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kvarak committed Feb 14, 2024
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6 changes: 4 additions & 2 deletions docs/_Folk/aasimar.md
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Expand Up @@ -23,7 +23,7 @@ Each aasimar can count a specific celestial agent of the gods as a guide. This e
### Hidden Wanderers
While aasimar are strident foes of evil, they typically prefer to keep a low profile. An aasimar inevitably draws the attention of evil cultists, fiends, and other enemies of good, all of whom would be eager to strike down a celestial champion if they had the chance.

<img src='http://duralans-workbench.wdfiles.com/local--files/the-prelude/Alhrand.png' style='float:left;width:25%;padding:20px' />
<img src='../assets/images/aasimar.png' style='float:right;width:40%;padding:10px' />

When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The secrecy they desire is never worth endangering the innocent.

Expand Down Expand Up @@ -107,6 +107,8 @@ In addition to the common Protector Aasimar, some Aasimar become touched by dark
- #### Fallen Aasimar
An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of the fallen-a group of aasimar whose inner light has been replaced by shadow.

<img src='../assets/images/fallen-aasimar.png' style='float:left;width:90%;padding:10px' />

**Necrotic Shroud**. Starting at 3rd level, you can use your ***action*** to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 ft of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a ***bonus action***. While transformed, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Expand Down Expand Up @@ -238,7 +240,7 @@ In addition to the common Protector Aasimar, some Aasimar become touched by dark
| 11 | Glowing sigil on palm. As an ***action***, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this feature, you can't use it again until you finish a long rest.
| 12 | You can urinate holy water once a day.
| 13 | Bronze skin that grants an unarmored AC equal to 12 + Dex mod.

- | d30 | Special Feature |
|:--:|:----------------|
| 14 | Light emits from eyes illuminating a 30 ft cone.
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14 changes: 8 additions & 6 deletions docs/_RulesCharacter/languages.md
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Expand Up @@ -7,10 +7,18 @@ layout: default
# Expanded Rules for Languages
G*oswin let his hammer fall to the sand and sat down next to Zandru, who was listlessly plucking at his lute strings. “Something’s wrong,” the dwarf said. “Talk to me.”*

<img src='../assets/images/languages.png' style='float:right;width:25%;padding:10px' />

*Zandru sighed. “Well, it’s two weeks we’ll be spending in Garhaim. Two weeks of banquets, parties and a coronation the likes of which I’ve never seen and may never see again. But it’s two weeks deep in Dwarven land, and I’m the only one here who doesn’t speak Dwarvish! Think of all the jokes I’ll miss, all the conversations I won’t get to be a part of. Even if I just knew a Dwarvish song or two to impress the guests.”*

*Goswin chuckled. “Well, if you really want to learn, and if you promise to listen, I’ll see what I can make stick in that brain of yours. Now pay attention.”*

### Picking it up as you go
D&D approaches languages in an "all or nothing" way -- you either know a language completey, or you don't know it at all, and the options that give additional language after character creation are few and far between. The following is a set of optional language rules for your adventures. These rules allow for learning a language in stages, so your characters can pick up just enough language to get around a new place without relying on magic or taking vast amounts of downtime.

Languages are divided into five general levels of complexity, which can be attained through study and training. Each level takes more time and is harder to attain than the next.


<div class="block classTable halfClassTable frame" markdown="1">

#### Language levels
Expand All @@ -29,12 +37,6 @@ G*oswin let his hammer fall to the sand and sat down next to Zandru, who was lis

</div>

### Picking it up as you go
D&D approaches languages in an "all or nothing" way -- you either know a language completey, or you don't know it at all, and the options that give additional language after character creation are few and far between. The following is a set of optional language rules for your adventures. These rules allow for learning a language in stages, so your characters can pick up just enough language to get around a new place without relying on magic or taking vast amounts of downtime.

Languages are divided into five general levels of complexity, which can be attained through study and training. Each level takes more time and is harder to attain than the next.


### Character Creation
At the end of character generation you will determine the proficiency level for each language you know as follows: One language you choose will be your primary language (level 5). You get a number of points equal to 3 times the number of languages you received in your background, modifies by your Intelligence modifier. You may spend these points on your known languages as you wish.

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2 changes: 2 additions & 0 deletions docs/_RulesEquipment/poison.md
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Expand Up @@ -3,6 +3,7 @@ title: Poisons
layout: default
---

<img src='../assets/images/poisons.png' style='float:right;width:30%;padding:10px' />

<div class='toc'>

Expand All @@ -20,6 +21,7 @@ layout: default
Given their insidious and deadly nature, creating, possessing and using poisons is highly illegal in most societies but is a still a favorite tool among assassins, drow, and other evil creatures. Illegality does not stop the existence of poisons, but it forces the prices up, making it very expensive. A black-market dealer or unscrupulous apothecary might keep a hidden stash and characters with criminal contacts might be able to acquire poison. Other characters might have to make extensive inquiries and pay bribes before they track down the poison they seek.

### Creating Poisons

During downtime between adventures a character can use the *Alchemy - Prepare poisons* or *Herbalism - Prepare poisons* skills to create poisons. Not all poison ingredients are available for purchase, and tracking down certain ingredients might form the basis of an entire adventure.

### Poisoner’s Kit
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26 changes: 26 additions & 0 deletions docs/_RulesMagic/familiars.md
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Expand Up @@ -801,6 +801,12 @@ A familiar is an individual, and as such has a personality. When summoning your
<tr><td><hr></td></tr>
<tr><td markdown="1">

<div class="centerimg"><img src='../assets/images/emerald-wyrmling.png' style='width:65%'/></div>

</td></tr>
<tr><td><hr></td></tr>
<tr><td markdown="1">

**Armor Class** 13<br/>
**Hit Points** 10 (3d4 + 3)<br/>
**Speed** 15 ft, fly 30 ft
Expand Down Expand Up @@ -1384,6 +1390,8 @@ A familiar is an individual, and as such has a personality. When summoning your

A mote of earth usually takes the shape of a tiny boulder, with small arms and legs that it can draw inside its body to assume a roundish shape.

<div class="centerimg"><img src='../assets/images/mote-of-earth.png' style='width:65%'/></div>

</td></tr>
<tr><td><hr></td></tr>
<tr><td markdown="1" class="monster">
Expand Down Expand Up @@ -1440,6 +1448,12 @@ A familiar is an individual, and as such has a personality. When summoning your
<tr><td><hr></td></tr>
<tr><td markdown="1">

<div class="centerimg"><img src='../assets/images/mote-of-fire.png' style='width:65%'/></div>

</td></tr>
<tr><td><hr></td></tr>
<tr><td markdown="1">

**Armor Class** 13<br/>
**Hit Points** 7 (2d4 + 2)<br/>
**Speed** 30 ft
Expand Down Expand Up @@ -1494,6 +1508,12 @@ A familiar is an individual, and as such has a personality. When summoning your
<tr><td><hr></td></tr>
<tr><td markdown="1">

<div class="centerimg"><img src='../assets/images/mote-of-light.png' style='width:65%'/></div>

</td></tr>
<tr><td><hr></td></tr>
<tr><td markdown="1">

**Armor Class** 13<br/>
**Hit Points** 5 (2d4)<br/>
**Speed** 0 ft, fly 30 ft (hover)
Expand Down Expand Up @@ -1546,6 +1566,12 @@ A familiar is an individual, and as such has a personality. When summoning your
<tr><td><hr></td></tr>
<tr><td markdown="1">

<div class="centerimg"><img src='../assets/images/mote-of-water.png' style='width:65%'/></div>

</td></tr>
<tr><td><hr></td></tr>
<tr><td markdown="1">

**Armor Class** 10<br/>
**Hit Points** 14 (2d4 + 9)<br/>
**Speed** 20 ft, swim 40 ft
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