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# Chirurgeon Specialist - An Artificer Subclass
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### Chirurgeon Spells
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Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Chirurgeon Spells table. The spell counts as an artificer spell for you, but it doesn't count against the number of artificer spells you know.
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| Level | Spell |
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| ----- | --------------------------------------- |
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| 3rd | Cure Wounds, Ray of Sickness |
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| 5th | Blindness/Deafness, Ray of Enfeeblement |
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| 9th | Revivify, Haste |
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| 13th | Blight, Polymorph |
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| 17th | Contagion, Mass Cure Wounds |
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### 3rd Level: Breakthrough
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When you choose this specialization at 3rd level, you can use your chirurgy to manipulate the bodies of others to enhance their performance. You start with two Breakthroughs, and when you reach certain levels in this class, you gain more uses: three at 5th level, four at 9th level, and five at 13th level.
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As a bonus action, you touch a creature and expend any number of Breakthroughs you wish, and replenish that same number of class resources that are regained when that creature takes a short or long rest, excluding spell slots. For example, you can expend 1 Breakthrough to replenish 1 sorcery point for the sorcerer in your party.
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You cannot replenish more uses of a resource than the creature’s maximum uss of that resource. For example, if the sorcerer has a pool of 3 sorcery points, you cannot replenish any number of sorcery points greater than 3. Whether because of chirurgical jealousy or the inability to cause another to have a breakthrough, another chirurgeon cannot replenish your own uses of this feature.
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You regain all expended uses of breakthroughs when you finish a long rest.
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Once you use this feature on a creature, you can’t use it on that creature again until you finish a long rest.
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### 5th Level: Nocive Praxis
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At 5th level, you can use your chirurgy not just to enhance your allies, but also to weaken your enemies. You gain resistance to necrotic damage, and necrotic damage you inflict ignores resistances and immunities.
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Additionally, when you hit a creature with an attack, you can expend one Breakthrough to change the damage type of any attack you make to necrotic damage. When you do so, you do not roll to see how much damage you inflict, but instead deal the attack’s maximum amount of damage possible. For example, if the attack deals 2d10 + 5 slashing damage, you can expend a Breakthrough to deal 25 necrotic damage instead.
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### 9th Level: Heightened Healer
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At 9th level, your command over the mysteries of the body reaches new heights. Whenever you make a creature regain hit points with an artificer spell, you can choose one of the following effects:
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- Another creature within 5 feet of the creature you are healing regains a number of hit points equal to half of the hit points the first creature regained, rounding down.
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- You heal the maximum amount of hit points the spell can heal. For example, if the artificer spell heals 1d8 + 5, you do not roll and instead heal 13 hit points.
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### 15th Level: Flesh Sculptor
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At 15th level, you have become a master of your field, chirurgy no longer holding any secrets for you to discover. Your Breakthrough feature is empowered in a number of ways:
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- When you cast a spell requiring concentration while already concentrating on a spell, you can expend a Breakthrough to maintain concentration on two spells at once. While you are maintaining concentration on two spells, you have disadvantage on all Constitution saving throws you make in order to maintain concentration on your spells.
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- As a bonus action, you can spend one spell slot of the highest level available to you at your current level to regain a use of a Breakthrough. For example, to use this feature at level 15, you must use a level 4 spell slot, at level 17, you must use a level 5 spell slot.
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- Once per long rest, when you heal a creature from 0 hit points and end the unconscious condition on that creature, you regain a use of a Breakthrough.
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Battlefield Actions
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Additional Combat Rules
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Why Use Battlefield Actions:
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Battlefield Actions strive to make combat encounters feel diverse, dynamic, and grand. They shift the players’ objective from “deal the most damage to the monster” to a completely different goal, keeping fights more interesting and ever-changing to play and making enemies feel more threatening, more of a “boss” encounter.
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You should use Battlefield Actions if:
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You and your players are well versed in the normal combat mechanics and are ready to add a new mechanic.
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You find fights skew towards static encounters where movement plays a very small role in combat, and most turns can be summarized as a race to inflict damage and little else.
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You are having a hard time challenging your players.
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You or your players have expressed boredom when it comes to fights, finding them too slow, repetitive, or samey.
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You are looking for a way to make a “boss fight” feel more climactic than other battles.
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How Battlefield Actions Work:
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Battlefield actions consist of two phases:
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A Tell, where the Battlefield Action starts. The Tell does not inflict any damage. Instead, it is a hint for the player as to what the Battlefield Action will do once it’s resolved and how to stop it.
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A Resolution, when the Battlefield Action ends. If the players have not neutralized or mitigated the Battlefield Action, the actual effect of this action will resolve in this phase.
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All Battlefield Actions can be either neutralized or mitigated. The point of the Tell phase is for the players to figure out how to neutralize or mitigate the action before it reaches the Resolution stage. If the players don’t manage to neutralize or mitigate a Battlefield Action, the Battlefield Action simply triggers.
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In combat, Battlefield Actions start their Tell phase at the end of a monster’s turn and arrive at their Resolution stage at the beginning of that monster’s next turn. The players have the whole Initiative order to deal with the Battlefield Action.
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For example:
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At the end of the enemy’s turn, they conjure two summoning circles on either side of the battlefield. The circles glow brightly with magical energy, and motes of this arcane light coalesce to form the outline of another creature. If a player steps close to them, they dim somewhat. This is the Tell phase of this Battlefield Action.
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At least one creature must step on the circles to stop the summoning. When they stand on them, the circles dim and stop gathering energy.
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At the beginning of the monster’s next turn, if no creature is standing on the summoning circles, two minions are summoned to assist the boss. If a creature is standing on each circle, the Battlefield Action has been neutralized and fails. This is the Resolution phase of this Battlefield Action.
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To summarize:
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The end of the monster’s turn starts the Tell phase of the Battlefield Action.
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Players must figure out a way to neutralize or mitigate the action before the monster’s next turn starts.
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The beginning of the monster’s next turn starts the Resolution phase of the Battlefield Action.
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Depending on the player’s action, the Battlefield Action triggers, is mitigated, or is neutralized.
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We recommend giving your monster at least two Battlefield Actions so that the Battlefield Action changes each round.
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Battlefield Actions have not been designed to be given to anything other than “boss” enemies. Likewise, Battlefield Actions are not supposed to be given to two different monsters in the same combat encounter.
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Damage By CR and Saving Throws:
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Since many Battlefield Actions deal damage, and this system is intended for you to attach to existing monsters or new ones you make, the damage a Battlefield Action deals depends on the monster’s CR.
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COMING SOON - as a quick fix: choose the strongest attack from the monster and make the battlefield action deal that damage.
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If a Battlefield Action calls for the players to make a saving throw, choose what ability that monster is using to perform the Battlefield Action and follow the regular DC calculation formula:
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8 + key ability modifier + Proficiency Bonus
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Proficiency Bonuses can be found next to CR in all monster stat blocks and are dependent on a monster’s CR.
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Battlefield Actions
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Here you’ll find a list of some Battlefield Actions that you can use. Because the damage dealt and the DCs involved in this Battlefield Actions depend on the monster’s abilities and CR, any of these Battlefield Actions can work for any monster.
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You can therefore concentrate on how you want a monster’s actions to feel, and the effects you want that monster to create on the battlefield, rather than whether or not the damage or difficulty feels correct for the fight at hand.
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Quite a few Battlefield Actions are resolved by breaking a boss’ concentration. The point of Battlefield Actions isn’t to stop your players from dealing damage, but to shift their focus away from only doing that while remaining static for the entire fight. We recommend mixing Battlefield Actions that force players to move, hold their actions, or otherwise not attack as they normally would with Battlefield Actions that must be neutralized or minimized by breaking Concentration. Too many of the former might make Battlefield Actions feel like an obstacle to the players' fun rather than a mechanic to make battles grander and more dynamic.
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Unless otherwise specified, the damage type of a Battlefield Action is up to the GM and dependent upon the monster. A giant holding a metal club will deal Bludgeoning damage when performing the Cleave Battlefield Action, whereas a fiend performing the same action with a flaming whip will deal Fire damage. Use damage types to make Battlefield Actions feel unique to the monster using them.
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Every Battlefield Action is presented in the same format: first the Tell, then the condition to mitigate or neutralize, and then the Resolution.
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For ease of reading, the creature performing the Battlefield Action will be referred to as “the boss.”
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Summoning Minions:
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Tell: Two 10-foot-radius summoning circles appear on the battlefield as the faint outline of a monster starts to coalesce within them.
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Neutralization: If a creature steps on the circles, the minion cannot be summoned.
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Resolution: If not neutralized, two minions are summoned to the battlefield to assist the boss.
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Cleave:
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Tell: The boss raises its weapon, readying a devastating attack against anyone in front of it. Whenever a creature deals damage to the boss, the boss faces in the direction of the creature that attacked it, changing the area affected by their Cleave.
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Mitigation: The players might choose to have a particularly hardy character hold their attack until right before the boss’ turn to make sure the boss hits them, or have a ranged combatant hit the boss last while all other characters move away from the Cleave’s area of effect. They might also have a rogue character hit,disengage, and run away from the boss, allowing the boss to target the rogue while they remain out of the area of effect
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Resolution: If not mitigated, the boss Cleaves a 15-foot Cone area in the direction the boss is facing. Every creature in that area must make a Dexterity saving throw, taking full damage on a failure and half damage on a success.
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Ray:
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Tell: The boss begins to coalesce all magic around it into a ball of energy on its palm. Whenever a creature deals damage to the boss, the boss faces in the direction of the creature that attacked it, changing the area that will be affected by the ray.
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Mitigation: A particularly hardy character can hold their attack until right before the boss’ turn to make sure the boss hits them. Players must also be aware of their positioning so as not to be caught in the area of effect of the ray.
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Resolution: If not mitigated, the boss releases a 5-foot-wide, 60-foot-long ray in the direction the boss is facing. Every creature in that path must make a Dexterity saving throw, taking full damage on a failure and half damage on a success.
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Enchanting Ballad:
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Tell: The boss enters a state of deep concentration and starts to sing a haunting melody. As more and more of the song reaches the ears of creatures who can hear it, they drift away from themselves, developing a slowly growing sense of understanding and camaraderie with the boss.
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Neutralization: The players must break the boss’ Concentration on the song as one would break Concentration on a spell. Alternatively, the players can use the spell Silence to ensure the boss cannot sing its melody.
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Resolution: If not mitigated, the creature with the lowest Wisdom ability score that can hear the song has the Charmed condition until the song ends and repeats the save at the end of each of its turns.
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Watchful Eye:
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Tell: The boss opens their eyes, and a dreadful magical energy gathers like a pinprick of light deep inside of their pupil. When their gaze falls on a creature, it feels an impending sense of dread grow within itself.
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Neutralization: The players must hide from the boss so as to not be seen when the Battlefield Action reaches its Resolution phase. They can use the environment to block line of sight, take the Hide action, or even cast spells like Darkness to obscure the boss’ vision.
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Resolution: If not neutralized, all creatures the boss can see have the Frightened condition. They can make a Wisdom saving throw to free themselves from this effect at the end of each of their turns.
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Perfect Illusion:
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Tell: The boss creates three illusory copies of itself on the battlefield. These illusory copies start to gather magical energy on their palms, getting ready to unleash an attack.
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Neutralization: The illusory copies share the same ability scores and AC as the boss, but only have 1 Hit Point. The players must deal damage to these illusory copies to destroy them before the boss’ next turn.
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Resolution: If not neutralized, each illusory copy will make an attack against a creature. The attack is one that the boss has as part of its stat block rather than being one based on the damage stated in the Battlefield Actions rules.
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Tactical Retreat:
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Tell: The boss starts to concentrate on a spell as its form slowly starts to dematerialize in front of the party’s very eyes.
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Neutralization: The players must break the boss’ Concentration as one would break Concentration on a spell.
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Resolution: If not neutralized, the boss is teleported away to a location of its choice, escaping the battle to live another day.
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Danse Macabre:
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Tell: The boss begins to perform an enchanting dance. As the party watches its enchanting movements, they feel an increasing urge to join them.
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Neutralization: The players must break the boss’ Concentration on the dance as one would break Concentration on a spell. Alternatively, the players can find a way to bring the boss’ speed to 0, such as by restraining it.
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Resolution: If not neutralized, all creatures hostile to the boss are under the effects of the spell Irresistible Dance until the end of their next turn.
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Eruption:
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Tell: The boss punches the ground with all its might, and cracks begin to snake outwards from the impact. Energy shines through these cracks, brightest and strongest at the epicenter of the impact, and begins growing in power. The closer a creaturestands to the impact, the stronger this energy seems to be, and the more the ground cracks and trembles.
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Mitigation: The players must move as far as possible from the impact to reduce the damage taken when the battlefield finally erupts.
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Resolution: The ground erupts, consuming the battlefield in a blast of energy, its effects more or less lethal depending on how close a creature is to the impact. Creatures standing less than 20 feet away from the impact must make a Dexterity saving throw, taking full damage on a failure and half damage on a success. Creatures standing 25 feet or more away from the impact must make a Dexterity saving throw, taking half damage on a failure and no damage on a success.
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Eye of the Hurricane:
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Tell: The boss begins to generate a massive wind current in a vortex centered on itself. The wind picks up with surprising speed, and soon the characters feel themselves losing their footing—being pushed not only outwards, but upwards. The only zone where the wind doesn’t seem to grow in strength is directly next to the boss, at the center of this vortex.
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Mitigation: The players must move as close as possible to the boss to reduce the damage taken when the vortex finally coalesces into a hurricane.
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Resolution: The vortex turns into a hurricane, sweeping the battlefield in a deadly whirlwind. Its effects are more or less lethal, depending on how far away a creature is from the boss. Creatures standing more than 10 feet away from the boss must make a Dexterity saving throw, taking full damage and being pushed 30 feet away from the boss on a failure and taking half damage and being pushed 15 feet away from the boss on a success. Creatures standing 10 feet or less away from the boss must make a Dexterity saving throw, taking half damage and being pushed 15 feet away from the boss on a failure, and taking no damage on a success.
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Fantasy City Creation Method
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Why Build Cities Like Theme Parks:
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This document will teach you to create cities for your games from a gameplay-first perspective to ensure they are actually fun to spend time in at the table.
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It thinks of cities as theme parks; places filled with activities to enjoy. These activities are catered to the interests of your players, in order to ensure all of them have something that appeals to their particular interests.
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A gameplay-first approach to city building does not preclude the creation of lore-rich cities filled with history and characters important to the plot. On the contrary, it allows those elements to exist in a space the players actually want to explore and spend time in, as opposed to a lore-first approach to city-making, where a city can easily end up feeling more like a classroom rather than a theme park, or a meet-and-greet line for important NPCs.
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The Theme Park Method to City-Making:
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In order to follow this method, think of a theme and attractions that follow that theme.
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A theme is a guiding throughline for your city. Themes should be visually distinct and immediately understood by the players. These themes should be loose enough to accommodate a variety of attractions that appeal to all players.
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Themes like “Hope”, “Revenge”, or “Love” are bad themes to choose for a city, because they are not immediately visual. Themes like “Blue”, “North”, or “Cat” are visual, but you’ll have a much harder time finding attractions that fit that theme.
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Once you have a theme, think of attractions that can fit that theme. You find attractions by asking yourself (or asking your players directly, if you do not yet know) what they like about playing the game. Attractions should ideally appeal to more than one player, to ensure that a maximum of players find themselves catered to by one attraction. Attractions can be as long or short as you want them to be; they can range from something to do for one session to an entire adventure—but if the second is the case, you must appeal to all players with what is in that attraction.
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Examples of the need an attraction needs to answer are preferences like: High-Stakes Roleplay, Combat, Puzzle-Solving, Competitions, Exploration, Intrigue, or Stealth.
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The following sections include examples of both themes and attractions for you to use or to get you started on creating your own
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Theme Examples:
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The following are examples of themes that are both visual and accommodate a variety of attractions.
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Undeath:
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A metropolis that is also a necropolis. Houses are built alongside mausoleums, and class differences show not just in the clothes you can afford or the job you can land, but also on what shroud your family can afford to bury you in, whether you get interred in an oven crypt or cremated, and if you are afforded the luxury of eternal rest or forced to work menial jobs as a skeleton to afford your own burial. Necromancy is not looked down upon in this city, but is the most valued school of magic. The city has a similarly backwards view on undeath: animated corpses are a common sight on the streets of the city, alongside carriages pulled by tireless skeletal horses and undead messenger pigeons dotting the sky. True undeath—the kind where the corpse retains the memories, will, and personality of the living person—is seen as a wondrous feat and a great honor, with the rulers of the city being a council of liches.
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Hell:
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A city next to a portal that leads straight to the Hells. Originally a heavily fortified keep that only a devil-slaying order of Paladins called home, it grew in size when the portal proved too stubborn to close and the devils were found to be amenable to trade. What started as simple bartering of sulfur in exchange for goods from the mortal planes grew, slowly and steadily, into an actual economy. Nowadays, the city relies heavily on its tenuous relationship with the Hells and its inhabitants. Both devils and mortals are allowed to pass into each other’s domains on official business, and a hybrid culture influenced by both mortal mores and hellish ways of life has flourished, due in no small part to the massive tiefling and cambion population that calls the city home, a product of the mingling between the Hells’ inhabitants and those who call the mortal realm their home.
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Underwater:
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A settlement or even a town springing to life around a desert oasis is not noteworthy, but when this town continued to grow and fertile land around the oasis grew scarce, the solution to build inside the massive oasis allowed it to flourish into its current size. The diameter of the oasis’ surface is close to a mile wide, but it widens underground and then snakes into a complex and unexplored system of underground, underwater caves. It boasts a thriving and unique ecosystem, diverse and plentiful enough to allow massive creatures to subsist in its waters. The city itself is much bigger underwater than it is above water, and the nobility and rich merchant class make their homes exclusively under the surface, while the working class often has to live under the sweltering sun above. Life underwater has shaped every aspect of city life, including farming, resource mining, and glamorous galas celebrated in glass domes with a full view of underwater life.
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Holy:
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While cultures that focus on mastering the arcane are not uncommon, societies that instead focus on divine magic are much rarer. This city chose this path after a cataclysm stopped only by the combined power of the clergy, which catapulted them to rulers of the city and, in time, the country. In this theocracy, holy power is king. Their main export is healing apparatuses that have been imbued with divine magic, able to heal any wound, disease, or curse. They have the monopoly on this divine technology, and have used it to bolster their economy—and to starve their enemies of precious healing needed during wars, often wars the holy city itself is fighting with their Paladin-based military. There is no distinction between church and state, and everyone is in some way involved with the church. Heresy is not just a crime, it’s treason.
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Art:
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This city understood the importance of soft power, and chose to focus on it to great results. When the whole world sings your songs, watches your plays, admires your paintings, and reads your novels, it not only makes you rich, it also makes you an extremely unpopular target to wage war against. The city is ever-changing in its presentation, with districts dedicated to painting, sculpture, dance, and theater, all of them deeply intertwined with the arcane. Bardic Colleges flourish in the city and dwarf wizarding ones in both size and prestige. Art is paramount here, and artists are often also government workers. Social influence is worth more than gold, and fame and connections are a currency on their own.
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Attraction Examples:
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The following are examples of attractions that can populate your city. These have been written to be theme-agnostic, but in order to implement them into your city you should change them to fit your theme. For example, the “Fighting Contest” attraction might be a battle of the bands in a city with the Art theme, or a series of battles to the death run by a Pit Fiend in the Hell theme.
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Each of these attractions also details which types of players this attraction can cater to. This list is not exclusive, and depending on how you run it and what you add or subtract to this attraction, it will cater to different players.
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Nothing is stopping you from combining two of these attractions into a single attraction to appeal to more players. For example, the “Infiltration” attraction and the “Ball” attraction can be one single attraction, where some players are expected to mingle among NPCs and talk to them while others carry out a stealth mission to retrieve an important piece of blackmail.
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Fighting Contest:
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Concept: The players must face against a series of teams of enemies and/or monsters to win a prize.
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Example Locations: A colosseum, an underground fighting ring, a stadium.
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Appeal: Players who enjoy combat, players motivated by acquiring loot.
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Infiltration:
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Concept: The players must infiltrate a heavily guarded area to retrieve an item or a person.
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Example Locations: A jail, a noble’s estate, a government building.
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Appeal: Players who enjoy intrigue, players who have built their character towards Dexterity/Stealth.
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To engage players who enjoy roleplay, give them the opportunity to pass themselves off as someone else. To engage players who enjoy combat, have failure to remain undiscovered result in combat.
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Ball:
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Concept: The players have been invited to a ball, where they must convince one of the attendants to align with their goals.
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Example Locations: A noble’s estate, a government building, a club.
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Appeal: Players who enjoy high-stakes roleplay, players who that have built their characters towards Charisma, players who enjoy intrigue.
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Competition:
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Concept: The players have entered a competition that will test their skills against other participants, the winner receiving an enticing prize.
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Example Locations: A stage, a racing track, a stadium.
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Appeal: Players who have built their characters towards skills that lend themselves to the competition, players motivated by acquiring loot.
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Putting on a Show:
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Concept: The players must put on a show to either acquire a significant sum of money or get noticed by a powerful figure in the city.
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Example Locations: A theater, a powerful noble’s drawing room, a tavern, the main square.
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Appeal: Players who have built their characters towards performance, players who enjoy roleplay, players motivated by acquiring loot.
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Test of Mettle:
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Concept: The players must prove their combat prowess in order to be chosen for a specific job or get an important NPC to agree to help them.
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Example Locations: the military barracks, a fighting ring, a private estate’s training grounds.
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Appeal: Players who enjoy combat.
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Dispatching a Powerful Enemy:
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||||
Concept: The players have been tasked or have otherwise decided to bring a resident of the city down.
|
||||
|
||||
Example Locations: a ball of masks, the enemy’s home, a dark alley.
|
||||
|
||||
Appeal: Players who enjoy combat, players who enjoy intrigue, players who enjoy tactics and planning..
|
||||
Siege:
|
||||
|
||||
Concept: The players have to reinforce the city’s defenses against the onslaught of a powerful opposing force.
|
||||
|
||||
Example Locations: the city’s walls, a keep at the center of the city, a government building.
|
||||
|
||||
Appeal: Players who enjoy combat, players who enjoy planning.
|
||||
Explore Uncharted Territory:
|
||||
|
||||
Concept: The players must venture into a secluded and seldom visited part of the city to retrieve an important item or find a character.
|
||||
|
||||
Example Locations: the city’s sewers, the ruins under the city, an abandoned estate.
|
||||
|
||||
Appeal: Players who enjoy exploration, players who enjoy puzzles, players who have built their characters towards Survival, players who enjoy combat (if the opportunity arises).
|
||||
Open a “Door”:
|
||||
|
||||
Concept: The players must find a way to enter a space, the entrance to which is locked by a puzzle.
|
||||
|
||||
Example Locations: a wizard’s tower, a government building, the forbidden section of a library.
|
||||
|
||||
Appeal: Players who enjoy exploration, players who enjoy puzzles.
|
||||
Gather Clues:
|
||||
|
||||
Concept: The players must find clues that will guide them to their destination, or point them in the direction of a particular character.
|
||||
|
||||
Example Locations: a series of contraband stashes, a series of clues each pointing to the next, evidence of a crime scattered throughout the city.
|
||||
|
||||
Appeal: Players who enjoy exploration, players who enjoy intrigue, players that enjoy roleplay (if a clue comes from an NPC that needs to be convinced).
|
||||
@@ -0,0 +1,124 @@
|
||||
The Covenant
|
||||
A Pointy Hat Warlock Lich
|
||||
|
||||
“There is no form of lichdom as easily attained as the one by signing the dotted line at the end of a Warlock pact. A potential Warlock can find the right patron and, in exchange for their mortal soul, they’ll be granted the only form of lichdom that can be gained through pact magic. No need for extended rituals or centuries of research, no corpse-like appearance and slowly decomposing flesh; only a mark of this first pact somewhere on their skin, signifying their status as that patron’s faithful servant. Once a mortal and a powerful being have decided on the terms of the pact, the mortal is not mortal anymore. They become both a Warlock and a lich: a Covenant.
|
||||
|
||||
But ease and convenience has a price, and sometimes that price is much steeper than it is worth. No Warlock is more of a servant to their patron than a Covenant, for their continued existence depends on their obedience. The immortality of a Covenant, like anything given to a warlock, is conditional. The remaining lifespan of the Covenant is not extended in the slightest: once it runs its course, the Covenant dies like any mortal. What has been given to the Covenant is the opportunity to extend that lifespan indefinitely… provided they serve their patron right.
|
||||
|
||||
A Covenant’s immortality is contingent on how many other mortals they convince to sign pacts with their patron. If the Covenant wants to continue existing forever, they must convince as many as possible to enter into contracts with their patron. Once they do, the mortal’s remaining lifespan at the moment of the signing is added to the lifespan of the Covenant, and an additional mark appears on their body to signify this new contract. The more deals the Covenant brings to fruition for their patron, the more the lich’s lifespan grows. Just as a Covenant can rise higher and faster than any other lich, a Covenant who is not careful can be brought to their knees just as quickly.
|
||||
|
||||
The Covenant’s soul jars are nothing other than the physical medium upon which the contracts they facilitate are written. They guard them zealously, knowing just how important each of these soul jars are—not just as phylacteries, but as the only thing that allows the Covenant to continue enjoying their extended lifespan. If any of these is destroyed, not only does the Covenant lose a phylactery, they lose the lifespan associated with that specific pact.
|
||||
|
||||
And it is so that the Covenant finds themselves embodying the unearthly charisma the Warlock is known for, forever chasing, tricking, and swindling the next mortal to add additional years to their lifespan like a parasite. The Covenant is at once impossibly powerful and weaker than any other lich. In lichdom, they find unbreakable chains. They sell their soul to become a Covenant; if they don’t want to cease to exist forever, the Covenant must be a servant to their patron for the rest of their days. And now that they are a lich, this threatens to be many, many days.”
|
||||
|
||||
COVENANT
|
||||
Medium Undead (Warlock), Any Alignment
|
||||
|
||||
AC 18
|
||||
|
||||
HP 300 (40d8 + 120)
|
||||
|
||||
Speed 30 ft.
|
||||
|
||||
|
||||
Initiative +9 (19)
|
||||
|
||||
|
||||
|
||||
MOD SAVE
|
||||
|
||||
|
||||
|
||||
|
||||
MOD SAVE
|
||||
|
||||
|
||||
|
||||
|
||||
MOD SAVE
|
||||
|
||||
STR 12
|
||||
|
||||
|
||||
+1 +1
|
||||
|
||||
|
||||
DEX 17
|
||||
|
||||
|
||||
+3 +3
|
||||
|
||||
|
||||
CON 17
|
||||
|
||||
|
||||
+3 +3
|
||||
|
||||
INT 18
|
||||
|
||||
|
||||
+4 +4
|
||||
|
||||
|
||||
WIS 16
|
||||
|
||||
|
||||
+3 +9
|
||||
|
||||
|
||||
CHA 20
|
||||
|
||||
|
||||
+5 +11
|
||||
|
||||
Skills Arcana +10, Deception +11, Persuasion +17
|
||||
|
||||
Resistances Cold, Necrotic
|
||||
|
||||
Immunities Poison, Radiant; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
|
||||
|
||||
Gear Arcane Focus
|
||||
Senses Truesight 120 ft.; passive Perception 13
|
||||
|
||||
Languages All
|
||||
|
||||
Challenge 20 (XP 25,000; PB +6)
|
||||
|
||||
TRAITS
|
||||
|
||||
Legendary Resistance (4/Day). If the Covenant fails a saving throw, it can choose to succeed instead.
|
||||
|
||||
Covenant Resurrection. If destroyed, the Covenant reforms in 1d4 days if any creature it has made a pact with is still alive and their contract untouched, reviving with all its Hit Points. The new body appears in an unoccupied space beside its oldest contract.
|
||||
|
||||
Pact Mage. At the beginning of each of its turns, the Covenant chooses one of the following pacts.
|
||||
|
||||
Pact of the Blade: The Covenant gains the use of its Hexblade action.
|
||||
Pact of the Chain: The Covenant summons a creature that has made a pact with it. The summoned creature appears in an unoccupied space within 30 feet of the Covenant and takes its action immediately after the Covenant’s turn. The creature adds the Covenant’s Charisma modifier (+5) to all of its weapon and spell attacks and damage rolls.
|
||||
Pact of the Tome: The Covenant regains one expended use of its Spellcasting ability. Alternatively, it may use its action to cast two spells rather than one.
|
||||
|
||||
ACTIONS
|
||||
|
||||
Multiattack. The Covenant makes three Eldritch Blast attacks. If its Pact of the Blade is active, it can replace any of these attacks with a Hexblade attack.
|
||||
|
||||
Eldritch Blast. Ranged Attack Roll: +11, range 120 ft. Hit: 31 (4d12+5) Force damage, and the Covenant chooses one of the following effects: push the target 10 feet away from itself; pull the target 10 feet towards itself; double its Charisma modifier for the damage dealt.
|
||||
|
||||
Hexblade (Pact of the Blade Only). Melee Attack Roll: +11, reach 5 ft. Hit: 10 (1d10+5) Slashing damage + 31 (4d12+5) Force damage.
|
||||
|
||||
Spellcasting. The Apotheosis casts one of the following spells, using Charisma as its spellcasting ability (spell save DC 19, +11 to hit with spell attacks):
|
||||
|
||||
At Will: Mage Hand, True Strike
|
||||
|
||||
2/Day Each: Blight (level 5 version), Fly (level 5 version), Hallucinatory Terrain, Hold Person (level 5 version)
|
||||
|
||||
1/Day Each: Circle of Death, Mass Suggestion, Power Word Kill
|
||||
|
||||
LEGENDARY ACTIONS
|
||||
|
||||
Legendary Action Uses: 3. Immediately after another creature’s turn, the Covenant can expend a use to take one of the following actions. The Covenant regains all expended uses at the start of each of its turns.
|
||||
|
||||
Change Pact. The Covenant chooses one of the options from its Pact Mage trait. It gains the benefits of the chosen option until the start of its next turn. The Covenant can’t take this action again until the start of its next turn.
|
||||
|
||||
Compelled Covenant. The Covenant casts Dominate Person, using the same spellcasting ability as Spellcasting. This ability bypasses Immunity to the Charmed condition.
|
||||
|
||||
Misty Step. The Covenant teleports up to 30 feet to an unoccupied space it can see.
|
||||
|
||||
@@ -0,0 +1,239 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/dmg
|
||||
- 07-Compendium/src/5e/phb
|
||||
aliases: ["Actions"]
|
||||
---
|
||||
# Actions
|
||||
|
||||
## Activate an Item
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it if it is a potion. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules related to their activation.
|
||||
|
||||
If an item requires an action to activate, that action isn't a function of the [Use an Object](rules/actions.md#Use%20an%20Object) action, so a feature such as the rogue's [Fast Hands](07-Compendium/classes/rogue-thief.md#Fast%20Hands%20(Level%203)) can't be used to activate the item.
|
||||
|
||||
### Command Word
|
||||
|
||||
A command word is a word or phrase that must be spoken audibly for the item to operate. A magic item that requires the user to speak a command word can't be activated in the area of any effect that prevents sound, such as the area created by the silence spell.
|
||||
|
||||
### Consumables
|
||||
|
||||
Some items are used up when they are activated. A potion or elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions.
|
||||
|
||||
### Spells
|
||||
|
||||
Some magic items allow the user to cast a spell from the item, often by expending charges from it. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires [concentration](rules/conditions.md#concentration). Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
|
||||
|
||||
Many items, such as potions, bypass the casting of the spell and confer the spell's effects. Such an item still uses the spell's duration unless the item's description says otherwise.
|
||||
|
||||
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.
|
||||
|
||||
### Charges
|
||||
|
||||
Some magic items have charges that you expend to activate its properties. The number of charges an item has remaining is revealed when an identify spell is cast on the item, or when a creature attunes to the item. Additionally, when an item regains charges, the creature attuned to that item learns how many charges it regained.
|
||||
|
||||
## Attack
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
|
||||
|
||||
With this action, you make one melee or ranged attack. See the ""Making an Attack"" section for the rules that govern attacks.
|
||||
|
||||
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
|
||||
|
||||
See also: Disarm, [Grapple](rules/actions.md#Grapple), Mark, [Shove](rules/actions.md#Shove), Shove Aside, [Two-Weapon Fighting](rules/actions.md#Two-Weapon%20Fighting)
|
||||
|
||||
## Cast a Spell
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: Varies
|
||||
|
||||
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See "chapter 10" for the rules on spellcasting.
|
||||
|
||||
## Dash
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
|
||||
|
||||
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
|
||||
|
||||
## Disengage
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
|
||||
|
||||
## Dodge
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in the appendix) or if your speed drops to 0.
|
||||
|
||||
## Don or Doff a Shield
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
The time it takes to don or doff armor [depends on the armor's category](07-Compendium/tables/getting-into-and-out-of-armor-donning-and-doffing-armor.md). A [shield](07-Compendium/items/shield.md) can be donned or doffed as an action.
|
||||
|
||||
## End Concentration
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: Free
|
||||
|
||||
If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
|
||||
|
||||
## Escape a Grapple
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
A [grappled](rules/conditions.md#grappled) creature can use its action to escape. To do so, it must succeed on a Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check contested by your Strength ([Athletics](rules/skills.md#Athletics)) check.
|
||||
|
||||
See also: [Grapple](rules/actions.md#Grapple)
|
||||
|
||||
## Grapple
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
When you want to grab a creature or wrestle with it, you can use the [Attack](rules/actions.md#Attack) action to make a special melee attack, a grapple. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach.
|
||||
|
||||
Using at least one free hand, you try to seize the target by making a grapple check, a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you subject the target to the [grappled](rules/conditions.md#grappled) condition (see the appendix). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
|
||||
|
||||
### Moving a Grappled Target
|
||||
|
||||
When you move, you can drag or carry the [grappled](rules/conditions.md#grappled) creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
|
||||
|
||||
See also: [Escape a Grapple](rules/actions.md#Escape%20a%20Grapple)
|
||||
|
||||
## Help
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
|
||||
|
||||
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
|
||||
|
||||
## Hide
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
When you take the Hide action, you make a Dexterity ([Stealth](rules/skills.md#Stealth)) check in an attempt to hide, following the rules in "chapter 7 " for hiding. If you succeed, you gain certain benefits, as described in the ""Unseen Attackers and Targets"" section in the Player's Handbook.
|
||||
|
||||
## Opportunity Attack
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 reaction
|
||||
|
||||
In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack.
|
||||
|
||||
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature's movement, occurring right before the creature leaves your reach.
|
||||
|
||||
You can avoid provoking an opportunity attack by taking the [Disengage](rules/actions.md#Disengage) action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy.
|
||||
|
||||
## Other Activity
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: Varies
|
||||
|
||||
Your turn can include a variety of flourishes that require neither your action nor your move.
|
||||
|
||||
You can communicate however you are able, through brief utterances and gestures, as you take your turn.
|
||||
|
||||
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
|
||||
|
||||
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.
|
||||
|
||||
The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
|
||||
|
||||
> [!note] Interacting with Objects Around You
|
||||
>
|
||||
> Here are a few examples of the sorts of thing you can do in tandem with your movement and action:
|
||||
>
|
||||
> - draw or sheathe a sword
|
||||
> - open or close a door
|
||||
> - withdraw a potion from your backpack
|
||||
> - pick up a dropped axe
|
||||
> - take a bauble from a table
|
||||
> - remove a ring from your finger
|
||||
> - stuff some food into your mouth
|
||||
> - plant a banner in the ground
|
||||
> - fish a few coins from your belt pouch
|
||||
> - drink all the ale in a flagon
|
||||
> - throw a lever or a switch
|
||||
> - pull a torch from a sconce
|
||||
> - take a book from a shelf you can reach
|
||||
> - extinguish a small flame
|
||||
> - don a mask
|
||||
> - pull the hood of your cloak up and over your head
|
||||
> - put your ear to a door
|
||||
> - kick a small stone
|
||||
> - turn a key in a lock
|
||||
> - tap the floor with a 10-foot pole
|
||||
> - hand an item to another character
|
||||
^interacting-with-objects-around-you
|
||||
|
||||
## Ready
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
|
||||
|
||||
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
|
||||
|
||||
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
|
||||
|
||||
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires [concentration](rules/conditions.md#concentration) (explained in "chapter 10"). If your [concentration](rules/conditions.md#concentration) is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your [concentration](rules/conditions.md#concentration) might be broken.
|
||||
|
||||
You have until the start of your next turn to use a readied action.
|
||||
|
||||
## Search
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom ([Perception](rules/skills.md#Perception)) check or an Intelligence ([Investigation](rules/skills.md#Investigation)) check.
|
||||
|
||||
## Shove
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
Using the [Attack](rules/actions.md#Attack) action, you can make a special melee attack to shove a creature, either to knock it [prone](rules/conditions.md#prone) or push it away from you. If you're able to make multiple attacks with the [Attack](rules/actions.md#Attack) action, this attack replaces one of them.
|
||||
|
||||
The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength ([Athletics](rules/skills.md#Athletics)) check contested by the target's Strength ([Athletics](rules/skills.md#Athletics)) or Dexterity ([Acrobatics](rules/skills.md#Acrobatics)) check (the target chooses the ability to use). You succeed automatically if the target is [incapacitated](rules/conditions.md#incapacitated). If you succeed, you either knock the target [prone](rules/conditions.md#prone) or push it 5 feet away from you.
|
||||
|
||||
See also: [Attack](rules/actions.md#Attack), Shove Aside
|
||||
|
||||
## Two-Weapon Fighting
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 bonus
|
||||
|
||||
When you take the [Attack](rules/actions.md#Attack) action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
|
||||
|
||||
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
|
||||
|
||||
See also: [Attack](rules/actions.md#Attack)
|
||||
|
||||
## Use an Object
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- **Duration**: 1 action
|
||||
|
||||
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
|
||||
@@ -0,0 +1,140 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/phb
|
||||
aliases: ["Conditions"]
|
||||
---
|
||||
# Conditions
|
||||
|
||||
## Blinded
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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.
|
||||
|
||||
## Concentration
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Some spells require you to maintain [concentration](rules/conditions.md#concentration) in order to keep their magic active. If you lose [concentration](rules/conditions.md#concentration), such a spell ends.
|
||||
|
||||
If a spell must be maintained with [concentration](rules/conditions.md#concentration), that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end [concentration](rules/conditions.md#concentration) at any time (no action required).
|
||||
|
||||
Normal activity, such as moving and attacking, doesn't interfere with [concentration](rules/conditions.md#concentration). The following factors can break [concentration](rules/conditions.md#concentration):
|
||||
|
||||
- **Casting another spell that requires concentration.** You lose [concentration](rules/conditions.md#concentration) on a spell if you cast another spell that requires [concentration](rules/conditions.md#concentration). You can't concentrate on two spells at once.
|
||||
- **Taking damage.** Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your [concentration](rules/conditions.md#concentration). The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.
|
||||
- **Being incapacitated or killed.** You lose [concentration](rules/conditions.md#concentration) on a spell if you are [incapacitated](rules/conditions.md#incapacitated) or if you die.
|
||||
|
||||
The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain [concentration](rules/conditions.md#concentration) on a spell.
|
||||
|
||||
## Deafened
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
|
||||
|
||||
## Exhaustion
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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.
|
||||
|
||||
| Level | Effect |
|
||||
|-------|--------|
|
||||
| 1 | Disadvantage on ability checks |
|
||||
| 2 | Speed halved |
|
||||
| 3 | Disadvantage on attack rolls and saving throws |
|
||||
| 4 | Hit point maximum halved |
|
||||
| 5 | Speed reduced to 0 |
|
||||
| 6 | Death |
|
||||
^level-effect
|
||||
|
||||
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. Also, being raised from the dead reduces a creature's exhaustion level by 1.
|
||||
|
||||
## Frightened
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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.
|
||||
|
||||
## Grappled
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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](rules/conditions.md#incapacited).
|
||||
- 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](07-Compendium/spells/thunderwave.md) spell.
|
||||
|
||||
## Incapacitated
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- An incapacitated creature can't take actions or reactions.
|
||||
|
||||
## Invisible
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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.
|
||||
|
||||
## Paralyzed
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A paralyzed creature is [incapacitated](rules/conditions.md#incapacitated) 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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](rules/conditions.md#incapacitated), 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A poisoned creature has disadvantage on attack rolls and ability checks.
|
||||
|
||||
## Prone
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- A stunned creature is [incapacitated](rules/conditions.md#incapacitated), 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
- An unconscious creature is [incapacitated](rules/conditions.md#incapacitated), can't move or speak, and is unaware of its surroundings.
|
||||
- The creature drops whatever it's holding and falls [prone](rules/conditions.md#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.
|
||||
@@ -0,0 +1,61 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/phb
|
||||
aliases: ["Damage Types"]
|
||||
---
|
||||
# Damage Types
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
## Acid
|
||||
|
||||
The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
|
||||
|
||||
## Bludgeoning
|
||||
|
||||
Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage.
|
||||
|
||||
## Cold
|
||||
|
||||
The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
|
||||
|
||||
## Fire
|
||||
|
||||
Red dragons breathe fire, and many spells conjure flames to deal fire damage.
|
||||
|
||||
## Force
|
||||
|
||||
Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
|
||||
|
||||
## Lightning
|
||||
|
||||
A lightning bolt spell and a blue dragon's breath deal lightning damage.
|
||||
|
||||
## Necrotic
|
||||
|
||||
Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul.
|
||||
|
||||
## Piercing
|
||||
|
||||
Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
|
||||
|
||||
## Poison
|
||||
|
||||
Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
|
||||
|
||||
## Psychic
|
||||
|
||||
Mental abilities such as a mind flayer's psionic blast deal psychic damage.
|
||||
|
||||
## Radiant
|
||||
|
||||
Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
|
||||
|
||||
## Slashing
|
||||
|
||||
Swords, axes, and monsters' claws deal slashing damage.
|
||||
|
||||
## Thunder
|
||||
|
||||
A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
|
||||
@@ -0,0 +1,43 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/dmg
|
||||
aliases: ["Diseases"]
|
||||
---
|
||||
# Diseases
|
||||
|
||||
## Cackle Fever
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](rules/conditions.md#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](rules/conditions.md#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](rules/conditions.md#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.
|
||||
|
||||
## Sewer Plague
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](rules/conditions.md#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](rules/conditions.md#exhaustion).
|
||||
|
||||
On a successful save, the character's [exhaustion](rules/conditions.md#exhaustion) level decreases by one level. If a successful saving throw reduces the infected creature's level of [exhaustion](rules/conditions.md#exhaustion) below 1, the creature recovers from the disease.
|
||||
|
||||
## Sight Rot
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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](05-Ideas/Mechanics/Rules/conditions.md#blinded) until its sight is restored by magic such as [lesser restoration](07-Compendium/spells/lesser-restoration.md) or [heal](07-Compendium/spells/heal.md).
|
||||
|
||||
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](07-Compendium/items/herbalism-kit.md) 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.
|
||||
@@ -0,0 +1,29 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/mm
|
||||
- 07-Compendium/src/5e/phb
|
||||
aliases: ["Senses"]
|
||||
---
|
||||
# Senses
|
||||
|
||||
## Blindsight
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
|
||||
|
||||
## Darkvision
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in that darkness, only shades of gray.
|
||||
|
||||
## Tremorsense
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can't be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense.
|
||||
|
||||
## Truesight
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.
|
||||
@@ -0,0 +1,104 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/phb
|
||||
aliases: ["Skills"]
|
||||
---
|
||||
# Skills
|
||||
|
||||
## Acrobatics
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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 DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
|
||||
|
||||
## Animal Handling
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
|
||||
|
||||
## Arcana
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
|
||||
|
||||
## Athletics
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
|
||||
|
||||
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
|
||||
- You try to jump an unusually long distance or pull off a stunt mid jump.
|
||||
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
|
||||
|
||||
## Deception
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
|
||||
|
||||
## History
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
|
||||
|
||||
## Insight
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
|
||||
|
||||
## Intimidation
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
|
||||
|
||||
## Investigation
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
|
||||
|
||||
## Medicine
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
|
||||
|
||||
## Nature
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
|
||||
|
||||
## Perception
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
|
||||
|
||||
For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
|
||||
|
||||
## Performance
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
|
||||
|
||||
## Persuasion
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
|
||||
|
||||
## Religion
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
|
||||
|
||||
## Sleight of Hand
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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 DM 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
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
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.
|
||||
|
||||
## Survival
|
||||
_Source: SRD / Basic Rules_
|
||||
|
||||
The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
|
||||
@@ -0,0 +1,76 @@
|
||||
# Critical Misses
|
||||
|
||||
## Melee Attacks
|
||||
|
||||
| d20 | Mishap |
|
||||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1-2 | **Weapon Break.** The force of your blow, or parrying that of your opponent’s, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break). |
|
||||
| 3-4 | **Goodbye Fair Blade!** Roll a Strength (Athletics) check DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. Doing so you provoke an opportunity attack from anyone you pass within reach. |
|
||||
| 5-6 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attack rolls against you for one turn. |
|
||||
| 7-8 | **Stuck Weapon.** Your weapon gets stuck in your opponent’s shield, weapon, armour, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your strength modifier. Bludgeoning weapons with no sharp edge or spike can ignore and roll again. |
|
||||
| 9-10| **Ooops!** You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. |
|
||||
| 11 | **Self Inflicted Wound.** Either via a deflection or sheer incompetence you manage to slice yourself with your own blade; roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again). |
|
||||
| 12-14| **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
|
||||
| 15 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
|
||||
| 16 | **Pulled Muscle (Legs).** Roll a Constitution saving throw DC 15 or the strain of combat causes you to pull a muscle in your leg. Your movement and dex. modifier (if positive) is halved (rounding down) and you have disadvantage on any ability checks that require lower body strength, until you have completed a long rest, or received magical healing. |
|
||||
| 17-18| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
|
||||
| 19 | **Broken Item.** In the hurly burly of combat, something fragile – like a magic potion – you’re carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over). |
|
||||
| 20 | **A Little Accident.** Either through fear, excitement or simply needing to go, you soil yourself. 75% chance it’s only pee. |
|
||||
|
||||
---
|
||||
|
||||
## Ranged Attacks - Bows
|
||||
|
||||
| d20 | Mishap |
|
||||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1-2 | **Weapon Break.** Your bow shaft snaps, or a mechanism in your crossbow breaks, and your weapon is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
|
||||
| 3-5 | **String Break.** Your bowstring snaps and needs replacing. If you have a spare string measured and ready you need one minute to do so. |
|
||||
| 6-8 | **Loose String.** Your string comes loose. You lose this attack. Starting next turn you can make a Dexterity (Sleight of Hand) check DC 15 to fix it. Each attempt takes the entirety of your turn. |
|
||||
| 9-16| **Ooops!** You hit an unintended target. Randomise all combatants, both friends and foes, within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. |
|
||||
| 17-18| **Ammo Accident.** Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows (or bolts) fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your main action. If your quiver's strap is not broken you can use your main action to pick up 2d8 arrows and put them back in your quiver. |
|
||||
| 19 | **Pulled Muscle (Upper Body).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
|
||||
| 20 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
|
||||
|
||||
---
|
||||
|
||||
## Ranged Attacks - Thrown
|
||||
|
||||
| d10 | Mishap |
|
||||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1 | **Weapon Break.** The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
|
||||
| 2 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
|
||||
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
|
||||
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues). |
|
||||
| 10 | **WTF?** You launch a comically bad projectile attack nowhere near your intended opponent – it flies into a huge empty space (or at DM’s discretion a distant unintended target) taking your self confidence with it. Roll a Wisdom saving throw DC 15, or suffer disadvantage to attack rolls until you next score a hit on an opponent. |
|
||||
|
||||
---
|
||||
|
||||
## Natural Weapons
|
||||
|
||||
| d10 | Mishap |
|
||||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1-2 | **Ouch!** You snap one or several teeth or claws against your victim's armour, shield or weapon. You receive 1d3 hp of damage, and furthermore you must subtract the result of the same d3 roll from damage done using this natural weapon from now on. (Ignore for tail attacks). |
|
||||
| 3-5 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attacks rolls against you for one turn. |
|
||||
| 6-7 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
|
||||
| 8-10| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
|
||||
|
||||
---
|
||||
|
||||
## Spell Attacks
|
||||
|
||||
| d10 | Mishap |
|
||||
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1 | **Woopsie!** You make a massive mess out of this one, and the effects of the spell go off in your face. You automatically fail any saving throw, and take damage as if you were the intended target. |
|
||||
| 2 | **Fiddlesticks.** You spill your spell components pouch. Recovering it takes one action. (If the spell you were casting has no material component roll again). |
|
||||
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
|
||||
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. At the DM's discretion you might also hit an unintended inanimate object, such as bale of hay or treasure chest. |
|
||||
| 10 | **Mental Blank.** Just as the pressure is on all that arcane (or divine) knowledge takes a running jump out your lughole. You can't recall your spell and you lose your action (but keep your spell slot). At the start of your next turn you have to roll a Wisdom saving throw DC 15 in order to be able to start casting again. |
|
||||
|
||||
---
|
||||
|
||||
## Too Many Fumbles?
|
||||
|
||||
Your 20th level fighter complaining he's fumbling too often thanks to his four attacks a round? Two solutions:
|
||||
|
||||
1. **Solution One:** Rule that only fumbles on the first attack count as critical misses. Rolling a 1 on a second or third or fourth attack results in just an automatic miss. (Additional attacks with an offhand weapon can still fumble however).
|
||||
2. **Solution Two:** Starting at level 5 offer PCs a special 'fumble saving throw'. If they roll their level or under on a d20 they do not have to roll on the critical miss table.
|
||||
@@ -0,0 +1,37 @@
|
||||
---
|
||||
obsidianUIMode: preview
|
||||
cssclasses: json5e-note
|
||||
tags:
|
||||
- 07-Compendium/src/5e/dmg
|
||||
aliases: ["Madness"]
|
||||
---
|
||||
# Madness
|
||||
*Source: SRD / Basic Rules*
|
||||
|
||||
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](07-Compendium/spells/contact-other-plane.md) and [symbol](07-Compendium/spells/symbol.md), can cause insanity, and you can use the madness rules here instead of the spell effects in the "Player's Handbook". 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. If your game includes the New Ability Scores: Honor and Sanity||Sanity score from (see chapter 9, "Dungeon Master's Workshop"), a creature makes a Sanity saving throw instead.
|
||||
|
||||
## 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.
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
|
||||
## Curing Madness
|
||||
|
||||
A [calm emotions](07-Compendium/spells/calm-emotions.md) spell can suppress the effects of madness, while a [lesser restoration](07-Compendium/spells/lesser-restoration.md) spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, [remove curse](07-Compendium/spells/remove-curse.md) or [dispel evil](07-Compendium/spells/dispel-evil-and-good.md) might also prove effective. A [greater restoration](07-Compendium/spells/greater-restoration.md) spell or more powerful magic is required to rid a character of indefinite madness.
|
||||
@@ -0,0 +1,51 @@
|
||||
# Lingering Injuries – Variante Regeln und Erweiterte Tabelle
|
||||
|
||||
## Variante Regeln
|
||||
|
||||
### 1. **Bestätigung der Lingering Injury**
|
||||
Wenn ein Effekt dich dazu bringt, auf der Lingering Injuries-Tabelle zu würfeln, würfle zuerst einen **d20**:
|
||||
- **1–9:** Würfle normal auf der Lingering Injuries-Tabelle.
|
||||
- **10–20:** Der Effekt verursacht **keine** Lingering Injury.
|
||||
*Diese Regel reduziert die Häufigkeit von Lingering Injuries am Tisch.*
|
||||
|
||||
---
|
||||
|
||||
### 2. **„Lose an Eye, I Choose You“**
|
||||
Wenn du einen **kritischen Treffer** gegen ein **gelähmtes oder bewusstloses** Wesen innerhalb von 5 Fuß erziehst, kannst du die Lingering Injury **selbst wählen**, anstatt auf der Tabelle zu würfeln.
|
||||
|
||||
---
|
||||
|
||||
### 3. **„You Fireballed My Leg Off!“**
|
||||
Ein Wesen kann eine Lingering Injury erleiden, wenn es eine **natürliche 1** auf einen Rettungswurf gegen einen Zauber, magischen Effekt oder eine Falle würfelt, die Schaden verursacht.
|
||||
|
||||
---
|
||||
|
||||
## Erweiterte Lingering Injuries-Tabelle
|
||||
|
||||
| d100 | Injury |
|
||||
|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| 1–2 | **Lose an Eye.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Magie wie *regenerate* kann das Auge wiederherstellen. Falls du keine Augen mehr hast, bist du **geblendet**. |
|
||||
| 3–4 | **Lose an Arm or a Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
|
||||
| 5–6 | **Lose a Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen, um dich zu bewegen (außer mit Prothese). Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
|
||||
| 7–8 | **Lose an Ear.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann das Ohr wiederherstellen. |
|
||||
| 9–10 | **Lose Nose.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Geruch basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann die Nase wiederherstellen. |
|
||||
| 11–15| **Blurred Vision.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
|
||||
| 16–20| **Broken Arm or Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
|
||||
| 21–25| **Broken Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen. Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
|
||||
| 26–30| **Ringing Ears.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
|
||||
| 31–35| **Limp.** Deine Gehgeschwindigkeit wird um **5 Fuß** reduziert. Nach einem **Dash** musst du einen **DC 10 Dexterity**-Rettungswurf bestehen, sonst fällst du zu Boden. Heilt durch magische Heilung. |
|
||||
| 36–40| **Lose a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** (z. B. Dietrich) mit der betroffenen Hand. Falls du alle Finger einer Hand verlierst, gilt sie als verloren. Magie wie *regenerate* kann den Finger wiederherstellen. |
|
||||
| 41–45| **Break a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** mit der betroffenen Hand. Heilt durch magische Heilung oder nach **10 Tagen Ruhe** (nach einem erfolgreichen **DC 10 Wisdom (Medicine)**-Check). |
|
||||
| 46–50| **Break an Item.** Ein zufälliger **nicht-magischer** Gegenstand, den du trägst, wird zerstört. (**1:** Waffe, **2:** Rüstung/Schild, **3–10:** anderer Gegenstand). |
|
||||
| 51–55| **Teeth Knocked Out.** Nachteil auf **Charisma (Persuasion)**. Bei Zaubern mit verbaler Komponente besteht eine **25% Chance**, dass der Zauber fehlschlägt (Aktion verbraucht, aber kein Slot/Material). Heilt durch magische Heilung. |
|
||||
| 56–60| **Festering Wound.** Dein **HP-Maximum** sinkt um **1 alle 24 Stunden**. Bei **0 HP** stirbst du. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Tag). |
|
||||
| 61–65| **Open Wound.** Du verlierst **1 HP pro Stunde**. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Stunde). |
|
||||
| 66–70| **Skull Fracture.** Vor jeder Aktion im Kampf: **DC 20 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe**. |
|
||||
| 71–75| **Punctured Lung.** Du kannst pro Zug **entweder eine Aktion oder eine Bonusaktion** ausführen, aber nicht beides. Heilt durch magische Heilung. Bei **beiden Lungen** fällst du auf **0 HP** und beginnst zu sterben. |
|
||||
| 76–80| **Internal Injury.** Vor jeder Aktion im Kampf: **DC 15 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **10 Tagen Ruhe**. |
|
||||
| 81–85| **Broken Ribs.** Wie *Internal Injury*, aber **DC 10**. |
|
||||
| 86–90| **Horrible Scar.** Nachteil auf **Charisma (Persuasion)**, Vorteil auf **Charisma (Intimidation)**. Heilt durch magische Heilung **6. Stufe oder höher** (z. B. *heal*, *regenerate*). |
|
||||
| 91–95| **Painful Scar.** Die Narbe schmerzt bei Regen, Schnee oder Hagel. Im Kampf: **DC 15 Constitution**-Rettungswurf, sonst verlierst du die Aktion und kannst keine Reaktionen nutzen. Heilt durch magische Heilung. |
|
||||
| 96–100| **Minor Scar.** Kein mechanischer Nachteil, aber „chicks dig it“. Heilt durch magische Heilung **6. Stufe oder höher**. |
|
||||
|
||||
---
|
||||
Reference in New Issue
Block a user