···66var background: int = 0
77var panel: int = 0
8899+var rand: RandomNumberGenerator
1010+911signal class_changed(idx: int)
1012signal heritage_changed(idx: int)
1113signal background_changed(idx: int)
1214signal culture_changed(idx: int)
13151414-var heritage_features: Dictionary = {
1515- "dragonborn": [
1616- {
1717- "name": "Speed",
1818- "desc": "Your walking speed is 30 feet."
1919- },
2020- {
2121- "name": "Dragon Breath",
2222- "desc": "You can use your dragon breath as an action.\nChoose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\nAdditionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath's area makes a Dexterity saving throw. If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus.\nA creature takes 2d6 damage on a failed saving throw, or half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.\nAfter you use your dragon breath, you can't use it again until you finish a rest."
2323- }
2424- ],
2525- "dwarf": [
2626- {
2727- "name": "Speed",
2828- "desc": "You have a walking speed of 25 feet. Your Speed is not reduced by wearing heavy armor or wielding tower shields."
2929- },
3030- {
3131- "name": "Darkvision",
3232- "desc": "You have darkvision to 60 feet."
3333- },
3434- {
3535- "name": "Creator's Blessing",
3636- "desc": "You gain proficiency with one set of artisan's tools (either brewer's supplies or mason's tools) or smith's tools. During a long rest, you can use these tools for crafting instead of sleeping and still receive the full benefits of the long rest."
3737- },
3838- {
3939- "name": "Tough",
4040- "desc": "Your character level is added to your hit point maximum."
4141- }
4242- ],
4343- "elf": [
4444- {
4545- "name": "Speed",
4646- "desc": "You have a walking speed of 30 feet."
4747- },
4848- {
4949- "name": "Darkvision",
5050- "desc": "You have darkvision to 60 feet."
5151- },
5252- {
5353- "name": "Fey Ancestry",
5454- "desc": "You gain an expertise die on saving throws against being charmed, and you are immune to magical effects that would put you to sleep."
5555- },
5656- {
5757- "name": "Trance",
5858- "desc": "Instead of sleeping, elves enter a trance state. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity."
5959- }
6060- ],
6161- "gnome": [
6262- {
6363- "name": "Speed",
6464- "desc": "You have a walking speed of 25 feet."
6565- },
6666- {
6767- "name": "Darkvision",
6868- "desc": "You have darkvision to 60 feet."
6969- },
7070- {
7171- "name": "Gnome Cunning",
7272- "desc": "You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws made against spells and magical effects."
7373- },
7474- {
7575- "name": "Gnomish Magic",
7676- "desc": "You know the [i]minor illusion[/i] cantrip. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)."
7777- }
7878- ],
7979- "halfling": [
8080- {
8181- "name": "Speed",
8282- "desc": "You have a walking speed of 25 feet."
8383- },
8484- {
8585- "name": "Fearless",
8686- "desc": "You are immune to the effects of the frightened condition."
8787- },
8888- {
8989- "name": "Nimble Steps",
9090- "desc": "If a creature is at least one size larger than you, you can move through its space."
9191- },
9292- {
9393- "name": "Halfling's Luck",
9494- "desc": "When you make an ability check, attack roll, or saving throw and roll a 1, you can choose to roll again, taking the second result."
9595- }
9696- ],
9797- "human": [
9898- {
9999- "name": "Speed",
100100- "desc": "You have a walking speed of 30 feet."
101101- },
102102- {
103103- "name": "Fast Learner",
104104- "desc": "You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime."
105105- },
106106- {
107107- "name": "Intrepid",
108108- "desc": "Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll."
109109- }
110110- ],
111111- "orc": [
112112- {
113113- "name": "Speed",
114114- "desc": "You have a walking speed of 30 feet."
115115- },
116116- {
117117- "name": "Darkvision",
118118- "desc": "You have darkvision to 60 feet."
119119- },
120120- {
121121- "name": "Heavy Lifter",
122122- "desc": "When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large."
123123- },
124124- {
125125- "name": "Mighty Attacks",
126126- "desc": "When you critically hit with a melee weapon attack, roll one of the weapon's damage dice again and add the result to the attack's damage."
127127- }
128128- ],
129129- "planetouched": [
130130- {
131131- "name": "Speed",
132132- "desc": "You have a walking speed of 30 feet."
133133- },
134134- {
135135- "name": "Darkvision",
136136- "desc": "You have darkvision to 60 feet."
137137- },
138138- {
139139- "name": "Immortal Blessing",
140140- "desc": "Once between long rests, when damage would reduce you to 0 hit points, you are instead reduced to 1 hit point."
141141- }
142142- ]
143143-}
144144-145145-var heritage_gifts: Dictionary = {
146146- "dragonborn": [
147147- {
148148- "name": "Draconic Armor",
149149- "features": [
150150- {
151151- "name": "Claws",
152152- "desc": "You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier."
153153- }
154154- ]
155155- },
156156- {
157157- "name": "Draconic Fins",
158158- "features": [
159159- {
160160- "name": "Swimmer",
161161- "desc": "You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time."
162162- },
163163- {
164164- "name": "Deep Darkvision",
165165- "desc": "You have darkvision to 60 feet. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet while underwater."
166166- },
167167- {
168168- "name": "Hard to Hit",
169169- "desc": "While you aren't wearing armor or your only armor is a shield, your AC is 12 + your Dexterity modifier."
170170- }
171171- ]
172172- },
173173- {
174174- "name": "Draconic Wings",
175175- "features": [
176176- {
177177- "name": "Flight",
178178- "desc": "You have a fly speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue. Any fatigue gained in this way is removed upon finishing a rest."
179179- }
180180- ]
181181- }
182182- ],
183183- "dwarf": [
184184- {
185185- "name": "Dwarven Stability",
186186- "features": [
187187- {
188188- "name": "Dwarven Stability",
189189- "desc": "You gain an expertise die on saving throws against effects that would knock you prone, and on saving throws made to resist being shoved."
190190- }
191191- ]
192192- },
193193- {
194194- "name": "Dwarven Toughness",
195195- "features": [
196196- {
197197- "name": "Dwarven Toughness",
198198- "desc": "As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for 1 minute. You can't use this trait again until after you finish a long rest.\nYou gain an expertise die on saving throws against poison, and you have resistance against poison damage."
199199- }
200200- ]
201201- }
202202- ],
203203- "elf": [
204204- {
205205- "name": "Mystic Rapport",
206206- "features": [
207207- {
208208- "name": "Arcane Sensitivity",
209209- "desc": "You gain proficiency with Arcana."
210210- },
211211- {
212212- "name": "Arcane Empathy",
213213- "desc": "You can speak telepathically to a creature within 30 feet of you that you can see. Though this grants the creature no ability to respond telepathically, they can understand you if you share a language. You can speak in this way to one creature at a time."
214214- }
215215- ]
216216- },
217217- {
218218- "name": "Prescient Vision",
219219- "features": [
220220- {
221221- "name": "Glance the Future",
222222- "desc": "Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Halfling's Luck trait, the replacement applies to the creature's final roll."
223223- }
224224- ]
225225- },
226226- {
227227- "name": "Preternatural Awareness",
228228- "features": [
229229- {
230230- "name": "Keen Senses",
231231- "desc": "You gain proficiency in Perception."
232232- },
233233- {
234234- "name": "Prophetic Instincts",
235235- "desc": "Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier (minumum 1), and you can't be surprised while conscious (including during your Trance)."
236236- }
237237- ]
238238- }
239239- ],
240240- "gnome": [
241241- {
242242- "name": "Gnomish Agility",
243243- "features": [
244244- {
245245- "name": "Gnomish Agility",
246246- "desc": "You gain +1 to your Armor Class against creatures of a size category larger than your own."
247247- }
248248- ]
249249- },
250250- {
251251- "name": "Into Mist",
252252- "features": [
253253- {
254254- "name": "Into Mist",
255255- "desc": "Once between rests, as a bonus action or as a reaction immediately after taking damage, you can turn invisible. The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, or cast a spell."
256256- }
257257- ]
258258- }
259259- ],
260260- "halfling": [
261261- {
262262- "name": "Burrowing Claws",
263263- "features": [
264264- {
265265- "name": "Burrow",
266266- "desc": "You have a burrowing speed of 10 feet. You can use your burrowing speed to move through nonmagical sand, loose earth, loamy soil, mud, or snow, but not solid rock. You do not naturally leave any sort of tunnel behind but you can attempt to create a 5-foot by 5-foot wide tunnel in earth, soil, or snow by spending extra time and effort shoring it up and adding support. This reduces your burrowing speed to 5 feet every 15 minutes."
267267- },
268268- {
269269- "name": "Claws",
270270- "desc": "Your nails grow into strong shovel-like claws. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier."
271271- }
272272- ]
273273- },
274274- {
275275- "name": "Tuft Feet",
276276- "features": [
277277- {
278278- "name": "Big Feet",
279279- "desc": "You gain an expertise die on checks and saving throws made to resist being knocked prone."
280280- },
281281- {
282282- "name": "Thick Soles",
283283- "desc": "You are immune to damage from sharp terrain hazards (such as caltrops, broken glass, or the [i]spike growth[/i] spell) and ignore difficult terrain caused by them. Additionally, other kinds of difficult terrain reduce your movement speed by 5 feet instead of halving it."
284284- }
285285- ]
286286- },
287287- {
288288- "name": "Twilight-Touched",
289289- "features": [
290290- {
291291- "name": "Darkvision",
292292- "desc": "You have darkvision to 60 feet."
293293- },
294294- {
295295- "name": "Telepathy",
296296- "desc": "You can speak telepathically to a creature within 30 feet of you that you can see. Though this grants the creature no ability to respond telepathically, they can understand you if you share a language. You can speak in this way to one creature at a time."
297297- }
298298- ]
299299- }
300300- ],
301301- "human": [
302302- {
303303- "name": "Diehard Survivor",
304304- "features": [
305305- {
306306- "name": "Feast and Famine",
307307- "desc": "You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without."
308308- },
309309- {
310310- "name": "Radical Perserverance",
311311- "desc": "You only die after failing 4 death saving throws instead of 3."
312312- }
313313- ]
314314- },
315315- {
316316- "name": "Ingenious Focus",
317317- "features": [
318318- {
319319- "name": "Inexorable Concentration",
320320- "desc": "When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest."
321321- },
322322- {
323323- "name": "Resident Expert",
324324- "desc": "Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result as being 10."
325325- }
326326- ]
327327- },
328328- {
329329- "name": "Spirited Traveler",
330330- "features": [
331331- {
332332- "name": "Desperate Dash",
333333- "desc": "Once between rests, when you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise die on Acrobatics checks made to avoid hazards and Dexterity saving throws."
334334- },
335335- {
336336- "name": "Marathon Runner",
337337- "desc": "The first time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply."
338338- }
339339- ]
340340- }
341341- ],
342342- "orc": [
343343- {
344344- "name": "Just Like Home",
345345- "features": [
346346- {
347347- "name": "Just Like Home",
348348- "desc": "Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type. Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic—cold, desert—fire, mountain—lightning, swamp—poison."
349349- }
350350- ]
351351- },
352352- {
353353- "name": "Ancestral Blessing",
354354- "features": [
355355- {
356356- "name": "Divine Protection",
357357- "desc": "You have resistance to radiant damage."
358358- },
359359- {
360360- "name": "Touch of Divinity",
361361- "desc": "You know the [i]resistance[/i] cantrip. In addition, you can cast the [i]shield[/i] spell once per long rest."
362362- }
363363- ]
364364- },
365365- {
366366- "name": "Magic Adept",
367367- "features": [
368368- {
369369- "name": "Magic Adept",
370370- "desc": "You are born with magic coursing through your veins, and are able to utilize it in a number of ways. You learn one cantrip of your choice from the wizard spell list. At 3rd level, choose one 1st- or 2nd-level spell from the wizard spell list. Once between long rests, you can cast the chosen spell without any material components. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class."
371371- }
372372- ]
373373- }
374374- ],
375375- "planetouched": [
376376- {
377377- "name": "Aasimar",
378378- "features": [
379379- {
380380- "name": "Celestial Legacy",
381381- "desc": "You know the [i]guidance[/i] cantrip. In addition, once between long rests you can use an action to touch a willing creature and restore a number of hit points equal to your level."
382382- },
383383- {
384384- "name": "Divine Protection",
385385- "desc": "You have resistance to radiant damage."
386386- },
387387- {
388388- "name": "Language",
389389- "desc": "You have an innate ability to recognize Celestial, and are able to speak, read, write, and sign it."
390390- }
391391- ]
392392- },
393393- {
394394- "name": "Tiefling",
395395- "features": [
396396- {
397397- "name": "Hellish Resistance",
398398- "desc": "You have resistance to fire damage."
399399- },
400400- {
401401- "name": "Infernal Legacy",
402402- "desc": "You know the [i]produce flame[/i] cantrip. Once you reach 3rd level, you can cast [i]arcane riposte[/i] (fire damage only) once between long rests. At 5th level, you can cast [i]heat metal[/i] without material components once between long rests. Charisma is your spellcasting ability for these spells."
403403- }
404404- ]
405405- }
406406- ]
407407-}
408408-409409-var culture_features: Dictionary = {
410410- "caravanner": [
411411- {
412412- "name": "Caravanner",
413413- "desc": "You are proficient in Animal Handling and with land vehicles."
414414- },
415415- {
416416- "name": "Long Hauler",
417417- "desc": "You have proficiency in Survival. In addition, you have advantage on checks made to avoid fatigue from a forced march."
418418- },
419419- {
420420- "name": "Mobile Living",
421421- "desc": "You can create a ramshackle version of a cart or wagon with 30 minutes of work if you have access to raw or reclaimed materials. Ramshackle vehicles created in this way function identically to their normal counterparts, except their gold piece value is always 0, they have half as many hit points as their normal counterparts, and they break and become useless if they are hit by any attack roll with a result of natural 20."
422422- },
423423- {
424424- "name": "Trampling Charge",
425425- "desc": "When you or a mount you're riding uses the Dash action or a vehicle you're driving uses the Ahead Full action, you can move through spaces occupied by creatures with a size category smaller than you, or your mount, or the vehicle. Creatures moved through in this way make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failed save, creatures are knocked prone and take an amount of bludgeoning damage equal to your level. Creatures cannot be damaged twice from the same trampling charge. Once you use this trait, you cannot do so again until you finish a short or rest."
426426- },
427427- {
428428- "name": "Languages",
429429- "desc": "You can speak, read, write, and sign Common and one other language."
430430- }
431431- ],
432432- "circusfolk": [
433433- {
434434- "name": "Rapid Escape",
435435- "desc": "You can use the Disengage action as a bonus action."
436436- },
437437- {
438438- "name": "Slapstick",
439439- "desc": "You are proficient with improvised weapons, and improvised weapons you use can deal 1d6 damage rather than the damage they normally deal. You can use Dexterity instead of Strength for the attack and damage rolls of your improvised weapons."
440440- },
441441- {
442442- "name": "Trickster's Veil",
443443- "desc": "You can cast [i]disguise self[/i] once per rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)."
444444- },
445445- {
446446- "name": "Languages",
447447- "desc": "You can speak, read, write, and sign Common."
448448- }
449449- ],
450450- "collegiate": [
451451- {
452452- "name": "Philosophic Mind",
453453- "desc": "Once between rests, at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it."
454454- },
455455- {
456456- "name": "Practiced Artisan",
457457- "desc": "You are proficient with calligrapher's supplies and two other artisan's tools."
458458- },
459459- {
460460- "name": "Studied Discipline",
461461- "desc": "You have extensive knowledge in certain fields. For all skill proficiencies gained through this trait, you always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma)."
462462- },
463463- {
464464- "name": "Languages",
465465- "desc": "You can speak, read, write, and sign Common and three additional languages."
466466- }
467467- ],
468468- "cosmopolitan": [
469469- {
470470- "name": "Discreetly Armed",
471471- "desc": "You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person."
472472- },
473473- {
474474- "name": "Fashion Sense",
475475- "desc": "After you spend at least 1 minute observing a creature within 60 feet, you can use an action to make either an Insight or History check against a DC equal to the creature's passive Deception check score. On a success, you learn the following information about that creature:\n\n[ul bullet=*]* Whether the creature has a lower Charisma score than yourself.\n* The creature's culture and national origin (if any).\n* The creature's social standing in the local majority culture.[/ul]"
476476- },
477477- {
478478- "name": "Skill Versatility",
479479- "desc": "You gain proficiency in Culture and one other skill of your choice."
480480- },
481481- {
482482- "name": "Urban Denizen",
483483- "desc": "You can make an Investigation check to learn the location of (or at the Narrator's discretion gain a helpful clue to the trail of) a person by discreetly asking around in the right places. The difficulty of the check is DC 15 if the individual is not hiding, or DC 20 if they are trying to conceal their location."
484484- },
485485- {
486486- "name": "Well-Connected",
487487- "desc": "You gain an extra connection, selected from a background of your choice. This person is of a different heritage or national origin than yourself."
488488- },
489489- {
490490- "name": "Languages",
491491- "desc": "You can speak, read, write, and sign in Common and two additional languages."
492492- }
493493- ],
494494- "deepdwarf": [
495495- {
496496- "name": "Superior Darkvision",
497497- "desc": "You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet."
498498- },
499499- {
500500- "name": "Deep Magic",
501501- "desc": "You know the [i]resistance[/i] cantrip. Once you reach 3rd level, you can cast [i]jump[/i] once per rest. At 5th level, you can cast [i]enlarge/reduce[/i] once per rest. You don't need material components for these spells, but you can't cast them while you're in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells."
502502- },
503503- {
504504- "name": "Deep Suspicion",
505505- "desc": "You gain an expertise die on Wisdom saving throws against illusions and against being charmed or frightened."
506506- },
507507- {
508508- "name": "Underground Combat Training",
509509- "desc": "You are proficient with hand crossbows, short swords, and war picks."
510510- },
511511- {
512512- "name": "Languages",
513513- "desc": "You can speak, read, write, and sign Common, Dwarvish, and Undercommon."
514514- }
515515- ],
516516- "deepgnome": [
517517- {
518518- "name": "Superior Darkvision",
519519- "desc": "You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet."
520520- },
521521- {
522522- "name": "Dark Gnome Magic",
523523- "desc": "You can cast [i]disguise self[/i] once per rest. Once you reach 3rd level, you can cast [i]blindness/deafness[/i] (blindness only) once per rest. At 5th level, you can cast [i]nondetection[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest)."
524524- },
525525- {
526526- "name": "Subterranean Camouflage",
527527- "desc": "You gain an expertise die on Stealth checks made to hide in rocky terrain."
528528- },
529529- {
530530- "name": "Languages",
531531- "desc": "You can speak, read, write, and sign Common, Gnomish, and Undercommon."
532532- }
533533- ],
534534- "dragonbound": [
535535- {
536536- "name": "Draconic Diplomacy",
537537- "desc": "You gain an expertise die on Charisma checks made to influence dragon creatures."
538538- },
539539- {
540540- "name": "Dragonbound Teachings",
541541- "desc": "You know one cantrip of your choice from the cleric or wizard spell lists. Your spellcasting ability for this cantrip is Intelligence or Wisdom (whichever is highest)."
542542- },
543543- {
544544- "name": "Progenitor's Boon",
545545- "desc": "Choose a type of boon.\n\n[b]Chromatic Dragon's Boon[/b]\nYou can cast [i]fear[/i] without the need for material components once per rest. Until you reach 5th level, the area of this casting of the spell is limited to a 15-foot cone. Your spellcasting ability for this spell is Charisma.\n\n[b]Essence Dragon's Boon[/b]\nYou know the [i]druidcraft[/i] cantrip. In addition, your diplomatic understanding extends towards the creatures of the land and the spirits within it. You gain an expertise die on Charisma checks made to influence beast and celestial creatures.\n\n[b]Gem Dragon's Boon[/b]\nYou know the [i]message[/i] cantrip. Once you reach 3rd level, you can cast [i]illusory script[/i] once per rest. At 5th level, you can cast [i]invisibility[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence or Charisma (whichever is highest).\n\n[b]Metallic Dragon's Boon[/b]\nChoose a skill from among Arcana, History, Medicine, Nature, or Religion. You have proficiency in the chosen skill and you gain an expertise die on ability checks you make using it."
546546- },
547547- {
548548- "name": "Languages",
549549- "desc": "You can speak, read, write, and sign Common and Draconic."
550550- }
551551- ],
552552- "dragoncult": [
553553- {
554554- "name": "Draconic Umbra",
555555- "desc": "As a bonus action, you can cause draconic power to course around you in a draconic umbra. This draconic umbra lasts for 1 minute or until you use a bonus action to end it. Once you have used this trait, you cannot use it again until after you finish a rest."
556556- },
557557- {
558558- "name": "Secrets of the Wyrm",
559559- "desc": "Choose two skills from among Arcana, Deception, Persuasion, Religion, or Stealth. You have proficiency in the chosen skills."
560560- },
561561- {
562562- "name": "Languages",
563563- "desc": "You can speak, read, write, and sign Common and Draconic."
564564- }
565565- ],
566566- "eladrin": [
567567- {
568568- "name": "Eladrin Weapon Training",
569569- "desc": "You have proficiency with longswords and rapiers."
570570- },
571571- {
572572- "name": "Fey Sublimation",
573573- "desc": "In addition to being humanoid, you also have the fey creature type."
574574- },
575575- {
576576- "name": "Invocation of the Eladrin Lords",
577577- "desc": "You know one cantrip based on the aspect of nature you wish to manifest or that of your liege. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).\nAt the end of a rest, you can change your selected aspect.\n\n[b]Autumn[/b]: [i]resistance[/i]\n[b]Hiding[/b]: [i]minor illusion[/i]\n[b]Respite[/b]: [i]mending[/i]\n[b]Rot[/b]: [i]chill touch[/i]\n[b]Spring[/b]: [i]druidcraft[/i]\n[b]Stars[/b]: [i]dancing lights[/i]\n[b]Storm[/b]: [i]shocking grasp[/i]\n[b]Summer[/b]: [i]produce flame[/i]\n[b]Toxicity[/b]: [i]pestilence[/i]\n[b]Winter[/b]: [i]ray of frost[/i]"
578578- },
579579- {
580580- "name": "Knowledge of the Faerie Courts",
581581- "desc": "You are proficient in one of the following skills: Arcana, Culture, Deception, History, Insight, Persuasion, Survival."
582582- },
583583- {
584584- "name": "Twilight Step",
585585- "desc": "You can forego your movement on your turn to teleport 30 feet to an unoccupied space you can see. Once you have used this trait, you cannot do so again until you finish a rest."
586586- },
587587- {
588588- "name": "Languages",
589589- "desc": "You can speak, read, write, and sign in Common, Elvish, and Sylvan."
590590- }
591591- ],
592592- "forestgnome": [
593593- {
594594- "name": "Artistic Pursuits",
595595- "desc": "You have proficiency with one type of artisans' tools of your choice."
596596- },
597597- {
598598- "name": "Natural Illusionist",
599599- "desc": "You can cast [i]disguise self[/i] once per rest. Once you reach 3rd level, you can cast [i]blur[/i] once per rest. At 5th level, you can cast [i]major image[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence or Wisdom (whichever is higher)."
600600- },
601601- {
602602- "name": "Small Beast Speech",
603603- "desc": "You have an innate ability to communicate simple thoughts and ideas with beasts of size Small or smaller."
604604- },
605605- {
606606- "name": "Languages",
607607- "desc": "You can speak, read, write, and sign Common and Gnomish."
608608- }
609609- ],
610610- "forgottenfolx": [
611611- {
612612- "name": "Eyes Everywhere",
613613- "desc": "As long as an ally is within 60 feet of you, you always know their general location even if you cannot see or otherwise sense them. This effect is blocked by 1 foot of lead or iron and magical effects like the [i]nondetection[/i] spell."
614614- },
615615- {
616616- "name": "It Takes a Village",
617617- "desc": "You can use the Help action as a bonus action. Additionally, when you do so, the range at which you can Help an ally increases to 15 feet. Once per rest when you Help an ally, in addition to granting advantage you may also choose for your ally to gain an expertise die."
618618- },
619619- {
620620- "name": "Languages",
621621- "desc": "You can speak, read, write, and sign Common, Gnomish, and one other language."
622622- }
623623- ],
624624- "forsaken": [
625625- {
626626- "name": "Eat Like a Bird",
627627- "desc": "You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply."
628628- },
629629- {
630630- "name": "Fleet of Foot",
631631- "desc": "Your Speed increases by 5 feet."
632632- },
633633- {
634634- "name": "Improvised Tools",
635635- "desc": "During a rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a rest, they break."
636636- },
637637- {
638638- "name": "Pack Rat",
639639- "desc": "You count as one size larger when determining your carrying capacity."
640640- },
641641- {
642642- "name": "Roll With the Punches",
643643- "desc": "After you fail an ability check, you have advantage on your next ability check. You can't use this trait again until you finish a short or rest."
644644- },
645645- {
646646- "name": "Languages",
647647- "desc": "You can speak, read, write, and sign Common, and two additional languages."
648648- }
649649- ],
650650- "godbound": [
651651- {
652652- "name": "Arts of Worship",
653653- "desc": "You are proficient with your choice of either Performance, two musical instruments, or two artisan's tools."
654654- },
655655- {
656656- "name": "Bonus Connection",
657657- "desc": "You have one additional connection, selected from the Acolyte background."
658658- },
659659- {
660660- "name": "Detect Faith",
661661- "desc": "After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them:\n[ul bullet=*]* Whether they have a lower Wisdom score than yourself.\n* Whether they are religious; if so, you also learn their faith.\n* Whether they have class levels in the cleric or herald class.[/ul]"
662662- },
663663- {
664664- "name": "Devotion",
665665- "desc": "You gain an expertise die on saving throws made to resist being charmed or frightened."
666666- },
667667- {
668668- "name": "Religious Education",
669669- "desc": "You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest)."
670670- },
671671- {
672672- "name": "Siblings in Faith",
673673- "desc": "You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information."
674674- },
675675- {
676676- "name": "Languages",
677677- "desc": "You can speak, read, write, and sign in Common and one other language."
678678- }
679679- ],
680680- "highelf": [
681681- {
682682- "name": "Cunning Diplomat",
683683- "desc": "You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check."
684684- },
685685- {
686686- "name": "High Elf Education",
687687- "desc": "You are proficient in Culture and one additional skill of your choice."
688688- },
689689- {
690690- "name": "High Elf Weapon Training",
691691- "desc": "You have proficiency with rapiers and longswords."
692692- },
693693- {
694694- "name": "Magical Versatility",
695695- "desc": "You know a cantrip of your choice, which can be chosen from any spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest)."
696696- },
697697- {
698698- "name": "Languages",
699699- "desc": "You can speak, read, write, and sign in Common, Elvish, and one other language."
700700- }
701701- ],
702702- "hilldwarf": [
703703- {
704704- "name": "Community Magic",
705705- "desc": "You know the [i]friends[/i] cantrip. Once you reach 3rd level, you can cast [i]charm person[/i] once per rest. At 5th level, you can cast [i]suggestion[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Charisma."
706706- },
707707- {
708708- "name": "Friendly",
709709- "desc": "You are proficient in either Deception or Persuasion."
710710- },
711711- {
712712- "name": "Wagoner",
713713- "desc": "You are either proficient in either Animal Handling or with land vehicles."
714714- },
715715- {
716716- "name": "Ways of the Land",
717717- "desc": "You are proficient in Survival and gain an expertise die on checks using it."
718718- },
719719- {
720720- "name": "Languages",
721721- "desc": "You can speak, read, write, and sign Common, Dwarvish, and two additional languages."
722722- }
723723- ],
724724- "imperial": [
725725- {
726726- "name": "Conscript",
727727- "desc": "You are proficient with light armor, spears, and light crossbows."
728728- },
729729- {
730730- "name": "Learned Teachers",
731731- "desc": "You gain proficiency in History and one other skill of your choice."
732732- },
733733- {
734734- "name": "Local Healers",
735735- "desc": "Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1)."
736736- },
737737- {
738738- "name": "Languages",
739739- "desc": "You can speak, read, write, and sign Common and one other language."
740740- }
741741- ],
742742- "itinerant": [
743743- {
744744- "name": "Blending In",
745745- "desc": "You gain proficiency with the disguise kit."
746746- },
747747- {
748748- "name": "Conscientious Socializer",
749749- "desc": "The first time you interact with strangers in an unfamiliar land or region, you gain an expertise die to the first Charisma check you make. This trait does not work on groups if at least one person in a group knows you."
750750- },
751751- {
752752- "name": "I Know Someone",
753753- "desc": "You gain one additional connection, which you can choose from any background other than your own."
754754- },
755755- {
756756- "name": "Many Cultures",
757757- "desc": "You gain proficiency in Culture. In addition, choose Intelligence or Wisdom. You gain an expertise die on ability checks using the chosen ability score that are made to understand the social customs of, interact with, or recall knowledge about individuals, objects, or environments associated with any culture or society you have been surrounded by for a month or longer."
758758- },
759759- {
760760- "name": "Motive and Reason",
761761- "desc": "Choose one of the following:\n\n[b]Homeland Seeker[/b]\nYou gain proficiency in Arcana and History.\n\n[b]Labor Migrant[/b]\nYou are proficient with a set of artisan's tools and one skill of your choice.\n\n[b]Shadow Exile[/b]\nYou are proficient in Deception or Stealth. If you pick Stealth, once between rests you can make a Stealth check to replace a Perception check. If you pick Deception, once between rests you can make a Deception check to replace an Insight check.\n\n[b]Refugee[/b]\nYou are proficient in Survival, and when in an urban environment can roll Survival checks when using Intimidation or Persuasion."
762762- },
763763- {
764764- "name": "Languages",
765765- "desc": "You can speak, read, write, and sign Common and three additional languages."
766766- }
767767- ],
768768- "kithbainhalfling": [
769769- {
770770- "name": "Superior Darkvision",
771771- "desc": "You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet."
772772- },
773773- {
774774- "name": "Sunlight Sensitivity",
775775- "desc": "You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight."
776776- },
777777- {
778778- "name": "The Ken",
779779- "desc": "You can cast [i]telepathic bond[/i] without the need for material components once per rest."
780780- },
781781- {
782782- "name": "Without Secrets",
783783- "desc": "You are proficient in Insight, and you gain an expertise die on checks made with it."
784784- },
785785- {
786786- "name": "Languages",
787787- "desc": "You can speak, read, write, and sign Common, Halfling, and Sylvan."
788788- }
789789- ],
790790- "lonewanderer": [
791791- {
792792- "name": "Culture of My Own",
793793- "desc": "You gain four skill or tool proficiencies of your choice."
794794- },
795795- {
796796- "name": "Heirloom",
797797- "desc": "Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon."
798798- },
799799- {
800800- "name": "Languages",
801801- "desc": "You can speak, read, write, and sign Common and two additional languages."
802802- }
803803- ],
804804- "mountaindwarf": [
805805- {
806806- "name": "Dwarven Weapon Training",
807807- "desc": "You have proficiency with the battleaxe, handaxe, light hammer, and warhammer."
808808- },
809809- {
810810- "name": "Dwarven Armor Training",
811811- "desc": "You have proficiency with light and medium armor."
812812- },
813813- {
814814- "name": "Heart of the Forge",
815815- "desc": "You have resistance to fire damage. In addition, you have proficiency in Engineering."
816816- },
817817- {
818818- "name": "Mountain Born",
819819- "desc": "You're acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You're also naturally adapted to cold climates."
820820- },
821821- {
822822- "name": "Stonecunning",
823823- "desc": "Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die."
824824- },
825825- {
826826- "name": "Languages",
827827- "desc": "You can speak, read, write, and sign Common, Dwarvish, and one other language."
828828- }
829829- ],
830830- "mustbairnhalfling": [
831831- {
832832- "name": "Child of the Soil",
833833- "desc": "You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. In addition, you know the [i]druidcraft[/i] cantrip."
834834- },
835835- {
836836- "name": "Earthspeak",
837837- "desc": "You can attempt to divine the earth's wisdom (as the [i]augury[/i] spell) by submerging your feet or hands into mud or soil. You can't use this trait again until after you finish a rest."
838838- },
839839- {
840840- "name": "Wild and Unshackled",
841841- "desc": "You have the Chaotic alignment for the purposes of any spell or ability that would detect or affect Chaotic creatures. In addition, you gain proficiency in two of the following skills: Acrobatics, Animal Handling, Nature, Religion, or Survival."
842842- },
843843- {
844844- "name": "Languages",
845845- "desc": "You can speak, read, write, and sign Common, Halfling, and Terran."
846846- }
847847- ],
848848- "nomad": [
849849- {
850850- "name": "Nature Minded",
851851- "desc": "You are proficient in Animal Handling and Survival, and either Medicine, Nature, or Perception."
852852- },
853853- {
854854- "name": "On the Road Again",
855855- "desc": "You are proficient with land vehicles and tinker's tools. You can use tinker's tools to repair a land vehicle you have travelled in for at least 1 month, and gain an expertise die on any checks made to do so. Additionally, you gain an expertise die on checks made to control or navigate a land vehicle."
856856- },
857857- {
858858- "name": "Sense Weather",
859859- "desc": "After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them."
860860- },
861861- {
862862- "name": "Languages",
863863- "desc": "You can speak, read, write, and sign Common and two additional languages."
864864- }
865865- ],
866866- "settler": [
867867- {
868868- "name": "Claim Staker",
869869- "desc": "Whenever you begin a rest, you can choose to spend the first hour of that rest making the area into a fortified position for the duration. While resting in a fortified position, the ground in a 60-foot radius area around you is considered difficult terrain for any creatures other than those you consider allies. In addition, the first time a hidden creature enters the fortified area, it makes a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature inadvertently makes loud noises and is no longer hidden."
870870- },
871871- {
872872- "name": "Frontier Survival",
873873- "desc": "You are proficient in the Insight and Survival skills."
874874- },
875875- {
876876- "name": "Strange Forager",
877877- "desc": "You gain an expertise die on any check made to determine if something is poisonous."
878878- },
879879- {
880880- "name": "Languages",
881881- "desc": "You can speak, read, write, and sign Common, and two additional languages."
882882- }
883883- ],
884884- "shadowelf": [
885885- {
886886- "name": "Superior Darkvision",
887887- "desc": "You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet."
888888- },
889889- {
890890- "name": "Shadow Elf Weapon Training",
891891- "desc": "You have proficiency with rapiers and hand crossbows."
892892- },
893893- {
894894- "name": "Shadow Lore",
895895- "desc": "You know a cantrip: either [i]dancing lights[/i] or [i]minor illusion[/i]. Once you reach 3rd level, you can cast [i]faerie fire[/i] once per rest. At 5th level, you can cast [i]darkness[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest)."
896896- },
897897- {
898898- "name": "Languages",
899899- "desc": "You can speak, read, write, and sign Common, Elvish, and Undercommon."
900900- }
901901- ],
902902- "steamforged": [
903903- {
904904- "name": "Mind Like a Steel Trap",
905905- "desc": "You have proficiency in either History, Investigation, or Nature, and you gain an expertise die on checks made using the chosen skill."
906906- },
907907- {
908908- "name": "Tech Savvy",
909909- "desc": "You have proficiency with tinker's tools and Engineering, plus one other artisan's tool of your choice."
910910- },
911911- {
912912- "name": "War Scholar",
913913- "desc": "Choose one of the following:\n\n[b]Student of Martial Arts[/b]\nWhen you replace an attack or use an action to Disarm, Grapple, Overrun, Shove, or Tumble, you gain an expertise die.\n\n[b]Student of Martial Science[/b]\nChoose one 1st degree combat maneuver from any tradition. You can use this combat maneuver once without spending exertion. You can't use it again until you finish a rest."
914914- },
915915- {
916916- "name": "Languages",
917917- "desc": "You can speak, read, write, and sign in Common and one other language."
918918- }
919919- ],
920920- "stoicorc": [
921921- {
922922- "name": "Clarity of Mind",
923923- "desc": "You have advantage on saving throws made to resist being charmed or frightened."
924924- },
925925- {
926926- "name": "Stoic Traditions",
927927- "desc": "You gain proficiency in one of the following skills: Arcana, History, Insight, Medicine, Nature, or Religion."
928928- },
929929- {
930930- "name": "Ritualistic Focus",
931931- "desc": "You know two 1st-level spells of your choice. These spells must have the ritual tag and you may only cast them as rituals. Wisdom is your spellcasting ability for these spells. In addition, you may cast other spells you learn as rituals if those spells have the ritual tag."
932932- },
933933- {
934934- "name": "Languages",
935935- "desc": "You can speak, read, write, and sign Common and Orc."
936936- }
937937- ],
938938- "stoneworthy": [
939939- {
940940- "name": "Focused Patience",
941941- "desc": "Once between rests, you can do one of the following:\n\n[b]Concentrate[/b]\nYou gain an expertise die on a Constitution saving throw made to maintain concentration.\n\n[b]Persist[/b]\nYou may reattempt a failed ability check."
942942- },
943943- {
944944- "name": "Natural Barterer",
945945- "desc": "When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma)."
946946- },
947947- {
948948- "name": "Natural Survivalist",
949949- "desc": "You gain proficiency in Survival."
950950- },
951951- {
952952- "name": "Temporary Expert",
953953- "desc": "Each time you gain a level, you may choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool in its place. You cannot trade a skill proficiency for a tool proficiency, and vice versa."
954954- },
955955- {
956956- "name": "Versatile Crafter",
957957- "desc": "You may spend 4 hours between rests crafting one non-metal tool or simple weapon, or five pieces of ammunition, provided you have access to the materials needed and the final cost of the items does not exceed 5 gold."
958958- },
959959- {
960960- "name": "Languages",
961961- "desc": "You can speak, read, write, and sign Common and one other language."
962962- }
963963- ],
964964- "stouthalfling": [
965965- {
966966- "name": "Borough Cooking",
967967- "desc": "Whenever you begin a rest, you and up to 6 allies can each consume 1 Supply to partake in your borough cooking, gaining 1d6 temporary hit points."
968968- },
969969- {
970970- "name": "Home Gardening",
971971- "desc": "You gain proficiency in either Animal Handling or Nature."
972972- },
973973- {
974974- "name": "Memoirist",
975975- "desc": "You gain proficiency with calligrapher's supplies. In addition, you gain an expertise die on Intelligence checks to recall details about past events you took part in by first checking your journals."
976976- },
977977- {
978978- "name": "Languages",
979979- "desc": "You can speak, read, write, and sign Common, Halfling, and one other language."
980980- }
981981- ],
982982- "tinkergnome": [
983983- {
984984- "name": "Cunning Creative",
985985- "desc": "You gain proficiency with tinker's tools, Engineering, and either Arcana or History. You gain an expertise die whenever you use them to make a check related to alchemical, magical, or technological items.\nBy spending 1 hour and 10 gold worth of materials, you may build a clockwork device that has an AC of 5 and 1 hit point. The device will cease to function after 24 hours, or if you choose to dismantle it, unless you spend an hour maintaining it. An hour can be spent to repair a device that has ceased to function. You can have up to three devices functioning at a time.\n\n[b]Audiophone[/b]\nWhen started, this device plays a pre-recorded sound at a moderate volume. The device stops playing when it reaches the end of the recording, or when shut off. You can use your action to record any 1 minute of audio, and can use a bonus action to start and shut off the device.\n\n[b]Clockwork Figure[/b]\nThis figure can be a Tiny animal, monster, or even a humanoid. When placed on the ground, you can use a bonus action to direct the figure to march up to 10 feet in a direction of your choice. You can choose to have the figure make a noise that is appropriate to the creature it represents, or to have it be silent. If you choose for the figure to be silent, you can instead equip it with a small flame that sheds dim light 5 feet in front of the figure.\n\n[b]Flame Box[/b]\nWhen a bonus action is used to activate this device it creates a small flame that can be used to light a candle, torch, or campfire. Alternatively, you can use a bonus action to shoot a small ball of fire from the device as a ranged weapon attack with a range of 30 feet, dealing 1d6 + 1 fire damage. You are considered proficient with the flame box. Using the device this way damages it, and it must be repaired over the course of a rest before it can be used again.\n\n[b]Sensor[/b]\nThis device can be attached to a wall or any smooth, sturdy surface. When placed, it begins monitoring the area around it. Choose one sort of activity to monitor: noise or movement. The device detects these things up to 30 feet around it, including through openings, but cannot sense through total cover. The device relays the information back to you telepathically, and can share either clips of sound (limited to 30 seconds at a time, with a minimum of 10 minutes in between relays) or information on the size and number of creatures moving in the area."
986986- },
987987- {
988988- "name": "Languages",
989989- "desc": "You can speak, read, write, and sign Common, Gnomish, and one other language."
990990- }
991991- ],
992992- "tunnelhalfling": [
993993- {
994994- "name": "Fleet of Foot",
995995- "desc": "Your speed increases by 5 feet."
996996- },
997997- {
998998- "name": "Rebellious Tactics",
999999- "desc": "You gain proficiency with one of the following skills: Acrobatics, Deception, Nature, or Stealth."
10001000- },
10011001- {
10021002- "name": "Slippery",
10031003- "desc": "When you are grappled, you can use your reaction to automatically escape that grapple. Once you have used this trait, you cannot do so again until you finish a rest."
10041004- },
10051005- {
10061006- "name": "Trained Filcher",
10071007- "desc": "You gain proficiency in Sleight of Hand, and you gain an expertise die when picking a pocket or otherwise taking an item without notice."
10081008- },
10091009- {
10101010- "name": "Languages",
10111011- "desc": "You can speak, read, write, and sign Common and Halfling."
10121012- }
10131013- ],
10141014- "tyrannized": [
10151015- {
10161016- "name": "All Hail the Tyrant",
10171017- "desc": "You gain proficiency in either Deception or Intimidation."
10181018- },
10191019- {
10201020- "name": "Defiant Will",
10211021- "desc": "You gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep."
10221022- },
10231023- {
10241024- "name": "Saving Face",
10251025- "desc": "If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you can't use it again until you finish a short or rest."
10261026- },
10271027- {
10281028- "name": "Scars of the Scourge",
10291029- "desc": "Choose either scars or scourge, and then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\n\n[b]Scars[/b]\nYou have resistance to the chosen damage type.\n\n[b]Scourge[/b]\nAs a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat."
10301030- },
10311031- {
10321032- "name": "Languages",
10331033- "desc": "You can speak, read, write, and sign Common and one other language."
10341034- }
10351035- ],
10361036- "villager": [
10371037- {
10381038- "name": "Farm Life",
10391039- "desc": "You gain proficiency in Animal Handling."
10401040- },
10411041- {
10421042- "name": "Sharpened Tools",
10431043- "desc": "You are proficient with improvised weapons."
10441044- },
10451045- {
10461046- "name": "Tall Tales",
10471047- "desc": "You may always choose to use Wisdom when making History, Nature, or Religion checks. However, the Narrator may decide that the results of a check made in this way are distorted or exaggerated forms of the truth."
10481048- },
10491049- {
10501050- "name": "Village Watch",
10511051- "desc": "You gain an expertise die on Perception checks made while keeping watch during a rest."
10521052- },
10531053- {
10541054- "name": "Languages",
10551055- "desc": "You can speak, read, sign, and write Common and one other language."
10561056- }
10571057- ],
10581058- "warhordling": [
10591059- {
10601060- "name": "Aggressive",
10611061- "desc": "As a bonus action, you can move up to your Speed towards an enemy that you can see or hear."
10621062- },
10631063- {
10641064- "name": "Menacing",
10651065- "desc": "You gain proficiency in Intimidation."
10661066- },
10671067- {
10681068- "name": "War Horde Weapon Training",
10691069- "desc": "You are proficient with two martial weapons of your choice and with light armor. You are also able to cobble together functional if somewhat ramshackle weapons from whatever you have on hand. You can create a ramshackle version of any simple weapon (except crossbows) with 10 minutes of work if you have access to simple materials such as common household items, the rusted scraps found among battlefields, or the bounty of the forest. Ramshackle weapons created in this way function identically to their normal counterparts, except their gold value is always 0 and they break and become useless if you critically fumble."
10701070- },
10711071- {
10721072- "name": "Wartime Scrounger",
10731073- "desc": "Once per rest, you can spend 4 hours of time to locate Supply for yourself and one other creature while traveling through urban environments, warzones, and battlefields."
10741074- },
10751075- {
10761076- "name": "Languages",
10771077- "desc": "You can speak, read, write, and sign Common and one other language."
10781078- }
10791079- ],
10801080- "wildling": [
10811081- {
10821082- "name": "Enhanced Vision",
10831083- "desc": "You gain proficiency in Perception. Choose one of the following.\n\n[b]Nightwalker[/b]\nYou gain an expertise die on Investigation and Perception checks made in moonlight or starlight.\n\n[b]Sunseeing[/b]\nYou gain an expertise die on Investigation and Perception checks made in daylight."
10841084- },
10851085- {
10861086- "name": "Expert Forager",
10871087- "desc": "Once per rest, you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold."
10881088- },
10891089- {
10901090- "name": "Internal Clock",
10911091- "desc": "By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day."
10921092- },
10931093- {
10941094- "name": "Living Off The Land",
10951095- "desc": "You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following.\n\n[b]Agriculturalist[/b]\nYou gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.\n\n[b]Beastwarden[/b]\nWhen you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.\n\n[b]Land Hunter[/b]\nYou gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.\n\n[b]Water Drifter[/b]\nYou gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so."
10961096- },
10971097- {
10981098- "name": "Weather Sense",
10991099- "desc": "Pick a terrain type. After observing the area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. When you have successfully predicted the weather, you gain an expertise die on saving throws made against its effects."
11001100- },
11011101- {
11021102- "name": "Languages",
11031103- "desc": "You can speak, read, write, and sign Common and one other language."
11041104- }
11051105- ],
11061106- "woodelf": [
11071107- {
11081108- "name": "Fleet of Foot",
11091109- "desc": "Your Speed increases by 5 feet."
11101110- },
11111111- {
11121112- "name": "Nature's Ally",
11131113- "desc": "You can cast animal friendship without material components once per rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest)."
11141114- },
11151115- {
11161116- "name": "Nature's Touch",
11171117- "desc": "Choose one of the following.\n\n[b]Way with Animals[/b]\nYou gain proficiency with Animal Handling and with land vehicles.\n\n[b]Way with Plants[/b]\nYou gain proficiency in Nature and with herbalism kits."
11181118- },
11191119- {
11201120- "name": "Treeborne Scout",
11211121- "desc": "You gain a climb speed equal to your Speed."
11221122- },
11231123- {
11241124- "name": "Wood Elf Weapon Training",
11251125- "desc": "You are proficient with longbows and shortswords."
11261126- },
11271127- {
11281128- "name": "Languages",
11291129- "desc": "You can speak, read, write, and sign Common and Elvish."
11301130- }
11311131- ]
11321132-}
1616+var heritage_features: Dictionary
1717+var heritage_gifts: Dictionary
1818+var culture_features: Dictionary
113319113420func heritage_button(toggle: bool, instance: Node):
113521 var index = instance.get_meta("index", -1)
···114329 else:
114430 heritage = index
11453111461146- heritage_changed.emit(heritage)
3232+ # heritage_changed.emit(heritage)
114733 features(key, toggle)
3434+3535+ if heritage == 0:
3636+ set_view_panel("heritage", "")
3737+ else:
3838+ set_view_panel("heritage", instance.get_text())
114839114940func culture_button(toggle: bool, instance: Node):
115041 var index = instance.get_meta("index", -1)
···115950 culture = index
116051116152 cultures(key, toggle)
5353+ # culture_changed.emit(culture)
5454+5555+ if culture == 0:
5656+ set_view_panel("culture", "")
5757+ else:
5858+ set_view_panel("culture", instance.get_text())
116259116360func class_button(toggle: bool, instance: Node):
116461 var index = instance.get_meta("index", -1)
···117370 else:
117471 class_val = index
11757211761176- class_changed.emit(class_val)
7373+ # class_changed.emit(class_val)
7474+7575+ if class_val == 0:
7676+ set_view_panel("class", "")
7777+ else:
7878+ set_view_panel("class", "Level 1 " + tr(instance.get_text()))
7979+8080+ roll_values()
117781117882func background_button(toggle: bool, instance: Node):
117983 var index = instance.get_meta("index", -1)
···118892 else:
118993 background = index
11909411911191- background_changed.emit(background)
9595+ # background_changed.emit(background)
119296119397func _ready():
119498 for i in range($Grid/HeritagePanel/VBoxContainer/Grid.get_child_count()):
···1210114 $Grid/BackgroundPanel/GridContainer.get_child(i).toggled.connect(background_button.bind($Grid/BackgroundPanel/GridContainer.get_child(i)))
1211115 $Grid/BackgroundPanel/GridContainer.get_child(i).set_meta("index", i + 1)
1212116 $Grid/BackgroundPanel/GridContainer.get_child(i).set_meta("key", $Grid/BackgroundPanel/GridContainer.get_child(i).name.to_lower().replace("button", ""))
117117+118118+ rand = RandomNumberGenerator.new()
119119+120120+ var f = FileAccess.open('res://char_creator_a5e/heritage_features.json', FileAccess.READ)
121121+ var json_string = f.get_as_text()
122122+ heritage_features = JSON.parse_string(json_string)
123123+ f.close()
124124+ f = FileAccess.open('res://char_creator_a5e/heritage_gifts.json', FileAccess.READ)
125125+ json_string = f.get_as_text()
126126+ heritage_gifts = JSON.parse_string(json_string)
127127+ f.close()
128128+ f = FileAccess.open('res://char_creator_a5e/culture_features.json', FileAccess.READ)
129129+ json_string = f.get_as_text()
130130+ culture_features = JSON.parse_string(json_string)
131131+ f.close()
12131321214133func features(key: String, toggled: bool):
1215134 if toggled:
···1405324 $Grid/BackgroundPanel.visible = false
1406325 $Grid/MiddlePanel/NextButton.visible = true
1407326 panel = 2
327327+328328+func set_view_panel(field: String, value: Variant):
329329+ if field == "heritage":
330330+ $Grid/CharacterPanel/HeritageLabel.set_text(value)
331331+ elif field == "culture":
332332+ $Grid/CharacterPanel/CultureLabel.set_text(value)
333333+ elif field == "class":
334334+ $Grid/CharacterPanel/ClassLabel.set_text(value)
335335+336336+func roll_values():
337337+ var roll_value = func(dice_amount: int, dice_val: int, bonus: int):
338338+ var total = 0
339339+ var values: Array[int] = []
340340+341341+ for i in range(dice_amount):
342342+ var value = rand.randi_range(1, dice_val)
343343+ total += value
344344+ values.append(value)
345345+346346+ total += bonus
347347+ return [total, values]
348348+349349+ var sum = func(vals: Array):
350350+ var total = 0
351351+352352+ for val in vals:
353353+ total += val
354354+355355+ return total
356356+357357+ var scores: Array[int]
358358+359359+ for i in range(6):
360360+ var roll = roll_value.call(4, 6, 0)
361361+ var values: Array[int] = roll[1].filter(func(val): return val != roll[1].min())
362362+ scores.append(sum.call(values))
363363+364364+ print(scores)
+1
char_creator_a5e/culture_features.json
···11+{"caravanner":[{"desc":"You are proficient in Animal Handling and with land vehicles.","name":"Caravanner"},{"desc":"You have proficiency in Survival. In addition, you have advantage on checks made to avoid fatigue from a forced march.","name":"Long Hauler"},{"desc":"You can create a ramshackle version of a cart or wagon with 30 minutes of work if you have access to raw or reclaimed materials. Ramshackle vehicles created in this way function identically to their normal counterparts, except their gold piece value is always 0, they have half as many hit points as their normal counterparts, and they break and become useless if they are hit by any attack roll with a result of natural 20.","name":"Mobile Living"},{"desc":"When you or a mount you're riding uses the Dash action or a vehicle you're driving uses the Ahead Full action, you can move through spaces occupied by creatures with a size category smaller than you, or your mount, or the vehicle. Creatures moved through in this way make a Dexterity saving throw (DC equal to 8 + your Dexterity modifier + your proficiency bonus). On a failed save, creatures are knocked prone and take an amount of bludgeoning damage equal to your level. Creatures cannot be damaged twice from the same trampling charge. Once you use this trait, you cannot do so again until you finish a short or rest.","name":"Trampling Charge"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"circusfolk":[{"desc":"You can use the Disengage action as a bonus action.","name":"Rapid Escape"},{"desc":"You are proficient with improvised weapons, and improvised weapons you use can deal 1d6 damage rather than the damage they normally deal. You can use Dexterity instead of Strength for the attack and damage rolls of your improvised weapons.","name":"Slapstick"},{"desc":"You can cast [i]disguise self[/i] once per rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Trickster's Veil"},{"desc":"You can speak, read, write, and sign Common.","name":"Languages"}],"collegiate":[{"desc":"Once between rests, at the start of your turn you can suppress the effects of an enchantment spell you are under for 1 round as your logic overrides it.","name":"Philosophic Mind"},{"desc":"You are proficient with calligrapher's supplies and two other artisan's tools.","name":"Practiced Artisan"},{"desc":"You have extensive knowledge in certain fields. For all skill proficiencies gained through this trait, you always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).","name":"Studied Discipline"},{"desc":"You can speak, read, write, and sign Common and three additional languages.","name":"Languages"}],"cosmopolitan":[{"desc":"You gain an expertise die on checks made to persuade others to let you remain armed or to conceal weapons or items about your person.","name":"Discreetly Armed"},{"desc":"After you spend at least 1 minute observing a creature within 60 feet, you can use an action to make either an Insight or History check against a DC equal to the creature's passive Deception check score. On a success, you learn the following information about that creature:\n\n[ul bullet=*]* Whether the creature has a lower Charisma score than yourself.\n* The creature's culture and national origin (if any).\n* The creature's social standing in the local majority culture.[/ul]","name":"Fashion Sense"},{"desc":"You gain proficiency in Culture and one other skill of your choice.","name":"Skill Versatility"},{"desc":"You can make an Investigation check to learn the location of (or at the Narrator's discretion gain a helpful clue to the trail of) a person by discreetly asking around in the right places. The difficulty of the check is DC 15 if the individual is not hiding, or DC 20 if they are trying to conceal their location.","name":"Urban Denizen"},{"desc":"You gain an extra connection, selected from a background of your choice. This person is of a different heritage or national origin than yourself.","name":"Well-Connected"},{"desc":"You can speak, read, write, and sign in Common and two additional languages.","name":"Languages"}],"deepdwarf":[{"desc":"You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet.","name":"Superior Darkvision"},{"desc":"You know the [i]resistance[/i] cantrip. Once you reach 3rd level, you can cast [i]jump[/i] once per rest. At 5th level, you can cast [i]enlarge/reduce[/i] once per rest. You don't need material components for these spells, but you can't cast them while you're in direct sunlight (although sunlight has no effect on them once cast). Intelligence is your spellcasting ability for these spells.","name":"Deep Magic"},{"desc":"You gain an expertise die on Wisdom saving throws against illusions and against being charmed or frightened.","name":"Deep Suspicion"},{"desc":"You are proficient with hand crossbows, short swords, and war picks.","name":"Underground Combat Training"},{"desc":"You can speak, read, write, and sign Common, Dwarvish, and Undercommon.","name":"Languages"}],"deepgnome":[{"desc":"You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet.","name":"Superior Darkvision"},{"desc":"You can cast [i]disguise self[/i] once per rest. Once you reach 3rd level, you can cast [i]blindness/deafness[/i] (blindness only) once per rest. At 5th level, you can cast [i]nondetection[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Dark Gnome Magic"},{"desc":"You gain an expertise die on Stealth checks made to hide in rocky terrain.","name":"Subterranean Camouflage"},{"desc":"You can speak, read, write, and sign Common, Gnomish, and Undercommon.","name":"Languages"}],"dragonbound":[{"desc":"You gain an expertise die on Charisma checks made to influence dragon creatures.","name":"Draconic Diplomacy"},{"desc":"You know one cantrip of your choice from the cleric or wizard spell lists. Your spellcasting ability for this cantrip is Intelligence or Wisdom (whichever is highest).","name":"Dragonbound Teachings"},{"desc":"Choose a type of boon.\n\n[b]Chromatic Dragon's Boon[/b]\nYou can cast [i]fear[/i] without the need for material components once per rest. Until you reach 5th level, the area of this casting of the spell is limited to a 15-foot cone. Your spellcasting ability for this spell is Charisma.\n\n[b]Essence Dragon's Boon[/b]\nYou know the [i]druidcraft[/i] cantrip. In addition, your diplomatic understanding extends towards the creatures of the land and the spirits within it. You gain an expertise die on Charisma checks made to influence beast and celestial creatures.\n\n[b]Gem Dragon's Boon[/b]\nYou know the [i]message[/i] cantrip. Once you reach 3rd level, you can cast [i]illusory script[/i] once per rest. At 5th level, you can cast [i]invisibility[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence or Charisma (whichever is highest).\n\n[b]Metallic Dragon's Boon[/b]\nChoose a skill from among Arcana, History, Medicine, Nature, or Religion. You have proficiency in the chosen skill and you gain an expertise die on ability checks you make using it.","name":"Progenitor's Boon"},{"desc":"You can speak, read, write, and sign Common and Draconic.","name":"Languages"}],"dragoncult":[{"desc":"As a bonus action, you can cause draconic power to course around you in a draconic umbra. This draconic umbra lasts for 1 minute or until you use a bonus action to end it. Once you have used this trait, you cannot use it again until after you finish a rest.","name":"Draconic Umbra"},{"desc":"Choose two skills from among Arcana, Deception, Persuasion, Religion, or Stealth. You have proficiency in the chosen skills.","name":"Secrets of the Wyrm"},{"desc":"You can speak, read, write, and sign Common and Draconic.","name":"Languages"}],"eladrin":[{"desc":"You have proficiency with longswords and rapiers.","name":"Eladrin Weapon Training"},{"desc":"In addition to being humanoid, you also have the fey creature type.","name":"Fey Sublimation"},{"desc":"You know one cantrip based on the aspect of nature you wish to manifest or that of your liege. Your spellcasting ability for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).\nAt the end of a rest, you can change your selected aspect.\n\n[b]Autumn[/b]: [i]resistance[/i]\n[b]Hiding[/b]: [i]minor illusion[/i]\n[b]Respite[/b]: [i]mending[/i]\n[b]Rot[/b]: [i]chill touch[/i]\n[b]Spring[/b]: [i]druidcraft[/i]\n[b]Stars[/b]: [i]dancing lights[/i]\n[b]Storm[/b]: [i]shocking grasp[/i]\n[b]Summer[/b]: [i]produce flame[/i]\n[b]Toxicity[/b]: [i]pestilence[/i]\n[b]Winter[/b]: [i]ray of frost[/i]","name":"Invocation of the Eladrin Lords"},{"desc":"You are proficient in one of the following skills: Arcana, Culture, Deception, History, Insight, Persuasion, Survival.","name":"Knowledge of the Faerie Courts"},{"desc":"You can forego your movement on your turn to teleport 30 feet to an unoccupied space you can see. Once you have used this trait, you cannot do so again until you finish a rest.","name":"Twilight Step"},{"desc":"You can speak, read, write, and sign in Common, Elvish, and Sylvan.","name":"Languages"}],"forestgnome":[{"desc":"You have proficiency with one type of artisans' tools of your choice.","name":"Artistic Pursuits"},{"desc":"You can cast [i]disguise self[/i] once per rest. Once you reach 3rd level, you can cast [i]blur[/i] once per rest. At 5th level, you can cast [i]major image[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence or Wisdom (whichever is higher).","name":"Natural Illusionist"},{"desc":"You have an innate ability to communicate simple thoughts and ideas with beasts of size Small or smaller.","name":"Small Beast Speech"},{"desc":"You can speak, read, write, and sign Common and Gnomish.","name":"Languages"}],"forgottenfolx":[{"desc":"As long as an ally is within 60 feet of you, you always know their general location even if you cannot see or otherwise sense them. This effect is blocked by 1 foot of lead or iron and magical effects like the [i]nondetection[/i] spell.","name":"Eyes Everywhere"},{"desc":"You can use the Help action as a bonus action. Additionally, when you do so, the range at which you can Help an ally increases to 15 feet. Once per rest when you Help an ally, in addition to granting advantage you may also choose for your ally to gain an expertise die.","name":"It Takes a Village"},{"desc":"You can speak, read, write, and sign Common, Gnomish, and one other language.","name":"Languages"}],"forsaken":[{"desc":"You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.","name":"Eat Like a Bird"},{"desc":"Your Speed increases by 5 feet.","name":"Fleet of Foot"},{"desc":"During a rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a rest, they break.","name":"Improvised Tools"},{"desc":"You count as one size larger when determining your carrying capacity.","name":"Pack Rat"},{"desc":"After you fail an ability check, you have advantage on your next ability check. You can't use this trait again until you finish a short or rest.","name":"Roll With the Punches"},{"desc":"You can speak, read, write, and sign Common, and two additional languages.","name":"Languages"}],"godbound":[{"desc":"You are proficient with your choice of either Performance, two musical instruments, or two artisan's tools.","name":"Arts of Worship"},{"desc":"You have one additional connection, selected from the Acolyte background.","name":"Bonus Connection"},{"desc":"After you speak with a person for at least 1 minute, you can use an action to make either an Insight or Religion check opposed by their Deception check. On a success, you learn the following information about them:\n[ul bullet=*]* Whether they have a lower Wisdom score than yourself.\n* Whether they are religious; if so, you also learn their faith.\n* Whether they have class levels in the cleric or herald class.[/ul]","name":"Detect Faith"},{"desc":"You gain an expertise die on saving throws made to resist being charmed or frightened.","name":"Devotion"},{"desc":"You are proficient in the Religion skill and know one cantrip of your choice from the cleric, druid, or herald spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Religious Education"},{"desc":"You have advantage on checks made to socially interact with members of your current or former faith, such as when requesting services or gathering information.","name":"Siblings in Faith"},{"desc":"You can speak, read, write, and sign in Common and one other language.","name":"Languages"}],"highelf":[{"desc":"You can always choose to use Intelligence when making a Deception, Insight, Intimidation, or Persuasion check.","name":"Cunning Diplomat"},{"desc":"You are proficient in Culture and one additional skill of your choice.","name":"High Elf Education"},{"desc":"You have proficiency with rapiers and longswords.","name":"High Elf Weapon Training"},{"desc":"You know a cantrip of your choice, which can be chosen from any spell list. Your spellcasting ability score for this cantrip is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Magical Versatility"},{"desc":"You can speak, read, write, and sign in Common, Elvish, and one other language.","name":"Languages"}],"hilldwarf":[{"desc":"You know the [i]friends[/i] cantrip. Once you reach 3rd level, you can cast [i]charm person[/i] once per rest. At 5th level, you can cast [i]suggestion[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Charisma.","name":"Community Magic"},{"desc":"You are proficient in either Deception or Persuasion.","name":"Friendly"},{"desc":"You are either proficient in either Animal Handling or with land vehicles.","name":"Wagoner"},{"desc":"You are proficient in Survival and gain an expertise die on checks using it.","name":"Ways of the Land"},{"desc":"You can speak, read, write, and sign Common, Dwarvish, and two additional languages.","name":"Languages"}],"imperial":[{"desc":"You are proficient with light armor, spears, and light crossbows.","name":"Conscript"},{"desc":"You gain proficiency in History and one other skill of your choice.","name":"Learned Teachers"},{"desc":"Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1).","name":"Local Healers"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"itinerant":[{"desc":"You gain proficiency with the disguise kit.","name":"Blending In"},{"desc":"The first time you interact with strangers in an unfamiliar land or region, you gain an expertise die to the first Charisma check you make. This trait does not work on groups if at least one person in a group knows you.","name":"Conscientious Socializer"},{"desc":"You gain one additional connection, which you can choose from any background other than your own.","name":"I Know Someone"},{"desc":"You gain proficiency in Culture. In addition, choose Intelligence or Wisdom. You gain an expertise die on ability checks using the chosen ability score that are made to understand the social customs of, interact with, or recall knowledge about individuals, objects, or environments associated with any culture or society you have been surrounded by for a month or longer.","name":"Many Cultures"},{"desc":"Choose one of the following:\n\n[b]Homeland Seeker[/b]\nYou gain proficiency in Arcana and History.\n\n[b]Labor Migrant[/b]\nYou are proficient with a set of artisan's tools and one skill of your choice.\n\n[b]Shadow Exile[/b]\nYou are proficient in Deception or Stealth. If you pick Stealth, once between rests you can make a Stealth check to replace a Perception check. If you pick Deception, once between rests you can make a Deception check to replace an Insight check.\n\n[b]Refugee[/b]\nYou are proficient in Survival, and when in an urban environment can roll Survival checks when using Intimidation or Persuasion.","name":"Motive and Reason"},{"desc":"You can speak, read, write, and sign Common and three additional languages.","name":"Languages"}],"kithbainhalfling":[{"desc":"You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet.","name":"Superior Darkvision"},{"desc":"You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.","name":"Sunlight Sensitivity"},{"desc":"You can cast [i]telepathic bond[/i] without the need for material components once per rest.","name":"The Ken"},{"desc":"You are proficient in Insight, and you gain an expertise die on checks made with it.","name":"Without Secrets"},{"desc":"You can speak, read, write, and sign Common, Halfling, and Sylvan.","name":"Languages"}],"lonewanderer":[{"desc":"You gain four skill or tool proficiencies of your choice.","name":"Culture of My Own"},{"desc":"Choose one weapon worth 100 gold or less. You begin play with a masterwork version of that weapon.","name":"Heirloom"},{"desc":"You can speak, read, write, and sign Common and two additional languages.","name":"Languages"}],"mountaindwarf":[{"desc":"You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.","name":"Dwarven Weapon Training"},{"desc":"You have proficiency with light and medium armor.","name":"Dwarven Armor Training"},{"desc":"You have resistance to fire damage. In addition, you have proficiency in Engineering.","name":"Heart of the Forge"},{"desc":"You're acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You're also naturally adapted to cold climates.","name":"Mountain Born"},{"desc":"Whenever you make a History check related to the origin of stonework, you are considered proficient in the History skill and gain an expertise die.","name":"Stonecunning"},{"desc":"You can speak, read, write, and sign Common, Dwarvish, and one other language.","name":"Languages"}],"mustbairnhalfling":[{"desc":"You ignore difficult terrain caused by any form of earth or soil, such as mud, or mountainous terrain. In addition, you know the [i]druidcraft[/i] cantrip.","name":"Child of the Soil"},{"desc":"You can attempt to divine the earth's wisdom (as the [i]augury[/i] spell) by submerging your feet or hands into mud or soil. You can't use this trait again until after you finish a rest.","name":"Earthspeak"},{"desc":"You have the Chaotic alignment for the purposes of any spell or ability that would detect or affect Chaotic creatures. In addition, you gain proficiency in two of the following skills: Acrobatics, Animal Handling, Nature, Religion, or Survival.","name":"Wild and Unshackled"},{"desc":"You can speak, read, write, and sign Common, Halfling, and Terran.","name":"Languages"}],"nomad":[{"desc":"You are proficient in Animal Handling and Survival, and either Medicine, Nature, or Perception.","name":"Nature Minded"},{"desc":"You are proficient with land vehicles and tinker's tools. You can use tinker's tools to repair a land vehicle you have travelled in for at least 1 month, and gain an expertise die on any checks made to do so. Additionally, you gain an expertise die on checks made to control or navigate a land vehicle.","name":"On the Road Again"},{"desc":"After observing an outside area for 1 minute, you can predict the weather within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them.","name":"Sense Weather"},{"desc":"You can speak, read, write, and sign Common and two additional languages.","name":"Languages"}],"settler":[{"desc":"Whenever you begin a rest, you can choose to spend the first hour of that rest making the area into a fortified position for the duration. While resting in a fortified position, the ground in a 60-foot radius area around you is considered difficult terrain for any creatures other than those you consider allies. In addition, the first time a hidden creature enters the fortified area, it makes a Dexterity saving throw (DC 8 + your Wisdom modifier + your proficiency bonus). On a failed save, the creature inadvertently makes loud noises and is no longer hidden.","name":"Claim Staker"},{"desc":"You are proficient in the Insight and Survival skills.","name":"Frontier Survival"},{"desc":"You gain an expertise die on any check made to determine if something is poisonous.","name":"Strange Forager"},{"desc":"You can speak, read, write, and sign Common, and two additional languages.","name":"Languages"}],"shadowelf":[{"desc":"You have darkvision to 60 feet, or the range of your existing darkvision increases by 60 feet.","name":"Superior Darkvision"},{"desc":"You have proficiency with rapiers and hand crossbows.","name":"Shadow Elf Weapon Training"},{"desc":"You know a cantrip: either [i]dancing lights[/i] or [i]minor illusion[/i]. Once you reach 3rd level, you can cast [i]faerie fire[/i] once per rest. At 5th level, you can cast [i]darkness[/i] once per rest. You don't need material components for these spells, and when casting them your spellcasting ability is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Shadow Lore"},{"desc":"You can speak, read, write, and sign Common, Elvish, and Undercommon.","name":"Languages"}],"steamforged":[{"desc":"You have proficiency in either History, Investigation, or Nature, and you gain an expertise die on checks made using the chosen skill.","name":"Mind Like a Steel Trap"},{"desc":"You have proficiency with tinker's tools and Engineering, plus one other artisan's tool of your choice.","name":"Tech Savvy"},{"desc":"Choose one of the following:\n\n[b]Student of Martial Arts[/b]\nWhen you replace an attack or use an action to Disarm, Grapple, Overrun, Shove, or Tumble, you gain an expertise die.\n\n[b]Student of Martial Science[/b]\nChoose one 1st degree combat maneuver from any tradition. You can use this combat maneuver once without spending exertion. You can't use it again until you finish a rest.","name":"War Scholar"},{"desc":"You can speak, read, write, and sign in Common and one other language.","name":"Languages"}],"stoicorc":[{"desc":"You have advantage on saving throws made to resist being charmed or frightened.","name":"Clarity of Mind"},{"desc":"You gain proficiency in one of the following skills: Arcana, History, Insight, Medicine, Nature, or Religion.","name":"Stoic Traditions"},{"desc":"You know two 1st-level spells of your choice. These spells must have the ritual tag and you may only cast them as rituals. Wisdom is your spellcasting ability for these spells. In addition, you may cast other spells you learn as rituals if those spells have the ritual tag.","name":"Ritualistic Focus"},{"desc":"You can speak, read, write, and sign Common and Orc.","name":"Languages"}],"stoneworthy":[{"desc":"Once between rests, you can do one of the following:\n\n[b]Concentrate[/b]\nYou gain an expertise die on a Constitution saving throw made to maintain concentration.\n\n[b]Persist[/b]\nYou may reattempt a failed ability check.","name":"Focused Patience"},{"desc":"When bartering, haggling, or negotiating an exchange of goods, you gain an expertise die on Intimidation and Persuasion checks, and you may always choose which ability score to use for these rolls (Intelligence, Wisdom, or Charisma).","name":"Natural Barterer"},{"desc":"You gain proficiency in Survival.","name":"Natural Survivalist"},{"desc":"Each time you gain a level, you may choose to lose proficiency in one skill or tool and gain proficiency in a different skill or tool in its place. You cannot trade a skill proficiency for a tool proficiency, and vice versa.","name":"Temporary Expert"},{"desc":"You may spend 4 hours between rests crafting one non-metal tool or simple weapon, or five pieces of ammunition, provided you have access to the materials needed and the final cost of the items does not exceed 5 gold.","name":"Versatile Crafter"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"stouthalfling":[{"desc":"Whenever you begin a rest, you and up to 6 allies can each consume 1 Supply to partake in your borough cooking, gaining 1d6 temporary hit points.","name":"Borough Cooking"},{"desc":"You gain proficiency in either Animal Handling or Nature.","name":"Home Gardening"},{"desc":"You gain proficiency with calligrapher's supplies. In addition, you gain an expertise die on Intelligence checks to recall details about past events you took part in by first checking your journals.","name":"Memoirist"},{"desc":"You can speak, read, write, and sign Common, Halfling, and one other language.","name":"Languages"}],"tinkergnome":[{"desc":"You gain proficiency with tinker's tools, Engineering, and either Arcana or History. You gain an expertise die whenever you use them to make a check related to alchemical, magical, or technological items.\nBy spending 1 hour and 10 gold worth of materials, you may build a clockwork device that has an AC of 5 and 1 hit point. The device will cease to function after 24 hours, or if you choose to dismantle it, unless you spend an hour maintaining it. An hour can be spent to repair a device that has ceased to function. You can have up to three devices functioning at a time.\n\n[b]Audiophone[/b]\nWhen started, this device plays a pre-recorded sound at a moderate volume. The device stops playing when it reaches the end of the recording, or when shut off. You can use your action to record any 1 minute of audio, and can use a bonus action to start and shut off the device.\n\n[b]Clockwork Figure[/b]\nThis figure can be a Tiny animal, monster, or even a humanoid. When placed on the ground, you can use a bonus action to direct the figure to march up to 10 feet in a direction of your choice. You can choose to have the figure make a noise that is appropriate to the creature it represents, or to have it be silent. If you choose for the figure to be silent, you can instead equip it with a small flame that sheds dim light 5 feet in front of the figure.\n\n[b]Flame Box[/b]\nWhen a bonus action is used to activate this device it creates a small flame that can be used to light a candle, torch, or campfire. Alternatively, you can use a bonus action to shoot a small ball of fire from the device as a ranged weapon attack with a range of 30 feet, dealing 1d6 + 1 fire damage. You are considered proficient with the flame box. Using the device this way damages it, and it must be repaired over the course of a rest before it can be used again.\n\n[b]Sensor[/b]\nThis device can be attached to a wall or any smooth, sturdy surface. When placed, it begins monitoring the area around it. Choose one sort of activity to monitor: noise or movement. The device detects these things up to 30 feet around it, including through openings, but cannot sense through total cover. The device relays the information back to you telepathically, and can share either clips of sound (limited to 30 seconds at a time, with a minimum of 10 minutes in between relays) or information on the size and number of creatures moving in the area.","name":"Cunning Creative"},{"desc":"You can speak, read, write, and sign Common, Gnomish, and one other language.","name":"Languages"}],"tunnelhalfling":[{"desc":"Your speed increases by 5 feet.","name":"Fleet of Foot"},{"desc":"You gain proficiency with one of the following skills: Acrobatics, Deception, Nature, or Stealth.","name":"Rebellious Tactics"},{"desc":"When you are grappled, you can use your reaction to automatically escape that grapple. Once you have used this trait, you cannot do so again until you finish a rest.","name":"Slippery"},{"desc":"You gain proficiency in Sleight of Hand, and you gain an expertise die when picking a pocket or otherwise taking an item without notice.","name":"Trained Filcher"},{"desc":"You can speak, read, write, and sign Common and Halfling.","name":"Languages"}],"tyrannized":[{"desc":"You gain proficiency in either Deception or Intimidation.","name":"All Hail the Tyrant"},{"desc":"You gain an expertise die on saving throws made to resist being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.","name":"Defiant Will"},{"desc":"If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum +3), possibly changing a failure into a success. Once you use this trait, you can't use it again until you finish a short or rest.","name":"Saving Face"},{"desc":"Choose either scars or scourge, and then choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\n\n[b]Scars[/b]\nYou have resistance to the chosen damage type.\n\n[b]Scourge[/b]\nAs a bonus action, you can enhance the next attack you make this turn. If that attack hits, it deals extra damage of the chosen type equal to your proficiency bonus. However, the sting of the scourge lessens after the initial strike, so after you deal this extra damage to a creature, this trait cannot deal extra damage to it during the same combat.","name":"Scars of the Scourge"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"villager":[{"desc":"You gain proficiency in Animal Handling.","name":"Farm Life"},{"desc":"You are proficient with improvised weapons.","name":"Sharpened Tools"},{"desc":"You may always choose to use Wisdom when making History, Nature, or Religion checks. However, the Narrator may decide that the results of a check made in this way are distorted or exaggerated forms of the truth.","name":"Tall Tales"},{"desc":"You gain an expertise die on Perception checks made while keeping watch during a rest.","name":"Village Watch"},{"desc":"You can speak, read, sign, and write Common and one other language.","name":"Languages"}],"warhordling":[{"desc":"As a bonus action, you can move up to your Speed towards an enemy that you can see or hear.","name":"Aggressive"},{"desc":"You gain proficiency in Intimidation.","name":"Menacing"},{"desc":"You are proficient with two martial weapons of your choice and with light armor. You are also able to cobble together functional if somewhat ramshackle weapons from whatever you have on hand. You can create a ramshackle version of any simple weapon (except crossbows) with 10 minutes of work if you have access to simple materials such as common household items, the rusted scraps found among battlefields, or the bounty of the forest. Ramshackle weapons created in this way function identically to their normal counterparts, except their gold value is always 0 and they break and become useless if you critically fumble.","name":"War Horde Weapon Training"},{"desc":"Once per rest, you can spend 4 hours of time to locate Supply for yourself and one other creature while traveling through urban environments, warzones, and battlefields.","name":"Wartime Scrounger"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"wildling":[{"desc":"You gain proficiency in Perception. Choose one of the following.\n\n[b]Nightwalker[/b]\nYou gain an expertise die on Investigation and Perception checks made in moonlight or starlight.\n\n[b]Sunseeing[/b]\nYou gain an expertise die on Investigation and Perception checks made in daylight.","name":"Enhanced Vision"},{"desc":"Once per rest, you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.","name":"Expert Forager"},{"desc":"By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.","name":"Internal Clock"},{"desc":"You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following.\n\n[b]Agriculturalist[/b]\nYou gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.\n\n[b]Beastwarden[/b]\nWhen you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.\n\n[b]Land Hunter[/b]\nYou gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.\n\n[b]Water Drifter[/b]\nYou gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.","name":"Living Off The Land"},{"desc":"Pick a terrain type. After observing the area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. When you have successfully predicted the weather, you gain an expertise die on saving throws made against its effects.","name":"Weather Sense"},{"desc":"You can speak, read, write, and sign Common and one other language.","name":"Languages"}],"woodelf":[{"desc":"Your Speed increases by 5 feet.","name":"Fleet of Foot"},{"desc":"You can cast animal friendship without material components once per rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Nature's Ally"},{"desc":"Choose one of the following.\n\n[b]Way with Animals[/b]\nYou gain proficiency with Animal Handling and with land vehicles.\n\n[b]Way with Plants[/b]\nYou gain proficiency in Nature and with herbalism kits.","name":"Nature's Touch"},{"desc":"You gain a climb speed equal to your Speed.","name":"Treeborne Scout"},{"desc":"You are proficient with longbows and shortswords.","name":"Wood Elf Weapon Training"},{"desc":"You can speak, read, write, and sign Common and Elvish.","name":"Languages"}]}
+1
char_creator_a5e/heritage_features.json
···11+{"dragonborn":[{"desc":"Your walking speed is 30 feet.","name":"Speed"},{"desc":"You can use your dragon breath as an action.\nChoose the type of damage dealt by your breath weapon from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.\nAdditionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath's area makes a Dexterity saving throw. If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw. The DC is 8 + your Constitution modifier + your proficiency bonus.\nA creature takes 2d6 damage on a failed saving throw, or half damage on a success. The damage increases to 3d6 at 4th level, 4d6 at 9th level, 5d6 at 14th level, and 6d6 at 19th level.\nAfter you use your dragon breath, you can't use it again until you finish a rest.","name":"Dragon Breath"}],"dwarf":[{"desc":"You have a walking speed of 25 feet. Your Speed is not reduced by wearing heavy armor or wielding tower shields.","name":"Speed"},{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"You gain proficiency with one set of artisan's tools (either brewer's supplies or mason's tools) or smith's tools. During a long rest, you can use these tools for crafting instead of sleeping and still receive the full benefits of the long rest.","name":"Creator's Blessing"},{"desc":"Your character level is added to your hit point maximum.","name":"Tough"}],"elf":[{"desc":"You have a walking speed of 30 feet.","name":"Speed"},{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"You gain an expertise die on saving throws against being charmed, and you are immune to magical effects that would put you to sleep.","name":"Fey Ancestry"},{"desc":"Instead of sleeping, elves enter a trance state. When you take a long rest, you spend 4 hours in your trance state (instead of sleeping for 6 hours). During the trance you suffer no penalty to passive Perception. A long rest remains 8 hours for you as normal, and the remainder of the time must be filled only with light activity.","name":"Trance"}],"gnome":[{"desc":"You have a walking speed of 25 feet.","name":"Speed"},{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws made against spells and magical effects.","name":"Gnome Cunning"},{"desc":"You know the [i]minor illusion[/i] cantrip. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).","name":"Gnomish Magic"}],"halfling":[{"desc":"You have a walking speed of 25 feet.","name":"Speed"},{"desc":"You are immune to the effects of the frightened condition.","name":"Fearless"},{"desc":"If a creature is at least one size larger than you, you can move through its space.","name":"Nimble Steps"},{"desc":"When you make an ability check, attack roll, or saving throw and roll a 1, you can choose to roll again, taking the second result.","name":"Halfling's Luck"}],"human":[{"desc":"You have a walking speed of 30 feet.","name":"Speed"},{"desc":"You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.","name":"Fast Learner"},{"desc":"Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll.","name":"Intrepid"}],"orc":[{"desc":"You have a walking speed of 30 feet.","name":"Speed"},{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large.","name":"Heavy Lifter"},{"desc":"When you critically hit with a melee weapon attack, roll one of the weapon's damage dice again and add the result to the attack's damage.","name":"Mighty Attacks"}],"planetouched":[{"desc":"You have a walking speed of 30 feet.","name":"Speed"},{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"Once between long rests, when damage would reduce you to 0 hit points, you are instead reduced to 1 hit point.","name":"Immortal Blessing"}]}
+1
char_creator_a5e/heritage_gifts.json
···11+{"dragonborn":[{"features":[{"desc":"You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.","name":"Claws"}],"name":"Draconic Armor"},{"features":[{"desc":"You have a swimming speed of 30 feet and you can hold your breath for up to 15 minutes at a time.","name":"Swimmer"},{"desc":"You have darkvision to 60 feet. In addition, your eyes are perfectly adapted for spotting movement at depth, and the radius of your darkvision increases to 120 feet while underwater.","name":"Deep Darkvision"},{"desc":"While you aren't wearing armor or your only armor is a shield, your AC is 12 + your Dexterity modifier.","name":"Hard to Hit"}],"name":"Draconic Fins"},{"features":[{"desc":"You have a fly speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor. Whenever you spend 3 full consecutive rounds airborne without landing, you gain a level of fatigue. Any fatigue gained in this way is removed upon finishing a rest.","name":"Flight"}],"name":"Draconic Wings"}],"dwarf":[{"features":[{"desc":"You gain an expertise die on saving throws against effects that would knock you prone, and on saving throws made to resist being shoved.","name":"Dwarven Stability"}],"name":"Dwarven Stability"},{"features":[{"desc":"As a bonus action, you gain a number of temporary hit points equal to 1d10 plus your level. These temporary hit points last for 1 minute. You can't use this trait again until after you finish a long rest.\nYou gain an expertise die on saving throws against poison, and you have resistance against poison damage.","name":"Dwarven Toughness"}],"name":"Dwarven Toughness"}],"elf":[{"features":[{"desc":"You gain proficiency with Arcana.","name":"Arcane Sensitivity"},{"desc":"You can speak telepathically to a creature within 30 feet of you that you can see. Though this grants the creature no ability to respond telepathically, they can understand you if you share a language. You can speak in this way to one creature at a time.","name":"Arcane Empathy"}],"name":"Mystic Rapport"},{"features":[{"desc":"Your eyes can see a few moments into the future, and your mind apprehends the divergent possibilities. Once between rests you can use a bonus action to roll a d20 and record the result. Before the end of your next rest, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to replace their roll with your recorded result. When the creature is also rolling an expertise die, only the d20 roll is replaced. When the creature is rolling more than one d20, such as when it has advantage or when a halfling is using their Halfling's Luck trait, the replacement applies to the creature's final roll.","name":"Glance the Future"}],"name":"Prescient Vision"},{"features":[{"desc":"You gain proficiency in Perception.","name":"Keen Senses"},{"desc":"Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier (minumum 1), and you can't be surprised while conscious (including during your Trance).","name":"Prophetic Instincts"}],"name":"Preternatural Awareness"}],"gnome":[{"features":[{"desc":"You gain +1 to your Armor Class against creatures of a size category larger than your own.","name":"Gnomish Agility"}],"name":"Gnomish Agility"},{"features":[{"desc":"Once between rests, as a bonus action or as a reaction immediately after taking damage, you can turn invisible. The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, or cast a spell.","name":"Into Mist"}],"name":"Into Mist"}],"halfling":[{"features":[{"desc":"You have a burrowing speed of 10 feet. You can use your burrowing speed to move through nonmagical sand, loose earth, loamy soil, mud, or snow, but not solid rock. You do not naturally leave any sort of tunnel behind but you can attempt to create a 5-foot by 5-foot wide tunnel in earth, soil, or snow by spending extra time and effort shoring it up and adding support. This reduces your burrowing speed to 5 feet every 15 minutes.","name":"Burrow"},{"desc":"Your nails grow into strong shovel-like claws. The claws are natural weapons, which you can use to make unarmed strikes that deal slashing damage equal to 1d4 + your Strength modifier.","name":"Claws"}],"name":"Burrowing Claws"},{"features":[{"desc":"You gain an expertise die on checks and saving throws made to resist being knocked prone.","name":"Big Feet"},{"desc":"You are immune to damage from sharp terrain hazards (such as caltrops, broken glass, or the [i]spike growth[/i] spell) and ignore difficult terrain caused by them. Additionally, other kinds of difficult terrain reduce your movement speed by 5 feet instead of halving it.","name":"Thick Soles"}],"name":"Tuft Feet"},{"features":[{"desc":"You have darkvision to 60 feet.","name":"Darkvision"},{"desc":"You can speak telepathically to a creature within 30 feet of you that you can see. Though this grants the creature no ability to respond telepathically, they can understand you if you share a language. You can speak in this way to one creature at a time.","name":"Telepathy"}],"name":"Twilight-Touched"}],"human":[{"features":[{"desc":"You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without.","name":"Feast and Famine"},{"desc":"You only die after failing 4 death saving throws instead of 3.","name":"Radical Perserverance"}],"name":"Diehard Survivor"},{"features":[{"desc":"When you fail a Constitution saving throw to maintain concentration, you can immediately reroll it, taking the new result. You may use this trait a number of times equal to your Intelligence modifier (minimum 1), and regain all expended uses after a long rest.","name":"Inexorable Concentration"},{"desc":"Choose two tools with which you are proficient, or a skill with which you are proficient from Animal Handling, Arcana, Culture, Engineering, History, Medicine, Nature, or Religion. When you make a check with that tool or skill and the d20 shows a natural result of less than 10, you can count the d20 result as being 10.","name":"Resident Expert"}],"name":"Ingenious Focus"},{"features":[{"desc":"Once between rests, when you take the Dash action, your movement this turn does not provoke opportunity attacks. During this movement, you gain an expertise die on Acrobatics checks made to avoid hazards and Dexterity saving throws.","name":"Desperate Dash"},{"desc":"The first time between each long rest you would gain a level of fatigue, you do not gain that level of fatigue. You still suffer a level of fatigue from finishing a long rest without any Supply.","name":"Marathon Runner"}],"name":"Spirited Traveler"}],"orc":[{"features":[{"desc":"Choose one type of terrain, reflecting the area from which your family hails: arctic, desert, mountain, or swamp. You ignore all naturally created difficult terrain of that type. Additionally, you gain an expertise die on Survival checks made within this terrain type, and gain a type of damage resistance related to your chosen terrain: arctic—cold, desert—fire, mountain—lightning, swamp—poison.","name":"Just Like Home"}],"name":"Just Like Home"},{"features":[{"desc":"You have resistance to radiant damage.","name":"Divine Protection"},{"desc":"You know the [i]resistance[/i] cantrip. In addition, you can cast the [i]shield[/i] spell once per long rest.","name":"Touch of Divinity"}],"name":"Ancestral Blessing"},{"features":[{"desc":"You are born with magic coursing through your veins, and are able to utilize it in a number of ways. You learn one cantrip of your choice from the wizard spell list. At 3rd level, choose one 1st- or 2nd-level spell from the wizard spell list. Once between long rests, you can cast the chosen spell without any material components. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. Your spellcasting ability for this trait is the same as the ability score used in the spellcasting class in which you have the highest level, or Charisma if you have no levels in a spellcasting class.","name":"Magic Adept"}],"name":"Magic Adept"}],"planetouched":[{"features":[{"desc":"You know the [i]guidance[/i] cantrip. In addition, once between long rests you can use an action to touch a willing creature and restore a number of hit points equal to your level.","name":"Celestial Legacy"},{"desc":"You have resistance to radiant damage.","name":"Divine Protection"},{"desc":"You have an innate ability to recognize Celestial, and are able to speak, read, write, and sign it.","name":"Language"}],"name":"Aasimar"},{"features":[{"desc":"You have resistance to fire damage.","name":"Hellish Resistance"},{"desc":"You know the [i]produce flame[/i] cantrip. Once you reach 3rd level, you can cast [i]arcane riposte[/i] (fire damage only) once between long rests. At 5th level, you can cast [i]heat metal[/i] without material components once between long rests. Charisma is your spellcasting ability for these spells.","name":"Infernal Legacy"}],"name":"Tiefling"}]}
···11+key,en_US,es
22+HERITAGE_LABEL,Choose your Heritage,Elegir a su Ascendencia
33+HERITAGE_DRAG,Dragonborn,Dracónido
44+HERITAGE_ELF,Elf,Elfo
55+HERITAGE_GNOM,Gnome,Gnomo
66+HERITAGE_HALF,Halfling,Mediano
77+HERITAGE_HUMA,Human,Humano
88+HERITAGE_ORC,Orc,Orco
99+HERITAGE_PLAN,Planetouched,De Planos
1010+HGIFT_LABEL,Heritage Gift,Regalo de Ascendencia
1111+CULTURE_LABEL,Choose your Culture,Elegir a su Cultura
1212+CULTURE_SUGG,Suggested Cultures,Culturas Sugeridas
1313+CULTURE_OTHER,Other Cultures,Otras Culturas
1414+CULTURE_CARA,Caravanner,Caravanner
1515+CULTURE_CIRC,Circusfolk,Pueblos del Circo
1616+CULTURE_COLL,Collegiate,Colegiado
1717+CULTURE_COSM,Cosmopolitan,Cosmopolita
1818+CULTURE_DEDW,Deep Dwarf,Enano de la Profundidade
1919+CULTURE_DRBN,Dragonbound,Saltar a Dragón
2020+CULTURE_DRCT,Dragoncult,Culto del Dragón
2121+CULTURE_ELAD,Eladrin,Eladrin
2222+CULTURE_FORE,Forest Gnome,Gnomo del Bosque
2323+CULTURE_FORG,"Forgotton
2424+Folx",Pueblos Olvidados
2525+CULTURE_FORS,Forsaken,Abandonado
2626+CULTURE_GODB,Godbound,Godbound
2727+CULTURE_HIGH,High Elf,Elfo del Altos
2828+CULTURE_HILL,Hill Dwarf,Enano de la Colinas
2929+CULTURE_DEGN,Deep Gnome,Gnomo de la Profundidade
3030+CULTURE_IMPE,Imperial,Imperial
3131+CULTURE_ITIN,Itinerant,Itinerante
3232+CULTURE_KITH,"Kithbáin
3333+Halfling",Mediano de Kitben
3434+CULTURE_LONE,"Lone
3535+Wanderer",Errante Solitario
3636+CULTURE_MOUN,"Mountain
3737+Dwarf",Enano de la Montaña
3838+CULTURE_MIST,"Mistbairn
3939+Halfling",Mediano de Mistben
4040+CULTURE_NOMA,Nomad,Nómada
4141+CULTURE_SETT,Settler,Colono
4242+CULTURE_SHAD,Shadow Elf,Elfo de las Sombras
4343+CULTURE_STEA,Steamforged,Forjado de Vapor
4444+CULTURE_STOI,Stoic Orc,Orco Estoico
4545+CULTURE_STON,Stoneworthy,Digno de Piedra
4646+CULTURE_STOU,Stout Halfling,Mediano Robusto
4747+CULTURE_TINK,Tinker Gnome,Gnomo de Retorciendo
4848+CULTURE_TUNN,Tunnel Halfling,Mediano del Túnel
4949+CULTURE_TYRA,Tyrannized,Tiranizado
5050+CULTURE_VILL,Villager,Aldeano
5151+CULTURE_WARH,Warhordling,Warhordling
5252+CULTURE_WILD,Wildling,Wildling
5353+CULTURE_WOOD,Wood Elf,Elfo del Bosque
5454+CLASS_LABEL,Choose your Class,Elegir a su Clase
5555+BACKGROUND_LABEL,Choose your Background,Elegir a su Trasfondo
5656+BACKGROUND_ACOL,Acolyte,Acólito
5757+BACKGROUND_ARTI,Artisan,Artesano
5858+BACKGROUND_CHAR,Charlatan,Charlatán
5959+BACKGROUND_CRIM,Criminal,Criminal
6060+BACKGROUND_CULT,Cultist,Cultisto
6161+BACKGROUND_ENTE,Entertainer,Artista
6262+BACKGROUND_EXIL,Exile,Exilio
6363+BACKGROUND_FARM,Farmer,Agricultor
6464+BACKGROUND_FOLK,Folk Hero,Héroe Popular
6565+BACKGROUND_GAMB,Gambler,Jugador
6666+BACKGROUND_GUAR,Guard,Protector
6767+BACKGROUND_GUIL,Guild Member,Miembro de Gremio
6868+BACKGROUND_HERM,Hermit,Ermitaño
6969+BACKGROUND_MARA,Marauder,Bandido
7070+BACKGROUND_NOBL,Noble,Nobiliario
7171+BACKGROUND_OUTL,Outlander,Outlander
7272+BACKGROUND_SAGE,Sage,Sabio
7373+BACKGROUND_SAIL,Sailor,Marinero
7474+BACKGROUND_SOLD,Soldier,Soldado
7575+BACKGROUND_TRAD,Trader,Comerciante
7676+BACKGROUND_URCH,Urchin,Erizo
7777+BUTTON_BACK,Back,Volver
7878+BUTTON_NEXT,Next,Siguiente
7979+STRENGTH_LABEL,STR,FUE
8080+DEXTERITY_LABEL,DEX,DES
8181+CONSTITUTION_LABEL,CON,CON
8282+INTELLIGENCE_LABEL,INT,INT
8383+WISDOM_LABEL,WIS,SAB
8484+CHARISMA_LABEL,CHA,CAR
8585+MENU_LABEL,Main Menu,Menú Principal
8686+NEW_GAME_5E,New Game (5E),Nuevo Juego (5E)
8787+NEW_GAME_A5E,New Game (A5E),Nuevo Juego (A5E)
8888+NEW_GAME_PF2E,New Game (PF2E),Nuevo Juego (PF2E)
8989+MENU_QUIT,Quit Game,Cerrar el Juego
9090+HERITAGE_DWAR,Dwarf,Enano
9191+CLASS_ADEP,Adept,Versado
9292+CLASS_BARD,Bard,Bardo
9393+CLASS_BERS,Berserker,Berserker
9494+CLASS_HERA,Herald,Heraldo
9595+CLASS_CLER,Cleric,Clérigo
9696+CLASS_DRUI,Druid,Druida
9797+CLASS_FIGH,Fighter,Guerrero
9898+CLASS_MARS,Marshal,Mariscal
9999+CLASS_RANG,Ranger,Explorador
100100+CLASS_ROGU,Rogue,Pícaro
101101+CLASS_SORC,Sorcerer,Hechicero
102102+CLASS_WARL,Warlock,Brujo
103103+CLASS_WIZA,Wizard,Mago