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kvarak committed Feb 14, 2024
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14 changes: 8 additions & 6 deletions docs/_RulesCharacter/languages.md
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# 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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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.

<img src='../assets/images/poisons.png' style='float:left;width:20%;padding:10px' />

### 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.

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

</td></tr>
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**Armor Class** 13<br/>
**Hit Points** 10 (3d4 + 3)<br/>
**Speed** 15 ft, fly 30 ft
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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">
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<div class="centerimg"><img src='../assets/images/mote-of-fire.png' style='width:65%'/></div>

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**Armor Class** 13<br/>
**Hit Points** 7 (2d4 + 2)<br/>
**Speed** 30 ft
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<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)
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<div class="centerimg"><img src='../assets/images/mote-of-water.png' style='width:65%'/></div>

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