{02.classes/01.barbarian.md => classes/barbarian.md} (100%) rename downloads/obsidian/{02.classes/02.bard.md => classes/bard.md} (100%) rename downloads/obsidian/{02.classes/03.cleric.md => classes/cleric.md} (100%) rename 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downloads/obsidian/{12.treasure => treasure}/magic_items_x.md (100%) rename downloads/obsidian/{12.treasure => treasure}/magic_items_y.md (100%) rename downloads/obsidian/{12.treasure => treasure}/magic_items_z.md (100%) rename downloads/obsidian/{12.treasure => treasure}/sentient_magic.md (100%) diff --git a/downloads/obsidian/!_WORK-IN-PROGRESS_!.md b/downloads/obsidian/!_WORK-IN-PROGRESS_!.md deleted file mode 100644 index 85885b2..0000000 --- a/downloads/obsidian/!_WORK-IN-PROGRESS_!.md +++ /dev/null @@ -1,11 +0,0 @@ -# WARNING! - ---- - -The Obsidian version of the D&D 5E SRD is now *UNDER DEVELOPMENT*. When this warning file is gone, the work is done. - -> Essentually, each primary topic will have its own markdown file (race, class, spell, magic item, monster, category of rules, etc.) - -For more information on the progress, you can view the [Changelog.md](https://github.com/Umbyology/OGL-SRD5/blob/master/changelog.md) in the root directory. - -Thanks! \ No newline at end of file diff --git a/downloads/obsidian/02.classes/01.barbarian.md b/downloads/obsidian/classes/barbarian.md similarity index 100% rename from downloads/obsidian/02.classes/01.barbarian.md rename to downloads/obsidian/classes/barbarian.md diff --git a/downloads/obsidian/02.classes/02.bard.md b/downloads/obsidian/classes/bard.md similarity index 100% rename from downloads/obsidian/02.classes/02.bard.md rename to downloads/obsidian/classes/bard.md diff --git a/downloads/obsidian/02.classes/03.cleric.md b/downloads/obsidian/classes/cleric.md similarity index 100% rename from downloads/obsidian/02.classes/03.cleric.md rename to downloads/obsidian/classes/cleric.md diff --git a/downloads/obsidian/02.classes/04.druid.md b/downloads/obsidian/classes/druid.md similarity index 100% rename from downloads/obsidian/02.classes/04.druid.md rename to downloads/obsidian/classes/druid.md diff --git a/downloads/obsidian/02.classes/05.fighter.md b/downloads/obsidian/classes/fighter.md similarity index 100% rename from downloads/obsidian/02.classes/05.fighter.md rename to downloads/obsidian/classes/fighter.md diff --git a/downloads/obsidian/02.classes/06.monk.md b/downloads/obsidian/classes/monk.md similarity index 100% rename from downloads/obsidian/02.classes/06.monk.md rename to downloads/obsidian/classes/monk.md diff --git a/downloads/obsidian/02.classes/07.paladin.md b/downloads/obsidian/classes/paladin.md similarity index 100% rename from downloads/obsidian/02.classes/07.paladin.md rename to downloads/obsidian/classes/paladin.md diff --git a/downloads/obsidian/02.classes/08.ranger.md b/downloads/obsidian/classes/ranger.md similarity index 100% rename from downloads/obsidian/02.classes/08.ranger.md rename to downloads/obsidian/classes/ranger.md diff --git a/downloads/obsidian/02.classes/09.rogue.md b/downloads/obsidian/classes/rogue.md similarity index 100% rename from downloads/obsidian/02.classes/09.rogue.md rename to downloads/obsidian/classes/rogue.md diff --git a/downloads/obsidian/02.classes/10.sorcerer.md b/downloads/obsidian/classes/sorcerer.md similarity index 100% rename from downloads/obsidian/02.classes/10.sorcerer.md rename to downloads/obsidian/classes/sorcerer.md diff --git a/downloads/obsidian/02.classes/11.warlock.md b/downloads/obsidian/classes/warlock.md similarity index 100% rename from downloads/obsidian/02.classes/11.warlock.md rename to downloads/obsidian/classes/warlock.md diff --git a/downloads/obsidian/02.classes/12.wizard.md b/downloads/obsidian/classes/wizard.md similarity index 100% rename from downloads/obsidian/02.classes/12.wizard.md rename to downloads/obsidian/classes/wizard.md diff --git a/downloads/obsidian/customizations/alignment.md b/downloads/obsidian/customizations/alignment.md new file mode 100644 index 0000000..f6486d8 --- /dev/null +++ b/downloads/obsidian/customizations/alignment.md @@ -0,0 +1,33 @@ +# 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. + +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 don't 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 + +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 god's influence.) + +Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't 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. \ No newline at end of file diff --git a/downloads/obsidian/04.personalization.md b/downloads/obsidian/customizations/backgrounds.md similarity index 58% rename from downloads/obsidian/04.personalization.md rename to downloads/obsidian/customizations/backgrounds.md index ab5ed4d..c310916 100644 --- a/downloads/obsidian/04.personalization.md +++ b/downloads/obsidian/customizations/backgrounds.md @@ -1,91 +1,3 @@ -# PERSONALIZATION - -# 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. - -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 don't 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 - -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 god's influence.) - -Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn't 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 - -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 GM's 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. - -**Table- Standard Languages** - -| Language | Typical Speakers | Script | -|----------|------------------|----------| -| Common | Humans | Common | -| Dwarvish | Dwarves | Dwarvish | -| Elvish | Elves | Elvish | -| Giant | Ogres, giants | Dwarvish | -| Gnomish | Gnomes | Dwarvish | -| Goblin | Goblinoids | Dwarvish | -| Halfling | Halflings | Common | -| Orc | Orcs | Dwarvish | -| | | | - -**Table- Exotic Languages** - -| Language | Typical Speakers | Script | -|-------------|---------------------|-----------| -| Abyssal | Demons | Infernal | -| Celestial | Celestials | Celestial | -| Draconic | Dragons, dragonborn | Draconic | -| Deep Speech | Aboleths, cloakers | - | -| Infernal | Devils | Infernal | -| Primordial | Elementals | Dwarvish | -| Sylvan | Fey creatures | Elvish | -| Undercommon | Underworld traders | Elvish | -| | | | - -# Inspiration - -Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. - -## Gaining Inspiration - -Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. - -You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use. - -## Using Inspiration - -If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. - -Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. - # Backgrounds Every story has a beginning. Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. @@ -173,4 +85,4 @@ Acolytes are shaped by their experience in temples or other religious communitie | 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. | -| | | +| | | \ No newline at end of file diff --git a/downloads/obsidian/customizations/feats.md b/downloads/obsidian/customizations/feats.md new file mode 100644 index 0000000..9edc710 --- /dev/null +++ b/downloads/obsidian/customizations/feats.md @@ -0,0 +1,16 @@ +# Feats + +A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. + +At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. + +You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored. + +## Grappler + +*Prerequisite: Strength 13 or higher* + +You've 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. \ No newline at end of file diff --git a/downloads/obsidian/customizations/languages.md b/downloads/obsidian/customizations/languages.md new file mode 100644 index 0000000..360d39c --- /dev/null +++ b/downloads/obsidian/customizations/languages.md @@ -0,0 +1,51 @@ +# 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. + +Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your GM's 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. + +**Table- Standard Languages** + +| Language | Typical Speakers | Script | +|----------|------------------|----------| +| Common | Humans | Common | +| Dwarvish | Dwarves | Dwarvish | +| Elvish | Elves | Elvish | +| Giant | Ogres, giants | Dwarvish | +| Gnomish | Gnomes | Dwarvish | +| Goblin | Goblinoids | Dwarvish | +| Halfling | Halflings | Common | +| Orc | Orcs | Dwarvish | +| | | | + +**Table- Exotic Languages** + +| Language | Typical Speakers | Script | +|-------------|---------------------|-----------| +| Abyssal | Demons | Infernal | +| Celestial | Celestials | Celestial | +| Draconic | Dragons, dragonborn | Draconic | +| Deep Speech | Aboleths, cloakers | - | +| Infernal | Devils | Infernal | +| Primordial | Elementals | Dwarvish | +| Sylvan | Fey creatures | Elvish | +| Undercommon | Underworld traders | Elvish | +| | | | + +# Inspiration + +Inspiration is a rule the game master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. + +## Gaining Inspiration + +Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. + +You either have inspiration or you don't - you can't stockpile multiple "inspirations" for later use. + +## Using Inspiration + +If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. + +Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. \ No newline at end of file diff --git a/downloads/obsidian/02.classes/multiclassing.md b/downloads/obsidian/customizations/multiclassing.md similarity index 89% rename from downloads/obsidian/02.classes/multiclassing.md rename to downloads/obsidian/customizations/multiclassing.md index da82628..91d84ec 100644 --- a/downloads/obsidian/02.classes/multiclassing.md +++ b/downloads/obsidian/customizations/multiclassing.md @@ -122,21 +122,4 @@ For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th | 18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | -| | | | | | | | | | | - -# Feats - -A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. - -At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise. - -You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow-perhaps by a withering curse-you can't benefit from the Grappler feat until your Strength is restored. - -## Grappler - -*Prerequisite: Strength 13 or higher* - -You've 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. \ No newline at end of file +| | | | | | | | | | | \ No newline at end of file diff --git a/downloads/obsidian/05.equipment/03.armor.md b/downloads/obsidian/equipment/armor.md similarity index 100% rename from downloads/obsidian/05.equipment/03.armor.md rename to downloads/obsidian/equipment/armor.md diff --git a/downloads/obsidian/05.equipment/01.coinage.md b/downloads/obsidian/equipment/coinage.md similarity index 100% rename from downloads/obsidian/05.equipment/01.coinage.md rename to downloads/obsidian/equipment/coinage.md diff --git a/downloads/obsidian/05.equipment/08.expenses.md b/downloads/obsidian/equipment/expenses.md similarity index 100% rename from downloads/obsidian/05.equipment/08.expenses.md rename to downloads/obsidian/equipment/expenses.md diff --git a/downloads/obsidian/05.equipment/05.gear.md b/downloads/obsidian/equipment/gear.md similarity index 100% rename from downloads/obsidian/05.equipment/05.gear.md rename to downloads/obsidian/equipment/gear.md diff --git a/downloads/obsidian/05.equipment/02.selling_treasure.md b/downloads/obsidian/equipment/selling_treasure.md similarity index 100% rename from downloads/obsidian/05.equipment/02.selling_treasure.md rename to downloads/obsidian/equipment/selling_treasure.md diff --git a/downloads/obsidian/05.equipment/06.tools.md b/downloads/obsidian/equipment/tools.md similarity index 100% rename from downloads/obsidian/05.equipment/06.tools.md rename to downloads/obsidian/equipment/tools.md diff --git a/downloads/obsidian/05.equipment/07.transportation.md b/downloads/obsidian/equipment/transportation.md similarity index 100% rename from downloads/obsidian/05.equipment/07.transportation.md rename to downloads/obsidian/equipment/transportation.md diff --git a/downloads/obsidian/05.equipment/04.weapons.md b/downloads/obsidian/equipment/weapons.md similarity index 100% rename from downloads/obsidian/05.equipment/04.weapons.md rename to downloads/obsidian/equipment/weapons.md diff --git a/downloads/obsidian/11.gamemastering/01.conditions.md b/downloads/obsidian/gamemastering/conditions.md similarity index 100% rename from downloads/obsidian/11.gamemastering/01.conditions.md rename to downloads/obsidian/gamemastering/conditions.md diff --git a/downloads/obsidian/gamemastering/diseases.md b/downloads/obsidian/gamemastering/diseases.md new file mode 100644 index 0000000..b46ed65 --- /dev/null +++ b/downloads/obsidian/gamemastering/diseases.md @@ -0,0 +1,41 @@ +# Diseases + +A plague ravages the kingdom, setting the adventurers on a quest to find a cure. An adventurer emerges from an ancient tomb, unopened for centuries, and soon finds herself suffering from a wasting illness. A warlock offends some dark power and contracts a strange affliction that spreads whenever he casts spells. + +A simple outbreak might amount to little more than a small drain on party resources, curable by a casting of *lesser restoration*. A more complicated outbreak can form the basis of one or more adventures as characters search for a cure, stop the spread of the disease, and deal with the consequences. + +A disease that does more than infect a few party members is primarily a plot device. The rules help describe the effects of the disease and how it can be cured, but the specifics of how a disease works aren't bound by a common set of rules. Diseases can affect any creature, and a given illness might or might not pass from one race or kind of creature to another. A plague might affect only constructs or undead, or sweep through a halfling neighborhood but leave other races untouched. What matters is the story you want to tell. + +## Sample Diseases + +The diseases here illustrate the variety of ways disease can work in the game. Feel free to alter the saving throw DCs, incubation times, symptoms, and other characteristics of these diseases to suit your campaign. + +### Cackle Fever + +This disease targets humanoids, although gnomes are strangely immune. While in the grips of this disease, victims frequently succumb to fits of mad laughter, giving the disease its common name and its morbid nickname: "the shrieks." + +Symptoms manifest 1d4 hours after infection and include fever and disorientation. The infected creature gains one level of exhaustion that can't be removed until the disease is cured. + +Any event that causes the infected creature great stress-including entering combat, taking damage, experiencing fear, or having a nightmare-forces the creature to make a DC 13 Constitution saving throw. On a failed save, the creature takes 5 (1d10) psychic damage and becomes incapacitated with mad laughter for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the mad laughter and the incapacitated condition on a success. + +Any humanoid creature that starts its turn within 10 feet of an infected creature in the throes of mad laughter must succeed on a DC 10 Constitution saving throw or also become infected with the disease. Once a creature succeeds on this save, it is immune to the mad laughter of that particular infected creature for 24 hours. + +At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an attack of mad laughter drops by 1d6. When the saving throw DC drops to 0, the creature recovers from the disease. A creature that fails three of these saving throws gains a randomly determined form of indefinite madness, as described later in this chapter. + +### Sewer Plague + +Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. + +When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. + +It takes 1d4 days for sewer plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest. + +At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease. + +### Sight Rot + +This painful infection causes bleeding from the eyes and eventually blinds the victim. + +A beast or humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature's vision starts to become blurry. The creature takes a -1 penalty to attack rolls and ability checks that rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as *lesser restoration* or *heal*. + +Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an herbalism kit can turn the flower into one dose of ointment. Applied to the eyes before a long rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely. \ No newline at end of file diff --git a/downloads/obsidian/gamemastering/madness.md b/downloads/obsidian/gamemastering/madness.md new file mode 100644 index 0000000..e7ad36f --- /dev/null +++ b/downloads/obsidian/gamemastering/madness.md @@ -0,0 +1,75 @@ +# Madness + +In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face. + +## Going Mad + +Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as *contact other plane* and *symbol*, can cause insanity, and you can use the madness rules here instead of the spell effects of those spells. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them. + +Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. + +## Madness Effects + +Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness. + +A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for 1d10 minutes. + +A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 × 10 hours. + +A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured. + +**Table- Madness Short-Term Effects** + +| d100 | Effect (lasts 1d10 minutes) | +|--------|------------------------------------------------------------------------------------------------------------------------------| +| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. | +| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. | +| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. | +| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting. | +| 51-60 | The character must use his or her action each round to attack the nearest creature. | +| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. | +| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self- destructive. | +| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. | +| 81-90 | The character is stunned. | +| 91-100 | The character falls unconscious. | +| | | + +**Table- Madness Long-Term Effects** + +| d100 | Effect (lasts 1d10 × 10 hours) | +|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| 01-10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. | +| 11-20 | The character experiences vivid hallucinations and has disadvantage on ability checks. | +| 21-30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. | +| 31-40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. | +| 41-45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. | +| 46-55 | The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. | +| 56-65 | The character is blinded (25%) or deafened (75%). | +| 66-75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. | +| 76-85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. | +| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. | +| 91-95 | The character loses the ability to speak. | +| 96-100 | The character falls unconscious. No amount of jostling or damage can wake the character. | +| | | + +**Table- Madness Indefinite Flaws** + +| d100 | Flaw (lasts until cured) | +|--------|------------------------------------------------------------------------------------------------------------------------------------------| +| 01-15 | "Being drunk keeps me sane." | +| 16-25 | "I keep whatever I find." | +| 26-30 | "I try to become more like someone else I know-adopting his or her style of dress, mannerisms, and name." | +| 31-35 | "I must bend the truth, exaggerate, or outright lie to be interesting to other people." | +| 36-45 | "Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it." | +| 46-50 | "I find it hard to care about anything that goes on around me." | +| 51-55 | "I don't like the way people judge me all the time." | +| 56-70 | "I am the smartest, wisest, strongest, fastest, and most beautiful person I know." | +| 71-80 | "I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time." | +| 81-85 | "There's only one person I can trust. And only I can see this special friend." | +| 86-95 | "I can't take anything seriously. The more serious the situation, the funnier I find it." | +| 96-100 | "I've discovered that I really like killing people." | +| | | + +### Curing Madness + +A *calm emotions* spell can suppress the effects of madness, while a *lesser restoration* spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, *remove curse* or *dispel evil* might also prove effective. A *greater restoration* spell or more powerful magic is required to rid a character of indefinite madness. \ No newline at end of file diff --git a/downloads/obsidian/11.gamemastering/05.objects.md b/downloads/obsidian/gamemastering/objects.md similarity index 99% rename from downloads/obsidian/11.gamemastering/05.objects.md rename to downloads/obsidian/gamemastering/objects.md index 0eb0088..a5f7f90 100644 --- a/downloads/obsidian/11.gamemastering/05.objects.md +++ b/downloads/obsidian/gamemastering/objects.md @@ -4,7 +4,7 @@ When characters need to saw through ropes, shatter a window, or smash a vampire' For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects. -### Statistics for Objects +## Statistics for Objects When time is a factor, you can assign an Armor Class and hit points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage. diff --git a/downloads/obsidian/11.gamemastering/02.pantheons.md b/downloads/obsidian/gamemastering/pantheons.md similarity index 100% rename from downloads/obsidian/11.gamemastering/02.pantheons.md rename to downloads/obsidian/gamemastering/pantheons.md diff --git a/downloads/obsidian/11.gamemastering/03.planes.md b/downloads/obsidian/gamemastering/planes.md similarity index 100% rename from downloads/obsidian/11.gamemastering/03.planes.md rename to downloads/obsidian/gamemastering/planes.md diff --git a/downloads/obsidian/11.gamemastering/06.poisons.md b/downloads/obsidian/gamemastering/poisons.md similarity index 100% rename from downloads/obsidian/11.gamemastering/06.poisons.md rename to downloads/obsidian/gamemastering/poisons.md diff --git a/downloads/obsidian/11.gamemastering/04.traps.md b/downloads/obsidian/gamemastering/traps.md similarity index 100% rename from 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downloads/obsidian/01.races/05.human.md rename to downloads/obsidian/races/human.md diff --git a/downloads/obsidian/01.races/10.tiefling.md b/downloads/obsidian/races/tiefling.md similarity index 100% rename from downloads/obsidian/01.races/10.tiefling.md rename to downloads/obsidian/races/tiefling.md diff --git a/downloads/obsidian/01.races/01.races.md b/downloads/obsidian/races/traits.md similarity index 93% rename from downloads/obsidian/01.races/01.races.md rename to downloads/obsidian/races/traits.md index 9bb8296..cead483 100644 --- a/downloads/obsidian/01.races/01.races.md +++ b/downloads/obsidian/races/traits.md @@ -1,33 +1,31 @@ -# RACES - -## Racial Traits +# Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. -### Ability Score Increase +## Ability Score Increase Every race increases one or more of a character's ability scores. -### Age +## Age The age entry notes the age when a member of the race is considered an adult, as well as the race's expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. -### Alignment +## Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. -### Size +## Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons. -### Speed +## Speed Your speed determines how far you can move when traveling and fighting. -### Languages +## Languages By virtue of your race, your character can speak, read, and write certain languages. -### Subraces +## Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. \ No newline at end of file diff --git a/downloads/obsidian/10.spells/casting_spells.md b/downloads/obsidian/spells/casting.md similarity index 100% rename from downloads/obsidian/10.spells/casting_spells.md rename to downloads/obsidian/spells/casting.md diff --git a/downloads/obsidian/10.spells/spell_lists.md b/downloads/obsidian/spells/spell_lists.md similarity index 100% rename from downloads/obsidian/10.spells/spell_lists.md rename to downloads/obsidian/spells/spell_lists.md diff --git a/downloads/obsidian/10.spells/spells_a.md b/downloads/obsidian/spells/spells_a.md similarity index 100% rename from downloads/obsidian/10.spells/spells_a.md rename to downloads/obsidian/spells/spells_a.md diff --git a/downloads/obsidian/10.spells/spells_b.md b/downloads/obsidian/spells/spells_b.md similarity index 100% rename from downloads/obsidian/10.spells/spells_b.md rename to 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