Open Grammarsalad opened 5 years ago
Herbalism: Create Potions
Scribing: Craft scroll
Thieves Tools: Thiefy things
Traps: Craft and set traps
Disguise: Disguise self and others
Poisoners kit: Craft and apply poisons
Tinkers Kit: Craft and use advanced tools (e.g. telescope)
Smithing: Craft weapons and armor
Implements: Craft wands
Use Magic Device: use magical items
Bonus skills: Religion, and History or Insight Tools: None Languages: Select 2 Devout Servant: You can cast one additional cleric cantrip. Use Wisdom for your governing ability. Equipment:
Bonus skills: Investigate and Choose 2: Read/Write, History, Arcana, Religion or Nature Tools: Scribe Languages: Select 2 Researcher: You have advantage when using any intelligence based skill to recall information or when using investigation to research information in a library. Equipment:
Eberron
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Table: Ability Scores and Modifiers
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Table: Typical Difficulty Classes
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Strength
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
Athletics.
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. See the skill section below for details.
Other Strength Checks.
The GM might also call for a Strength check when you try to accomplish tasks like the following:
Attack Rolls and Damage
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
Lifting and Carrying
Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
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Dexterity
Dexterity measures agility, reflexes, and balance.
Dexterity Checks
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
Acrobatics
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. See the skill for more details
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket. See the skill for more details
Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. See the Stealth Skill for more details.
Other Dexterity Checks.
The GM might call for a Dexterity check when you try to accomplish tasks like the following:
Attack Rolls and Damage
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a longbow or firearm. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier.
Armor Class
Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class.
Initiative
At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat.
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Acrobatics
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Athletics.
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming.
Examples include the following activities:
Sleight of Hand
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.
Stealth
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Hiding The DM decides when circumstances are appropriate for hiding. When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does have to stay quiet. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the DM might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen. Passive Perception: When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. What Can You See?: One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in “Adventuring.”
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Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
Charmed
A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.
Deafened
A deafened creature can’t hear and automatically fails any ability check that requires hearing.
Fear
Creatures affected by Fear effects are affected in a progressive stepwise fashion. What this means first is that Fear effects come in ordered stages, where the intensity of the effect is ordered from least intense (i.e. Shaken) to most intense (i.e. Cowering). Further, creatures that are already under the effects of a fear effect, that come under the effects of another fear effect of equal or lesser strength, advance to the very next step. That is, if a creature that is already under the effects of the Shaken condition is affected by a second influence that would make them Shaken, they are instead Frightened for the duration of that second influence. If a creature is affected by a fear effect that is more intense than one they are already experiencing, then they are affected by that fear affect normally. When a new fear affect influences a creature, they lose all of the penalties associated with the old fear affect, and replace them with the penalties associated with a new fear affect. The stages of fear, from least intense to most intense, follows:
Shaken: A shaken creature has disadvantage on attack rolls against the source of its fear.
Shaken is a less severe state of fear than frightened, panicked, or cowering (and in that order).
Frightened: A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.
Frightened is a more severe state of fear than shaken, and a less severe state of fear than panicked, or cowering (and in that order).
Panicked: A panicked creature is immediately stunned for one round (see the stunned effect). Additionally, they suffer disadvantage on all attack rolls, saving throws, skill checks, and ability checks for the duration of the effect, even if out of sight of the source of their fear. Each round they are within sight of the source of their fear, at the beginning of their turn, (after the initial round where they are stunned), the Panicked creature must make a save against the initial fear inducing DC, or drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. The creature can’t willingly move closer to the source of its fear. Panicked is a more extreme state of fear than shaken or frightened, and is a less extreme state of fear than cowering.
Cowering: The character is frozen in fear, and is prone and incapacitated for the duration of the effect. Additionally, a cowering creature automatically fails any saving throws, and any intimidation check against them will automatically succeed.
Cowering is the most extreme state of fear.
Grappled
A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. The condition ends if the grappler is incapacitated (see the condition). The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Incapacitated
An incapacitated creature can’t take actions or reactions.
Invisible
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. \page
Paralyzed
A paralyzed creature is incapacitated (see the condition) and can’t move or speak. 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.
Petrified
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
Poisoned
A poisoned creature has disadvantage on attack rolls and ability checks.
Prone
A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. The creature has disadvantage on attack rolls. An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Restrained
A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
Stunned
A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Unconscious
An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings The creature drops whatever it’s 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.
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description. These effects are cumulative and progressive.
Table: Exhaustion Effects
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. \page
Horror Factor
Many creatures are strange, bizarre, or downright frightening such that merely encountering them can cause other creatures to hesitate. Such creatures have a horror factor, which always comes with a DC score. This DC represents the wisdom save DC that all creatures encountering them must make in order to avoid being shaken or worse. If a creature makes the save, they are unaffected by that creature’s horror factor for that encounter. However, if they fail their horror factor save, then they are shaken until the end of their next turn (unless otherwise stated in the ability). Following the normal fear rules, a creature that is already shaken becomes frightened; a creature that is already frightened becomes panicked, and so on (unless otherwise stated in the ability).
Characters must make a save whenever first encountering a creature with a horror factor. When encountering multiple creatures with horror factors, they save against the highest DC, +1 per five creatures encountered. Whether made or not, a character need not make another save against that particular creature type for the rest of the day, or for the duration of the encounter (whatever is longer). In certain situations, creatures acclimated to a particular event or creature are unaffected by the horror factor of that event or creature (GM's description).
Abilities that grant bonuses or immunity to fear-based affects grant the same bonus or immunity to Horror Factor.
Madness Factor (Ex or Su)
Some creatures are so horrifying that their very visage can cause madness. Creatures with a madness factor will cause a save whenever a creature would have to make a save vs. horror factor. A creature that fails their save immediately gains a madness point. Creatures suffer a penalty to save vs. madness for each madness point they currently have. See the insanity section for specifics.
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Standard Racial Traits
Sensory Racial Traits
Offensive Racial Traits
Defensive Racial Traits
Miscleaneous Racial Traits
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s 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. \page
Hill Dwarf
As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.
Standard Racial Traits
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Personality Trait
Ideal
Bond
Flaw
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Class Features:
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st
Proficiencies
Weapoon: Simple and Martial Weapon Proficiencies
Armor: Light, Medium and Heavy Armor Proficiencies
Shield: All Shields (including Tower Shields)
Skills: Choose 2 (plus your Int modifier) from the following list: Athletics (Str), Blacksmithing (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Perception (Wis), Insight (Wis) and Survival (Wis).
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