https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Vobria&feedformat=atom
D&D Wiki - User contributions [en]
2024-03-28T11:21:21Z
User contributions
MediaWiki 1.35.8
https://www.dandwiki.com/w/index.php?title=Hazmat_Bodysuit_(5e_Equipment)&diff=1452689
Hazmat Bodysuit (5e Equipment)
2021-03-23T05:19:05Z
<p>Vobria: </p>
<hr />
<div>{{5e Image|float:right|https://i.pinimg.com/564x/0b/86/6b/0b866bdeda7327bde49ecc77f9a90ad1.jpg|Hazmat Suit}}<br />
<br />
Useful for apothecaries and doctors, a hazmat bodysuit (hazardous materials suit) is a piece of personal protective equipment that consists of an impermeable whole-body garment worn as protection against the harmful presence of nuclear, biological, and radiation (NBC) contaminants. Such suits are often combined with self-contained breathing apparatus (SCBA) to ensure a supply of breathable air. Hazmat suits are mostly used by firefighters, Emergency Medical Technicians, Paramedics, researchers, personnel responding to toxic spills, specialists cleaning up contaminated facilities, and workers in toxic environments.<br />
<br />
A hazmat bodysuit provides the wearer with immunity against all diseases when coming into contact with a source.<br />
<br />
A hazmat bodysuit cannot be worn with any armor. Receiving ''any'' damage from piercing ''or'' slashing weapons destroys the suit (nullifying it's benefits). If damage is received from a bludgeoning weapon, make a Dex check vs. DC 10 + half damage received to determine if the suit has been compromised. <br />
<br />
All hazmat suits are equipped with full head gear that's designed to either filter air or pull air from a self-contained breathing apparatus. One noticeable affect that this has on the wearer is a significant reduction in peripheral vision. Due to the tunnel vision caused by the mask, you suffer disadvantage on all perception checks made to notice or see things not occurring in your direct line of sight. <br />
<br />
Your AC is considered to be 10 + Dex Mod when wearing this outfit.<br />
<br />
{{5e Equipment<br />
|rarity=Rare<br />
|weight= 15 lbs.<br />
}}<br />
<br />
Alternatively, you may opt for a disposable variation. This suit grants the same benefits and drawbacks as above, the difference being that the suit is good for one use only. Subsequent use of the suit will not be granted its advantages. The suit also cannot be worn perpetually, but will last for 1d10 hours, minimum of 5. This variation is drastically cheaper, costing 5 gp and weighing 1 lb.<br />
<br />
Created by [[User:Vobria|Vobria]] [[User talk:Vobria|(talk)]]<br />
<br />
----<br />
{{5e Adventuring Gear Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Adventuring Gear]]<br />
[[Category:Modern]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=User:Vobria&diff=1452688
User:Vobria
2021-03-23T05:13:44Z
<p>Vobria: </p>
<hr />
<div>'''Trying to not be too much of a fuck up at the moment.'''<br />
<br />
'''''Things I've Made'''''<br />
<br />
'''Creatures and Creature Stuff'''<br />
----<br />
[[Yautja, Redux (5e Race)]]<br />
<br />
[[Yautja Bow (5e Equipment)|Yautja Bow]]<br />
<br />
'''5e'''<br />
----<br />
[[Abendstern, Evening Star (5e Equipment)|Abendstern]]<br />
<br />
[[Anti-Rust Salve (5e Equipment)|Anti-Rust Salve]]<br />
<br />
[[Musket, Rifled (5e Equipment)|Rifled Musket]]<br />
<br />
[[Hazmat Bodysuit (5e Equipment)|Hazmat Bodysuit]]<br />
<br />
[[Pirate Garb (5e Equipment)|Pirate Garb]]<br />
<br />
[[Ring of Steel Protection]]<br />
<br />
[[Morne's Great Hammer (Hammer of Mourning) (5e Equipment)|Morne's Great Hammer]]<br />
<br />
[[Mob of Commoners (5e Creature)|Mob of Commoners]]<br />
<br />
'''3.5e'''<br />
----<br />
<br />
[[Thrasher Gauntlet (3.5e Equipment)|Thrasher Gauntlet]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Abendstern,_Evening_Star_(5e_Equipment)&diff=1452687
Talk:Abendstern, Evening Star (5e Equipment)
2021-03-23T05:12:30Z
<p>Vobria: </p>
<hr />
<div>{{Quality Article Nominee|11:56, 6 March 2020 (MST)}}<br />
<br />
Perfectly reasonable special ability, seems to be balanced. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:56, 6 March 2020 (MST)<br />
<br />
'''Support''' There’s a hell of a lot of “two handed weapon that does something else” on the wiki, and this is a pretty balanced example of that sorta thing. I’ve also made a magic weapon using this thing, and not supporting this page after doing so feels a bit lame. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 15:20, 22 March 2021 (MDT)<br />
:Thanks! I'd love to know what the magic weapon was. --[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 23:12, 22 March 2021 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Arming_Sword_(5e_Equipment)&diff=1414806
Arming Sword (5e Equipment)
2020-12-09T15:14:53Z
<p>Vobria: </p>
<hr />
<div><br />
<br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Arming Sword<br />
|damage=1d6 Piercing<br />
|cost=20 gp<br />
|weight=3 lb.<br />
|properties=Light, Finesse, Versatile (1d8)<br />
|description=Descended from a variety of classical transitional and bronze-age blades. The original dueling sword, the arming sword has a generally triangular profile and rhombus/diamond cross section, and a tapered tip, lending it great strength relative to its weight, and a very low center of balance, near the hilt. It can be paired with an off-hand blade, used with great force without fear of breaking, swiftly repositioned around its center of balance, or gripped hand-and-a-half style for added power and control. The range of options in its use made it quite popular well into the lifespan of other smaller dueling swords made after it. The arming sword also gave rise to broad swords and the knightly (or short-) sword, which in turn propagated its two longer varieties.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://www.christianfletcher.com/_Media/img_1156_med.jpeg<br />
|-<br />
|[http://www.christianfletcher.com/photo-galleries/high-middle-ages/arming-sword--companion.html Arming Sword & Companion Knife Set]<br />
|}<br />
|}</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Arming_Sword_(5e_Equipment)&diff=1414734
Arming Sword (5e Equipment)
2020-12-09T07:22:04Z
<p>Vobria: </p>
<hr />
<div><br />
<br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Arming Sword<br />
|damage=1d6 Piercing<br />
|cost=20 gp<br />
|weight=3 lb.<br />
|properties=Light, Finesse, Versatile (1d8)<br />
|description=Descended from a variety of classical transitional and bronze-age blades. The original dueling sword, the arming sword has a generally triangular profile and rhombus/diamond cross section, and a tapered tip, lending it great strength relative to its weight, and a very low center of balance, near the hilt. It can be paired with an off-hand blade, used with great force without fear of breaking, swiftly repositioned around its center of balance, or gripped hand-and-a-half style for added power and control. The range of options in its use made it quite popular well into the lifespan of other smaller dueling swords made after it. The arming sword also gave rise to broad swords and the knightly (or short-) sword, which in turn propagated its two longer varieties.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://www.christianfletcher.com/_Media/img_1156_med.jpeg<br />
|-<br />
|[http://www.christianfletcher.com/photo-galleries/high-middle-ages/arming-sword--companion.html Arming Sword & Companion Knife Set]<br />
|}<br />
|}</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Morne%27s_Great_Hammer_(Hammer_of_Mourning)_(5e_Equipment)&diff=1414661
Morne's Great Hammer (Hammer of Mourning) (5e Equipment)
2020-12-08T23:57:43Z
<p>Vobria: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name= Morne's Great Hammer (Hammer of Mourning)<br />
|type=Weapon<br />
|subtype={{5e|greatclub}}<br />
|rarity=legendary<br />
|attunement=requires attunement<br />
|description= ''A greathammer of tremendous size and weight originating from a land lost to time. The dimensions, weight, and aesthetics of the weapon suggests that it was either designed for ceremonial purposes, such as a parade-weapon, or was a devastating tool bestowed only upon paladins or clerics that demonstrated extraordinary strength and unwavering faith. It may have also been bestowed upon distinguished individuals, such as high-ranking knights. What's for certain, however, is the profound resolve and power that this weapon is capable of generating within a person, as the great power contained within itself is testament to.''<br />
<br />
Morne's Great Hammer has a +2 bonus to attack and damage rolls and has the following differences from its mundane counterpart:<br />
:-Morne's Great Hammer, being significantly larger than normal greatclubs, has a weight of 50 lbs. and deals 2d8 bludgeoning.<br />
:-Morne's Great Hammer has the [[Oversized (5e Variant Rule)|Oversized]] property alongside the standard properties of a {{5e|greatclub}}.<br />
<br />
A PC who is a cleric or paladin of good-alignment may go further by having this weapon bonded to them with the aid of his or her deity by performing a ritual of their choosing. This is by no means a requirement to use this weapon effectively, but doing so allows access to the following features:<br />
<br />
'''Strength of Mourning.''' A cleric or paladin who is bonded to this weapon may ignore the Oversized property, receiving the necessary strength to wield it from their deity.<br />
<br />
'''Wrath.''' Morne's Great Hammer has four charges. As an action, you may expend a charge and slam the head of the hammer into the ground vertically, unleashing a blinding flash and a powerful shockwave from the hammer. Any creature within 10 ft. of you receives 6d10 radiant damage, is launched back 10 ft, and is knocked {{5c|prone}}. Creatures may make a DC 14 {{5a|dex}} saving throw to receive half damage and remain standing. Undead and oozes make this saving throw with disadvantage. The weapon regains 1d4 charges at dawn.<br />
<br />
'''Bond.''' You are incapable of losing your grip on this weapon unless through voluntary means. It will remain firmly in your grasp despite accidents or failed saves/checks. Any disarm attempts made against the bonded wielder automatically fail.<br />
<br />
}}<br />
|<br />
{{5e Image|float:right|http://darksouls3.wdfiles.com/local--files/image-set-equipment:morne-s-great-hammer/Morne-s-Great-Hammer.png|Morne's Great Hammer ''©FromSoftware''}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Morne%27s_Great_Hammer_(Hammer_of_Mourning)_(5e_Equipment)&diff=1414660
Morne's Great Hammer (Hammer of Mourning) (5e Equipment)
2020-12-08T23:57:26Z
<p>Vobria: </p>
<hr />
<div>{{unattributed}}<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name= Morne's Great Hammer (Hammer of Mourning)<br />
|type=Weapon<br />
|subtype={{5e|greatclub}}<br />
|rarity=legendary<br />
|attunement=requires attunement<br />
|description= ''A greathammer of tremendous size and weight originating from a land lost to time. The dimensions, weight, and aesthetics of the weapon suggests that it was either designed for ceremonial purposes, such as a parade-weapon, or was a devastating tool bestowed only upon paladins or clerics that demonstrated extraordinary strength and unwavering faith. It may have also been bestowed upon distinguished individuals, such as high-ranking knights. What's for certain, however, is the profound resolve and power that this weapon is capable of generating within a person, as the great power contained within itself is testament to.''<br />
<br />
Morne's Great Hammer has a +2 bonus to attack and damage rolls and has the following differences from its mundane counterpart:<br />
:-Morne's Great Hammer, being significantly larger than normal greatclubs, has a weight of 50 lbs. and deals 2d8 bludgeoning.<br />
:-Morne's Great Hammer has the [[Oversized (5e Variant Rule)|Oversized]] property alongside the standard properties of a {{5e|greatclub}}.<br />
<br />
A PC who is a cleric or paladin of good-alignment may go further by having this weapon bonded to them with the aid of his or her deity by performing a ritual of their choosing. This is by no means a requirement to use this weapon effectively, but doing so allows access to the following features:<br />
<br />
'''Strength of Mourning.''' A cleric or paladin who is bonded to this weapon may ignore the Oversized property, receiving the necessary strength to wield it from their deity.<br />
<br />
'''Wrath.''' Morne's Great Hammer has four charges. As an action, you may expend a charge and slam the head of the hammer into the ground vertically, unleashing a blinding flash and a powerful shockwave from the hammer. Any creature within 10 ft. of you receives 6d10 radiant damage, is launched back 10 ft, and is knocked {{5c|prone}}. Creatures may make a DC 14 {{5a|dex}} saving throw to receive half damage and remain standing. Undead and oozes make this saving throw with disadvantage. The weapon regains 1d4 charges at dawn.<br />
<br />
'''Bond.''' You are incapable of losing your grip on this weapon unless through voluntary means. It will remain firmly in your grasp despite accidents or failed saves/checks. Any disarm attempts made against the bonded wielder automatically fail.<br />
<br />
}}<br />
|<br />
{{5e Image|float:right|http://darksouls3.wdfiles.com/local--files/image-set-equipment:morne-s-great-hammer/Morne-s-Great-Hammer.png|Morne's Great Hammer ''©FromSoftware''}}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Arming_Sword_(5e_Equipment)&diff=1414656
Talk:Arming Sword (5e Equipment)
2020-12-08T23:51:43Z
<p>Vobria: </p>
<hr />
<div>Just testing my new phone's abilities.--[[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 13:00, 28 October 2014 (MDT)<br />
:It worked! (Unless you were actually trying to make a phonecall or something). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:38, 28 October 2014 (MDT)<br />
::Yes it did! The old iphone couldn't make new pages, it would just reload the edit page after wasting half its battery solving that puzzle thing.--[[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 11:04, 29 October 2014 (MDT)<br />
<br />
The image was broken, so I replaced it with a fresh link and image. [[User:Vobria|Vobria]]<br />
:Link broke yet again, so I fixed it yet again. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 00:02, 20 June 2016 (MDT)<br />
<br />
== arming sword is a dnd longsword ==<br />
<br />
Arming sword in dnd longsword.<br />
Bastard sword is european longsword.<br />
Thus arming sword is not needed, it only introduces more confusion.<br />
<br />
== This Does Not Need Balance ==<br />
I don't know why the "needs balanced" stub was added. You should probably go back and check your PHB because the last time I checked a short sword does not have the 'versatile' property. This weapon is mechanically different from a shortsword and has a different price point, which makes it a distinct weapon in its entirety. If the halberd and glaive, which are mechanically identical, can exist as distinct weapons, then there's no reason why this can't. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 00:43, 22 November 2018 (MST)<br />
<br />
To be fair, historical arming swords couldn't be gripped with two hands anyway, given they were one handed swords.<br />
<br />
:That may be generally true, though a one-handed sword could usually be gripped by the pommel if you were to somehow lose your shield. This would at least give you extra leverage in your swings. However, D&D hardly concerns itself with this level of realism in this context, given that a longsword also has the versatile property. Trying to one-hand a historically accurate longsword would make you virtually combat ineffective, whereas two-handing a one-handed sword would only be redundant at worst. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:05, 22 November 2018 (MST)<br />
<br />
::Longswords were occasionally used in one hand when delivering a thrust because you can rotate your torso and thusly increase your range. I would have to disagree on adding leverage because your hands would be much too close together to add anything substantial. The reason a longsword gains additionaly force when you swing it is because your hands are far enough apart to actually work a lever effectively. It's like if you held a staff in the middle with your hands together, if you attempt to spin it out in front of you and suddenly change direction, it's much harder because you can't stop it's inertia because you have no leverage. Assuming you had a longer staff --to make up for the new space between your hands-- and spread your hands apart several inches, you could stop it much easier because you can work a lever far better. Also, I'm well aware realism isn't always a thing in D&D, but redundant (or inaccurate) weapons are abundant on this site and it's probably only going to get worse. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 01:15, 22 November 2018 (MST)<br />
<br />
:::I suppose I'd have to challenge you to show me a longsword manual or treatise from the relevant time periods that encourage one-handed use of the longsword in any way, because I'm familiar with none. From Liechtenauer to Meyer, all schools of fencing emphasize maintaining a firm two-handed grip. One-handing a thrust might seem intuitive, but your stability would be so severely compromised that your position would be unrecoverable should your opponent parry your blade. Compare this to two-handing a one-handed sword, of which we have paintings and illustrations depicting the technique. There are records of one-handed swords being used in this way. The proximity of your hands mean virtually nothing here, and it's easy to prove. Go out tomorrow and grab a baseball bat. Grip the far end of the handle with one hand and swing it. Then, do the same but this time grip the bat with both hands right next to each other. Which grip clearly produces the most power? Watch when baseball players swing their bats; their hands are gripped right next to each other at the end of the handle, not spaced out. Leverage is not created by your hands in relation to each other, it's created by their position either up or down the length of the weapon. A longsword's additional force is not created by the distance between your hands, it's created because it's the hand gripping near or on the pommel that's pulling the sword and producing the leverage. The hand near the cross guard creates stability and allows the sword to be nimble.<br />
<br />
:::I'm not too concerned with people making what seem to be redundant or "inaccurate" weapons, as it seems that Wizards themselves don't seem to care with their own official content. Like I said before, if a glaive and a halberd can exist as distinct weapons in this game, then pretty much anything can. I see no real reason to create an issue out of it unless a particular item comes into direct conflict with official mechanics somewhere. Unless that happens, I say be creative and make whatever you want. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:51, 22 November 2018 (MST)<br />
<br />
::::Perhaps if you check Di Grassi's work, you'll see he does indeed have a one handed thrust using a two handed sword. And while it may be a greatsword, I see no reason it would have never been done with a longsword. (To note, I'm not saying it was commonplace either, just something one could potentially do for a cheeky stab. Though to say it was never done because it wasn't in a treatise is also a bit naive in a way.) Also, I'm a tad confused on what you want me to see with the bat analogy given a bat and a longsword aren't necessarily comparable given the p.o.b. and mass distribution, and of course a two-handed grip would be more powerful than a one handed grip; I never said it wasn't. When you swing a bat, much of the mass can carry a swing forward (similar in regards to a mace). Additionally, I would say the space of one's hands do matter as the more space you'd have from the fulcrum (your leading hand) the more energy and control you can exert across a lever. And I'm only concerned with redundancy when it's just another longsword reskin, or a rapier but not, or like a scimitar but for some reason it costs half the price and does 2d6 damage because it just becomes yet another page to read, and it's not adding anything new to the table. It's one thing to have two weapons be the same, but ten weapons is a little excessive. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:09, 22 November 2018 (MST)<br />
<br />
::::I have found serveral more treatises by Fiore Dei Liberi, Hans Talhoffer, and George Silver that mention the one handed thrust with a two-handed sword, particularly longswords by the look of it. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:26, 22 November 2018 (MST)<br />
<br />
Once again, this entry is not in need of balance. There is nothing wrong with making adjustments to what may be essentially PHB items and it is done quite regularly on this wiki. Save the stubs for the entries that need it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 16:44, 8 December 2020 (MST)<br />
<br />
All you did was slap an extra property on an already balanced weapon. [[User:Someone404|Someone404]] ([[User talk:Someone404|talk]]) 16:46, 8 December 2020 (MST)<br />
:The most basic form of homebrew is making adjustments to already existing items. There's nothing wrong with this weapon as it is. Stop muddying up the wiki with unnecessary balance stubs. It doesn't need it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 16:51, 8 December 2020 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Arming_Sword_(5e_Equipment)&diff=1414652
Talk:Arming Sword (5e Equipment)
2020-12-08T23:44:58Z
<p>Vobria: /* This Does Not Need Balance */</p>
<hr />
<div>Just testing my new phone's abilities.--[[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 13:00, 28 October 2014 (MDT)<br />
:It worked! (Unless you were actually trying to make a phonecall or something). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:38, 28 October 2014 (MDT)<br />
::Yes it did! The old iphone couldn't make new pages, it would just reload the edit page after wasting half its battery solving that puzzle thing.--[[User:Kydo|Kydo]] ([[User talk:Kydo|talk]]) 11:04, 29 October 2014 (MDT)<br />
<br />
The image was broken, so I replaced it with a fresh link and image. [[User:Vobria|Vobria]]<br />
:Link broke yet again, so I fixed it yet again. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 00:02, 20 June 2016 (MDT)<br />
<br />
== arming sword is a dnd longsword ==<br />
<br />
Arming sword in dnd longsword.<br />
Bastard sword is european longsword.<br />
Thus arming sword is not needed, it only introduces more confusion.<br />
<br />
== This Does Not Need Balance ==<br />
I don't know why the "needs balanced" stub was added. You should probably go back and check your PHB because the last time I checked a short sword does not have the 'versatile' property. This weapon is mechanically different from a shortsword and has a different price point, which makes it a distinct weapon in its entirety. If the halberd and glaive, which are mechanically identical, can exist as distinct weapons, then there's no reason why this can't. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 00:43, 22 November 2018 (MST)<br />
<br />
To be fair, historical arming swords couldn't be gripped with two hands anyway, given they were one handed swords.<br />
<br />
:That may be generally true, though a one-handed sword could usually be gripped by the pommel if you were to somehow lose your shield. This would at least give you extra leverage in your swings. However, D&D hardly concerns itself with this level of realism in this context, given that a longsword also has the versatile property. Trying to one-hand a historically accurate longsword would make you virtually combat ineffective, whereas two-handing a one-handed sword would only be redundant at worst. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:05, 22 November 2018 (MST)<br />
<br />
::Longswords were occasionally used in one hand when delivering a thrust because you can rotate your torso and thusly increase your range. I would have to disagree on adding leverage because your hands would be much too close together to add anything substantial. The reason a longsword gains additionaly force when you swing it is because your hands are far enough apart to actually work a lever effectively. It's like if you held a staff in the middle with your hands together, if you attempt to spin it out in front of you and suddenly change direction, it's much harder because you can't stop it's inertia because you have no leverage. Assuming you had a longer staff --to make up for the new space between your hands-- and spread your hands apart several inches, you could stop it much easier because you can work a lever far better. Also, I'm well aware realism isn't always a thing in D&D, but redundant (or inaccurate) weapons are abundant on this site and it's probably only going to get worse. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 01:15, 22 November 2018 (MST)<br />
<br />
:::I suppose I'd have to challenge you to show me a longsword manual or treatise from the relevant time periods that encourage one-handed use of the longsword in any way, because I'm familiar with none. From Liechtenauer to Meyer, all schools of fencing emphasize maintaining a firm two-handed grip. One-handing a thrust might seem intuitive, but your stability would be so severely compromised that your position would be unrecoverable should your opponent parry your blade. Compare this to two-handing a one-handed sword, of which we have paintings and illustrations depicting the technique. There are records of one-handed swords being used in this way. The proximity of your hands mean virtually nothing here, and it's easy to prove. Go out tomorrow and grab a baseball bat. Grip the far end of the handle with one hand and swing it. Then, do the same but this time grip the bat with both hands right next to each other. Which grip clearly produces the most power? Watch when baseball players swing their bats; their hands are gripped right next to each other at the end of the handle, not spaced out. Leverage is not created by your hands in relation to each other, it's created by their position either up or down the length of the weapon. A longsword's additional force is not created by the distance between your hands, it's created because it's the hand gripping near or on the pommel that's pulling the sword and producing the leverage. The hand near the cross guard creates stability and allows the sword to be nimble.<br />
<br />
:::I'm not too concerned with people making what seem to be redundant or "inaccurate" weapons, as it seems that Wizards themselves don't seem to care with their own official content. Like I said before, if a glaive and a halberd can exist as distinct weapons in this game, then pretty much anything can. I see no real reason to create an issue out of it unless a particular item comes into direct conflict with official mechanics somewhere. Unless that happens, I say be creative and make whatever you want. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:51, 22 November 2018 (MST)<br />
<br />
::::Perhaps if you check Di Grassi's work, you'll see he does indeed have a one handed thrust using a two handed sword. And while it may be a greatsword, I see no reason it would have never been done with a longsword. (To note, I'm not saying it was commonplace either, just something one could potentially do for a cheeky stab. Though to say it was never done because it wasn't in a treatise is also a bit naive in a way.) Also, I'm a tad confused on what you want me to see with the bat analogy given a bat and a longsword aren't necessarily comparable given the p.o.b. and mass distribution, and of course a two-handed grip would be more powerful than a one handed grip; I never said it wasn't. When you swing a bat, much of the mass can carry a swing forward (similar in regards to a mace). Additionally, I would say the space of one's hands do matter as the more space you'd have from the fulcrum (your leading hand) the more energy and control you can exert across a lever. And I'm only concerned with redundancy when it's just another longsword reskin, or a rapier but not, or like a scimitar but for some reason it costs half the price and does 2d6 damage because it just becomes yet another page to read, and it's not adding anything new to the table. It's one thing to have two weapons be the same, but ten weapons is a little excessive. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:09, 22 November 2018 (MST)<br />
<br />
::::I have found serveral more treatises by Fiore Dei Liberi, Hans Talhoffer, and George Silver that mention the one handed thrust with a two-handed sword, particularly longswords by the look of it. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:26, 22 November 2018 (MST)<br />
<br />
Once again, this entry is not in need of balance. There is nothing wrong with making adjustments to what may be essentially PHB items and it is done quite regularly on this wiki. Save the stubs for the entries that need it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 16:44, 8 December 2020 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Arming_Sword_(5e_Equipment)&diff=1414650
Arming Sword (5e Equipment)
2020-12-08T23:42:32Z
<p>Vobria: </p>
<hr />
<div><br />
<br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Arming Sword<br />
|damage=1d6 Piercing<br />
|cost=20 gp<br />
|weight=3 lb.<br />
|properties=Light, Finesse, Versatile (1d8)<br />
|description=Descended from a variety of classical transitional and bronze-age blades. The original dueling sword, the arming sword has a generally triangular profile and rhombus/diamond cross section, and a tapered tip, lending it great strength relative to its weight, and a very low center of balance, near the hilt. It can be paired with an off-hand blade, used with great force without fear of breaking, swiftly repositioned around its center of balance, or gripped hand-and-a-half style for added power and control. The range of options in its use made it quite popular well into the lifespan of other smaller dueling swords made after it. The arming sword also gave rise to broad swords and the knightly (or short-) sword, which in turn propagated its two longer varieties.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://www.christianfletcher.com/_Media/img_1156_med.jpeg<br />
|-<br />
|[http://www.christianfletcher.com/photo-galleries/high-middle-ages/arming-sword--companion.html Arming Sword & Companion Knife Set]<br />
|}<br />
|}</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Yautja,_Variant_(5e_Race)&diff=1404019
Talk:Yautja, Variant (5e Race)
2020-11-13T08:18:13Z
<p>Vobria: </p>
<hr />
<div>I wanted to design a Yautja race for my own use, but I also wanted to have some sense of scale. To that end, I decided to use the [[Marasmusine Meter (5e Guideline)]] as a guide. This is simply so that I have some sense of scale and nothing more. If I understood the meter correctly, this race should have a score of 4.49, as shown below. This is in line with what I was aiming for, since I wanted a more powerful race than normal.<br />
<br />
*Speed (1)<br />
*Darkvision (0.5)<br />
*Savage Attacks (0.5)<br />
*Stealthy Hunter (0.33 + 0.33)<br />
*Toughness (1)<br />
*Yautja Weapon Training (0.5)<br />
*Relentless Endurance (0.33)<br />
<br />
Some features such as movement speed and toughness were not listed on the meter, so I had to make guesses on what seemed like a reasonable point cost. 40 ft. of movement struck me as a strong feature that is always on, as did the +1 to HP, so I priced those at 1 each. I'll likely return to make some adjustments to the race in terms of features and possible subraces, but for now I'm happy with it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 08:19, 11 June 2020 (MDT)<br />
<br />
:Made the big update that introduced subraces. I'm more satisfied with it now that it showcases two distinct types of predators, though I didn't take the time to calculate what its score would be this time. I'm not concerned with it anyway, since it looks good to me and strong is what I wanted it to be. I'm not 100% satisfied with the Hunter subrace, but I'll let it stand as is for the time being. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:00, 25 June 2020 (MDT)<br />
<br />
::Another big update where I added an additional subrace. I wanted this one to represent a more balanced martial approach between Str and Dex, and I also decided to change the additional skill proficiencies to a race wide feature. I feel this allows for better customization, and it allowed me to further develop the other subraces as well. I'm going to look more at the Hunter in the future, but I'm more or less satisfied with it for now. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:18, 13 November 2020 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja,_Variant_(5e_Race)&diff=1404018
Yautja, Variant (5e Race)
2020-11-13T08:14:33Z
<p>Vobria: </p>
<hr />
<div>{{Copyright Disclaimer|franchise=Predator|owner=20th Century Studios}}<br />
==Yautja==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/004/764/307/large/roman-zawadzki-predator-red-streak.jpg|https://www.artstation.com/artwork/VYzmP}}<br />
</div><br />
<br />
The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.<br />
<br />
===Culture and History===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.<br />
<br />
The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.<br />
<br />
The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.<br />
===Yautja Names===<br />
The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).<br />
<br />
Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.<br />
===Yautja Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=Maturity seems to occur within two centuries, after which Yautja can seemingly live for hundreds to thousands of years. Maximum lifespan is unknown.<br />
|alignment=The majority of Yautja strongly adhere to a strict code of honor, resulting in a strong lean towards lawfulness. Some, however, break this code and become "bad bloods", who are typically exiled and hunted.<br />
|size=Yautja are considerably larger than nearly any race, standing between 7' and 8' feet tall and weighing in the area of 400 lbs. Your size is medium.<br />
|speed=Your base walking speed is 40 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Yautja Weapon Training<br />
|description2=You are proficient with the {{5e|Longbow}}, {{5e|Warhammer}}, {{5e|Shortsword}}, {{5e|Longsword}}.<br />
|trait3=Natural Hunter<br />
|description3=You gain proficiency with two of the following skills of your choice: {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Perception}}, {{5s|Stealth}}, and {{5s|Survival}}.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Yautja, and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Scout===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Dex}} score increases by 2.<br />
|trait1=Raw Agility<br />
|description1=Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 meters on one of your turns.<br />
|trait2=Vertical Hunter<br />
|description2=You gain a climbing speed equal to your movement speed.<br />
|trait3=Tracker<br />
|description3=Whenever you make an {{5a|wis}} ({{5s|Survival}}) check to track the movements of a creature, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait4=Tool Proficiency<br />
|description4=You gain proficiency with the {{5e|Herbalism Kit}} <br />
}}<br />
<br />
===Berserker===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Str}} score increases by 2.<br />
|trait1=Menacing<br />
|description1=You have proficiency in the {{5s|Intimidation}} skill.<br />
|trait2=Savage Attacks<br />
|description2=When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Toughness<br />
|description3=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait4=Relentless Endurance<br />
|description4=When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
}}<br />
<br />
===Hunter===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Str}} and {{5a|Dex}} scores each increase by 1.<br />
|trait1=Saving Face<br />
|description1=Hunters are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.<br />
|trait2=Esprit De Corps<br />
|description2=You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.<br />
|trait3=Martial Proficiency<br />
|description3=You are proficient in light and medium armor.<br />
|trait4=Studied Warrior<br />
|description4=You learn one language of your choice, and you are proficient with one skill or tool of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yautja<br />
|feet=6'6<br />
|inches=78<br />
|heightmod=2d10<br />
|weight=350<br />
|weightmod=2d6<br />
}}<br />
<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja,_Variant_(5e_Race)&diff=1404016
Yautja, Variant (5e Race)
2020-11-13T06:46:35Z
<p>Vobria: /* Hunter */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Predator|owner=20th Century Studios}}<br />
==Yautja==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/004/764/307/large/roman-zawadzki-predator-red-streak.jpg|https://www.artstation.com/artwork/VYzmP}}<br />
</div><br />
<br />
The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.<br />
<br />
===Culture and History===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.<br />
<br />
The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.<br />
<br />
The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.<br />
===Yautja Names===<br />
The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).<br />
<br />
Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.<br />
===Yautja Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=Maturity seems to occur within two centuries, after which Yautja can seemingly live for hundreds to thousands of years. Maximum lifespan is unknown.<br />
|alignment=The majority of Yautja strongly adhere to a strict code of honor, resulting in a strong lean towards lawfulness. Some, however, break this code and become "bad bloods", who are typically exiled and hunted.<br />
|size=Yautja are considerably larger than nearly any race, standing between 7' and 8' feet tall and weighing in the area of 400 lbs. Your size is medium.<br />
|speed=Your base walking speed is 40 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Yautja Weapon Training<br />
|description2=You are proficient with the {{5e|Longbow}}, {{5e|Warhammer}}, {{5e|Shortsword}}, {{5e|Longsword}}.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Yautja, and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Scout===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Dex}} score increases by 2.<br />
|trait1=Stealthy Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Stealth}} skills.<br />
|trait2=Vertical Hunter<br />
|description2=You gain a climbing speed equal to your movement speed.<br />
|trait3=Tracker<br />
|description3=Whenever you make an {{5a|wis}} ({{5s|Survival}}) check to track the movements of a creature, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait4=Tool Proficiency<br />
|description4=You gain proficiency with the {{5e|Herbalism Kit}} <br />
}}<br />
<br />
===Berserker===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Str}} score increases by 2.<br />
|trait1=Fierce Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Athletics}} skills.<br />
|trait2=Savage Attacks<br />
|description2=When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Toughness<br />
|description3=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait4=Relentless Endurance<br />
|description4=When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yautja<br />
|feet=6'6<br />
|inches=78<br />
|heightmod=2d10<br />
|weight=350<br />
|weightmod=2d6<br />
}}<br />
<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>
Vobria
https://www.dandwiki.com/w/index.php?title=User:Vobria&diff=1350806
User:Vobria
2020-06-26T03:51:23Z
<p>Vobria: </p>
<hr />
<div>'''Trying to not be too much of a fuck up at the moment.'''<br />
<br />
'''''Things I've Made'''''<br />
<br />
'''Creatures and Creature Stuff'''<br />
----<br />
[[Yautja, Redux (5e Race)]]<br />
<br />
[[Yautja Bow (5e Equipment)|Yautja Bow]]<br />
<br />
'''5e'''<br />
----<br />
<br />
[[Anti-Rust Salve (5e Equipment)|Anti-Rust Salve]]<br />
<br />
[[Musket, Rifled (5e Equipment)|Rifled Musket]]<br />
<br />
[[Hazmat Bodysuit (5e Equipment)|Hazmat Bodysuit]]<br />
<br />
[[Pirate Garb (5e Equipment)|Pirate Garb]]<br />
<br />
[[Ring of Steel Protection]]<br />
<br />
[[Morne's Great Hammer (Hammer of Mourning) (5e Equipment)|Morne's Great Hammer]]<br />
<br />
[[Mob of Commoners (5e Creature)|Mob of Commoners]]<br />
<br />
'''3.5e'''<br />
----<br />
<br />
[[Thrasher Gauntlet (3.5e Equipment)|Thrasher Gauntlet]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Mob_of_Commoners_(5e_Creature)&diff=1350804
Mob of Commoners (5e Creature)
2020-06-26T03:42:37Z
<p>Vobria: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
Mob of Commoners<br />
{{5e Creature<br />
|size= Gargantuan<br />
|type= Humanoid<br />
|swarm= Medium<br />
|race= any race<br />
|alignment= any alignment<br />
|ac= 10<br />
|hp= 125 (10d20 + 20)<br />
|hpdice= d20<br />
|speed= 30 ft<br />
|str= 20<br />
|dex= 10<br />
|con= 14<br />
|int= 10<br />
|wis= 10<br />
|cha= 10<br />
|saves=<br />
|skills=<br />
|di=<!--Damage Immunities--><br />
|ci= The mob is immune to the charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned conditions.<br />
|dr=<!--Damage Resistances--><br />
|dv= The mob is vulnerable to area effect attacks and to attacks which affect more than one target.<br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 10<br />
|languages= Any One Language (Usually Common)<br />
|cr= 7<br />
|xp= 2,900<br />
|features=<br />
'''''Mob.''''' The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a the base creature. The mob can't regain hit points or gain temporary hit points.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Mob.''' Melee Weapon Attack:'' +8 to hit, reach 0 ft., all targets within range. ''Hit:'' 15 (4d4 + 5) bludgeoning damage.<br />
<br />
----<br />
<br />
=== Applies the [[Mob of Creatures (5e Template)|Mob of Creatures]] template to the commoner. ===<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://i.pinimg.com/originals/f5/67/d4/f567d47312bbbae17b32cadbc884fe0d.jpg|https://www.deviantart.com/odinoir/art/The-angry-Mob-198793576|Source}}</div><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Ring_of_Steel_Protection_(5e_Equipment)&diff=1350801
Ring of Steel Protection (5e Equipment)
2020-06-26T03:30:35Z
<p>Vobria: </p>
<hr />
<div><br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Ring of Steel Protection<br />
|type=Ring<br />
|rarity=Rare<br />
|attunement=requires attunement<br />
|description=The ring of the knight king of ancient legend. Increases physical damage absorption.<br />
<br />
'''Damage Resistance.''' This ring grants resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.<br />
<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=4 cellpadding=2 cellspacing=2<br />
!http://darksouls3.wdfiles.com/local--files/ring-of-steel-protection/Ring%20of%20Steel%20Protection.png<br />
|-<br />
|The Knight King was said to be lined with steel on the inside, such that even the talons of mighty dragons did him little harm. ''©FromSoftware''<br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Rings|Magic Rings]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja_Bow_(5e_Equipment)&diff=1350799
Yautja Bow (5e Equipment)
2020-06-26T03:25:06Z
<p>Vobria: </p>
<hr />
<div><br />
<!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Yautja Bow<br />
|damage=2d6 Piercing<br />
|cost= ―<br />
|weight= 5 lb.<br />
|properties=Heavy, Two-Handed, Ammunition (range 200/800)<br />
|description=The Yautja bow is a unique weapon utilized by particularly experienced hunters. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier.<br />
<br />
Additionally, the Yautja bow can be collapsed down to half its normal length, or roughly the length of a {{5e|shortsword}}.<br />
<br />
If a creature is proficient with the {{5e|longbow}}, they are also proficient with the Yautja bow.<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/026/242/399/large/ivan-dedov-predator-hg-bow.jpg|https://https://www.artstation.com/bardofsky}}<br />
</div><br />
<br />
[[Category:DnD]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja_Bow_(5e_Equipment)&diff=1350796
Yautja Bow (5e Equipment)
2020-06-26T03:21:31Z
<p>Vobria: Created page with " <!--Field entries below are given as an example. Please replace values as appropriate. --> {| |style="width:75%"| {{5e Weapon |category=Martial Melee Weapon |weapon=Yautja B..."</p>
<hr />
<div><br />
<!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Yautja Bow<br />
|damage=2d6 Piercing<br />
|cost=15 gp<br />
|weight=3 lb.<br />
|properties=Heavy, Two-Handed, Ammunition<br />
|description=The Yautja bow is a unique weapon utilized by particularly experienced hunters. This weapon can be used only by a Medium or larger creature that has a Strength of 18 or higher. The bow shoots oversized arrows that deal piercing damage equal to 2d6 + the wielder's Strength modifier.<br />
<br />
Additionally, the Yautja bow can be collapsed down to half its normal length, or roughly the length of a {{5e|shortsword}}.<br />
<br />
If a creature is proficient with the {{5e|longbow}}, they are also proficient with the Yautja bow.<br />
}}<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/026/242/399/large/ivan-dedov-predator-hg-bow.jpg|https://https://www.artstation.com/bardofsky}}<br />
</div><br />
<br />
[[Category:DnD]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja,_Variant_(5e_Race)&diff=1350786
Yautja, Variant (5e Race)
2020-06-26T02:49:50Z
<p>Vobria: /* Yautja Traits */</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Predator|owner=20th Century Studios}}<br />
==Yautja==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/004/764/307/large/roman-zawadzki-predator-red-streak.jpg|https://www.artstation.com/artwork/VYzmP}}<br />
</div><br />
<br />
The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.<br />
<br />
===Culture and History===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.<br />
<br />
The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.<br />
<br />
The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.<br />
===Yautja Names===<br />
The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).<br />
<br />
Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.<br />
===Yautja Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=Maturity seems to occur within two centuries, after which Yautja can seemingly live for hundreds to thousands of years. Maximum lifespan is unknown.<br />
|alignment=The majority of Yautja strongly adhere to a strict code of honor, resulting in a strong lean towards lawfulness. Some, however, break this code and become "bad bloods", who are typically exiled and hunted.<br />
|size=Yautja are considerably larger than nearly any race, standing between 7' and 8' feet tall and weighing in the area of 400 lbs. Your size is medium.<br />
|speed=Your base walking speed is 40 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Yautja Weapon Training<br />
|description2=You are proficient with the {{5e|Longbow}}, {{5e|Warhammer}}, {{5e|Shortsword}}, {{5e|Longsword}}.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Yautja, and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Hunter===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Dex}} score increases by 2.<br />
|trait1=Stealthy Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Stealth}} skills.<br />
|trait2=Vertical Hunter<br />
|description2=You gain a climbing speed equal to your movement speed.<br />
|trait3=Tracker<br />
|description3=Whenever you make an {{5a|wis}} ({{5s|Survival}}) check to track the movements of a creature, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait4=Tool Proficiency<br />
|description4=You gain proficiency with the {{5e|Herbalism Kit}} <br />
}}<br />
<br />
===Berserker===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Str}} score increases by 2.<br />
|trait1=Fierce Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Athletics}} skills.<br />
|trait2=Savage Attacks<br />
|description2=When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Toughness<br />
|description3=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait4=Relentless Endurance<br />
|description4=When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yautja<br />
|feet=6'6<br />
|inches=78<br />
|heightmod=2d10<br />
|weight=350<br />
|weightmod=2d6<br />
}}<br />
<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Yautja,_Variant_(5e_Race)&diff=1350573
Talk:Yautja, Variant (5e Race)
2020-06-25T07:00:34Z
<p>Vobria: </p>
<hr />
<div>I wanted to design a Yautja race for my own use, but I also wanted to have some sense of scale. To that end, I decided to use the [[Marasmusine Meter (5e Guideline)]] as a guide. This is simply so that I have some sense of scale and nothing more. If I understood the meter correctly, this race should have a score of 4.49, as shown below. This is in line with what I was aiming for, since I wanted a more powerful race than normal.<br />
<br />
*Speed (1)<br />
*Darkvision (0.5)<br />
*Savage Attacks (0.5)<br />
*Stealthy Hunter (0.33 + 0.33)<br />
*Toughness (1)<br />
*Yautja Weapon Training (0.5)<br />
*Relentless Endurance (0.33)<br />
<br />
Some features such as movement speed and toughness were not listed on the meter, so I had to make guesses on what seemed like a reasonable point cost. 40 ft. of movement struck me as a strong feature that is always on, as did the +1 to HP, so I priced those at 1 each. I'll likely return to make some adjustments to the race in terms of features and possible subraces, but for now I'm happy with it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 08:19, 11 June 2020 (MDT)<br />
<br />
:Made the big update that introduced subraces. I'm more satisfied with it now that it showcases two distinct types of predators, though I didn't take the time to calculate what its score would be this time. I'm not concerned with it anyway, since it looks good to me and strong is what I wanted it to be. I'm not 100% satisfied with the Hunter subrace, but I'll let it stand as is for the time being. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 01:00, 25 June 2020 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja,_Variant_(5e_Race)&diff=1350572
Yautja, Variant (5e Race)
2020-06-25T06:57:17Z
<p>Vobria: Big update</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Predator|owner=20th Century Studios}}<br />
==Yautja==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/004/764/307/large/roman-zawadzki-predator-red-streak.jpg|https://www.artstation.com/artwork/VYzmP}}<br />
</div><br />
<br />
The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.<br />
<br />
===Culture and History===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.<br />
<br />
The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.<br />
<br />
The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.<br />
===Yautja Names===<br />
The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).<br />
<br />
Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.<br />
===Yautja Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=Maturity seems to occur within two centuries, after which Yautja can seemingly live for hundreds to thousands of years. Maximum lifespan is unknown.<br />
|alignment=The majority of Yautja strongly adhere to a strict code of honor, resulting in a strong lean towards lawfulness. Some, however, break this code and become "bad bloods", who are typically exiled and hunted.<br />
|size=Yautja are considerably larger than nearly any race, standing between 7' and 8' feet tall and weighing in the area of 400 lbs. Your size is medium.<br />
|speed=Your base walking speed is 40 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Yautja Weapon Training<br />
|description2=You are proficient with the {{5e|Spear}}, {{5e|Warhammer}}, {{5e|Shortsword}}, {{5e|Longsword}}.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common, Yautja, and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Hunter===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Dex}} score increases by 2.<br />
|trait1=Stealthy Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Stealth}} skills.<br />
|trait2=Vertical Hunter<br />
|description2=You gain a climbing speed equal to your movement speed.<br />
|trait3=Tracker<br />
|description3=Whenever you make an {{5a|wis}} ({{5s|Survival}}) check to track the movements of a creature, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.<br />
|trait4=Tool Proficiency<br />
|description4=You gain proficiency with the {{5e|Herbalism Kit}} <br />
}}<br />
<br />
===Berserker===<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|Str}} score increases by 2.<br />
|trait1=Fierce Hunter<br />
|description1=You have proficiency in the {{5s|Survival}} and {{5s|Athletics}} skills.<br />
|trait2=Savage Attacks<br />
|description2=When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Toughness<br />
|description3=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait4=Relentless Endurance<br />
|description4=When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yautja<br />
|feet=6'6<br />
|inches=78<br />
|heightmod=2d10<br />
|weight=350<br />
|weightmod=2d6<br />
}}<br />
<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Yautja,_Variant_(5e_Race)&diff=1345908
Talk:Yautja, Variant (5e Race)
2020-06-11T14:19:17Z
<p>Vobria: Created page with "I wanted to design a Yautja race for my own use, but I also wanted to have some sense of scale. To that end, I decided to use the Marasmusine Meter (5e Guideline) as a gui..."</p>
<hr />
<div>I wanted to design a Yautja race for my own use, but I also wanted to have some sense of scale. To that end, I decided to use the [[Marasmusine Meter (5e Guideline)]] as a guide. This is simply so that I have some sense of scale and nothing more. If I understood the meter correctly, this race should have a score of 4.49, as shown below. This is in line with what I was aiming for, since I wanted a more powerful race than normal.<br />
<br />
*Speed (1)<br />
*Darkvision (0.5)<br />
*Savage Attacks (0.5)<br />
*Stealthy Hunter (0.33 + 0.33)<br />
*Toughness (1)<br />
*Yautja Weapon Training (0.5)<br />
*Relentless Endurance (0.33)<br />
<br />
Some features such as movement speed and toughness were not listed on the meter, so I had to make guesses on what seemed like a reasonable point cost. 40 ft. of movement struck me as a strong feature that is always on, as did the +1 to HP, so I priced those at 1 each. I'll likely return to make some adjustments to the race in terms of features and possible subraces, but for now I'm happy with it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 08:19, 11 June 2020 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Yautja,_Variant_(5e_Race)&diff=1345907
Yautja, Variant (5e Race)
2020-06-11T14:19:02Z
<p>Vobria: Created page with " ==Yautja== <!--Optional: Lead paragraph, a quote for example.--> ===Physical Description=== <div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|floa..."</p>
<hr />
<div><br />
==Yautja==<br />
<!--Optional: Lead paragraph, a quote for example.--><br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|https://cdnb.artstation.com/p/assets/images/images/004/764/307/large/roman-zawadzki-predator-red-streak.jpg|https://www.artstation.com/artwork/VYzmP}}<br />
</div><br />
<br />
The Yautja are bipedal humanoids that are largely distinguished from humans by their large frames, reptilian skin, long hair-like appendages (called dreadlocks), and arthropod like mandibles. They are also differentiated by the lack of other familiar features, such as the nose and ears. While generally uniform, each Yautja's physical appearance includes a number of subtle variations, akin to human genetic diversity. Similarly, while Predator heights vary, they are typically over 7 feet tall, although some have been known to grow to 8 feet or even taller. The species' reptile-like skin can range in color from light to dark, be mottled or clear, and can appear dry or moist and clammy.<br />
<br />
===Culture and History===<!--If your race doesn't have a society for some reason, consider making an ===Attitudes and Beliefs=== section instead--><br />
Yautja society is broadly defined by two features: the Hunt and their tightly binding code of honor.<br />
<br />
The Hunt refers to the ritualistic hunting of any lifeform that they consider 'worthy'. This typically involves dangerous creatures and even intelligent lifeforms on occasion. This practice appears to be the ultimate foundation of their society and serves to establish an individual's role and status among other Yautjas, such that experiencing defeat during a hunt will often cause them to commit honorable suicide rather than return.<br />
<br />
The code of honor that guides their society also determines how a hunt takes place. This code of honor dictates what makes an adversary worthy and thus serves to increase the honor of an individual or clan, and thereby their social standing. Of course, not all Yautjas observe or respect this code and are summarily deemed "bad bloods". These Yautjas are typically exiled from their society and often hunted by others.<br />
===Yautja Names===<br />
The Yautja society appears to be a heavily gendered one; even the names of the Predators tend to have masculine and feminine connotations, similar to many other romantic languages. Male names often end with 'e' (i.e: Dachande, Tichinde, Skemte, Nakande, ect.) while female names tend to end with 'i' (i.e: Vagouti, Hashori).<br />
<br />
Alternatively, we see many Yautjas who have "nicknames" of sorts, such as Chopper, Celtic, Berserker, and Falconer.<br />
===Yautja Traits===<br />
{{5e Racial Traits<br />
|summary=<!--Short summary. This will also be displayed on the race index page.--><br />
|abilities=Your {{5a|Str}} or {{5a|Dex}} score increases by 2 and your {{5a|Con}} score increases by 1. <!-- Replace "str/dex/con/wis/int/cha" with the races abbreviated ability score increase. If an ability score has a bonus of +3 or higher, include a line like, "As normal, you can't increase an ability score above 20 using this feature."--><br />
|age=Maturity seems to occur within two centuries, after which Yautja can seemingly live for hundreds to thousands of years. Maximum lifespan is unknown.<br />
|alignment=The majority of Yautja strongly adhere to a strict code of honor, resulting in a strong lean towards lawfulness. Some, however, break this code and become "bad bloods", who are typically exiled and hunted.<br />
|size=Yautja are considerably larger than nearly any race, standing between 7' and 8' feet tall and weighing in the area of 400 lbs. Your size is medium.<br />
|speed=Your base walking speed is 40 feet. <!--Also cover any other movement like a swimming speed--><br />
|trait1={{5E|Darkvision}} <br />
|description1=You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.<br />
|trait2=Savage Attacks<br />
|description2=When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.<br />
|trait3=Stealthy Hunter<br />
|description3=You have proficiency in the {{5s|Survival}} and {{5s|Stealth}} skills.<br />
|trait4=Toughness<br />
|description4=Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.<br />
|trait5=Yautja Weapon Training<br />
|description5=You are proficient with the {{5e|Spear}}, {{5e|Warhammer}}, {{5e|Shortsword}}, {{5e|Longsword}}.<br />
|trait6=Relentless Endurance<br />
|description6=When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Common and one other language of your choice. <!--Cover any languages spoken or not spoken--><br />
|subrace=<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Yautja<br />
|feet=6'6<br />
|inches=78<br />
|heightmod=2d10<br />
|weight=350<br />
|weightmod=2d6<br />
}}<br />
<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton_(5e_Race)&diff=1332644
Talk:Skeleton (5e Race)
2020-05-08T18:34:10Z
<p>Vobria: </p>
<hr />
<div>What is this a skeleton ''of''? A human skeleton? You may also want to look at the skeleton features either in the DMG p. 282 or the MM entry. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 22 January 2015 (MST)<br />
<br />
What do you think? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:36, 25 March 2015 (MDT)<br />
<br />
How come they start off so gosh-darned short? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 04:34, 27 August 2016 (MDT)<br />
<br />
I had to read this race over twice to be sure I was reading it correctly, so why does it only get a total of +2 to its racial ASIs? Every other race gets a minimum of +3, with some even getting +4, so what's the deal with this? I'm likely to adjust this in time, but I'll wait for a response.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:23, 5 May 2020 (MDT)<br />
<br />
:The base race give you +1 con and the subraces each give +1 to two different ability scores so I believe you have just misread the race.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:57, 5 May 2020 (MDT)<br />
<br />
::I'm not so sure. Read the subraces and notice that the ASIs state "or" between the attributes, meaning you pick one or the other to increase, not both. Switching "or" out with "and" would make it more clear, so I'll go ahead and make the change since it isn't too invasive. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:16, 7 May 2020 (MDT)<br />
:::The class was balanced as it was and the "or" wording was purposeful. Not every race needs to get +3 ASI to be balanced. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 05:30, 7 May 2020 (MDT)<br />
<br />
::::Of course not every race ''needs'' a +3 to be balanced. Strictly speaking, ''balance'' is already very subjective and no official standard exists for it. You could make a race with 0 racial ASAs (or even negative ASAs) that's still technically ''balanced'', but that doesn't mean you should do it. Balance isn't the issues, as I never said that this race needed +3 to racial ASAs to be ''balanced'', I pointed out that it's inconsistent for no real reason. In fact, the design guide on this wiki discourages things like <3 ASAs and advises using the standard +3 method, and I think rightfully so. It generally produces better races that are less likely to be pigeon-holed. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 07:20, 7 May 2020 (MDT)<br />
<br />
:::::Looking at the race, it did have only +2 to its abi due to the subraces using "or". I believe that in most cases races should have at least a +3 abi to make the race more comparable to other races, but I am unsure whether in the case for this race it pushes it into becoming too powerful. For now, looking at the race I would say that it does not, but would like to hear if anyone has differing opinions on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:16, 7 May 2020 (MDT)<br />
::::::One of the primary contributors, ConcealedLight, gave the race a Musicus score. Changing the wording increases the 6.5 score to a 7.5. This isn't a huge problem, but I would be interested to hear what ConcealedLight has to say. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 14:51, 7 May 2020 (MDT)<br />
::::::I just checked out the race design guide and it only says that +3 ASI is the precedent, not the rule. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 14:54, 7 May 2020 (MDT)<br />
<br />
:::::::I don't believe a +3 ASA would increase the Musicus rating considering that +3 is the baseline. The Musicus guide states that negative ASAs do not decrease the score, so I'd imagine it'd be similar here. If a negative ASA doesn't decrease it, then a total ASA below 3 definitely shouldn't, so standardizing it at +3 should keep the score the same. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:47, 8 May 2020 (MDT)<br />
::::::::The Musicus score gets +1 for each ASI until after +3, at which point it becomes a +1.5 for each additional ASI. The skeleton is at a 7.5 as it is now. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 05:11, 8 May 2020 (MDT)<br />
<br />
:::::::::You may be right on that, but the Musicus guide doesn't explicitly state it. It simply says that +3 is the baseline and that negative ASAs don't reduce the rating. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 12:34, 8 May 2020 (MDT)<br />
<br />
== Issues ==<br />
These issues have been pointed out, feel free to disagree with them, otherwise I'll get round to addressing them somehow.<br />
<br />
*Not only do you get a tonne of traits, you also get 4 ability score increases, and you get a choice as to where those ability score increases go. The answer is no.<br />
*The subraces are extremely overpowered for the kinds of abilities that a subrace should add onto the main race. Overall, the skeleton is so overpowered, if it were available as a base player option, it would astound me if anyone didn’t pick skeleton. They’re just so unbelievably better than any of the PHB races it’s not even worth talking about the individual traits.<br />
*None of the subraces have anything to do with the skeletons in the MM. None of their abilities match up with the MM skeleton at all except Darkvision.<br />
*“[You are] vulnerable to bludgeoning from non-magical weapons” does this mean that you’re not vulnerable to bludgeoning damage from magical weapons?! This is really poorly thought out.<br />
<br />
--[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:44, 20 September 2016 (MDT)<br />
<br />
They shouldn't be able to cast animate dead until they are at least 5th level, as it's a 3rd level spell. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:23, 19 August 2017 (MDT)<br />
<br />
*The race says nothing about if it is considered an undead or a living construct, which is important to figuring out whether or not it can heal through spells and potions or only by short and long rests.<br />
<br />
*Your race should NOT be both Humanoid and Undead, it just doesn't work, Centaurs and minotaurs are fine for this since beast doesn't have anything that would cause issues if someone had that and another however Undead have very specific effects dealing with them and only them which don't affect humanoids, it leads to issues with many spells, it should be one or the other, or you should elaborate, keep it as Undead in my opinion*<br />
--[[User:Some guy|Some viewer]]<br />
:Wait, what? [[5e SRD:Centaur|centaurs]] and [[5e SRD:Minotaur|minotaurs]] were monstrosities, not humanoids '''or''' beasts, at least last time I checked. However I agree that a creature that's both undead and humanoid makes very little sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:46, 20 November 2018 (MST)<br />
::The main reason to make this race both humanoid and undead is game balance. Not being humanoid means that a skeleton PC would not be susceptible to common low-level effects like ''{{5e|Hold Person}}'' which target humanoids specifically; a character would instead have to use the much higher-level ''{{5e|Hold Monster}}''. I agree that it makes no sense whatsoever to make this humanoid, but sometimes sense must give way to balance. {{User:Geodude671/Signature}} . . 16:36, 20 November 2018 (MST)<br />
:::Oh! Huh, I didn't even think about it in that way. That's a fair point. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:50, 20 November 2018 (MST)<br />
:::: if it is both humanoid and undead though it leads to healing issues, Undead cannot heal but humanoids can, so can the skeleton heal or not? this means the balance problem is pretty one sided, not being affected by hold person is good, however not being able to heal keeps it fair (if not unfair to the player). {{User:Some viewer}}<br />
<br />
== Musicus ==<br />
<br />
{{Musicus|6.5}}<br />
I've balanced this race out and filled in the fluff that was lacking in several areas. For clarity, I've added in its Musicus rating above. If you have any query's or concerns please make them here. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 05:58, 13 December 2017 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton_(5e_Race)&diff=1332563
Talk:Skeleton (5e Race)
2020-05-08T09:48:26Z
<p>Vobria: </p>
<hr />
<div>What is this a skeleton ''of''? A human skeleton? You may also want to look at the skeleton features either in the DMG p. 282 or the MM entry. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 22 January 2015 (MST)<br />
<br />
What do you think? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:36, 25 March 2015 (MDT)<br />
<br />
How come they start off so gosh-darned short? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 04:34, 27 August 2016 (MDT)<br />
<br />
I had to read this race over twice to be sure I was reading it correctly, so why does it only get a total of +2 to its racial ASIs? Every other race gets a minimum of +3, with some even getting +4, so what's the deal with this? I'm likely to adjust this in time, but I'll wait for a response.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:23, 5 May 2020 (MDT)<br />
<br />
:The base race give you +1 con and the subraces each give +1 to two different ability scores so I believe you have just misread the race.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:57, 5 May 2020 (MDT)<br />
<br />
::I'm not so sure. Read the subraces and notice that the ASIs state "or" between the attributes, meaning you pick one or the other to increase, not both. Switching "or" out with "and" would make it more clear, so I'll go ahead and make the change since it isn't too invasive. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:16, 7 May 2020 (MDT)<br />
:::The class was balanced as it was and the "or" wording was purposeful. Not every race needs to get +3 ASI to be balanced. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 05:30, 7 May 2020 (MDT)<br />
<br />
::::Of course not every race ''needs'' a +3 to be balanced. Strictly speaking, ''balance'' is already very subjective and no official standard exists for it. You could make a race with 0 racial ASAs (or even negative ASAs) that's still technically ''balanced'', but that doesn't mean you should do it. Balance isn't the issues, as I never said that this race needed +3 to racial ASAs to be ''balanced'', I pointed out that it's inconsistent for no real reason. In fact, the design guide on this wiki discourages things like <3 ASAs and advises using the standard +3 method, and I think rightfully so. It generally produces better races that are less likely to be pigeon-holed. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 07:20, 7 May 2020 (MDT)<br />
<br />
:::::Looking at the race, it did have only +2 to its abi due to the subraces using "or". I believe that in most cases races should have at least a +3 abi to make the race more comparable to other races, but I am unsure whether in the case for this race it pushes it into becoming too powerful. For now, looking at the race I would say that it does not, but would like to hear if anyone has differing opinions on the matter.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 09:16, 7 May 2020 (MDT)<br />
::::::One of the primary contributors, ConcealedLight, gave the race a Musicus score. Changing the wording increases the 6.5 score to a 7.5. This isn't a huge problem, but I would be interested to hear what ConcealedLight has to say. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 14:51, 7 May 2020 (MDT)<br />
::::::I just checked out the race design guide and it only says that +3 ASI is the precedent, not the rule. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 14:54, 7 May 2020 (MDT)<br />
<br />
:::::::I don't believe a +3 ASA would increase the Musicus rating considering that +3 is the baseline. The Musicus guide states that negative ASAs do not decrease the score, so I'd imagine it'd be similar here. If a negative ASA doesn't decrease it, then a total ASA below 3 definitely shouldn't, so standardizing it at +3 should keep the score the same. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:47, 8 May 2020 (MDT)<br />
<br />
== Issues ==<br />
These issues have been pointed out, feel free to disagree with them, otherwise I'll get round to addressing them somehow.<br />
<br />
*Not only do you get a tonne of traits, you also get 4 ability score increases, and you get a choice as to where those ability score increases go. The answer is no.<br />
*The subraces are extremely overpowered for the kinds of abilities that a subrace should add onto the main race. Overall, the skeleton is so overpowered, if it were available as a base player option, it would astound me if anyone didn’t pick skeleton. They’re just so unbelievably better than any of the PHB races it’s not even worth talking about the individual traits.<br />
*None of the subraces have anything to do with the skeletons in the MM. None of their abilities match up with the MM skeleton at all except Darkvision.<br />
*“[You are] vulnerable to bludgeoning from non-magical weapons” does this mean that you’re not vulnerable to bludgeoning damage from magical weapons?! This is really poorly thought out.<br />
<br />
--[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:44, 20 September 2016 (MDT)<br />
<br />
They shouldn't be able to cast animate dead until they are at least 5th level, as it's a 3rd level spell. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:23, 19 August 2017 (MDT)<br />
<br />
*The race says nothing about if it is considered an undead or a living construct, which is important to figuring out whether or not it can heal through spells and potions or only by short and long rests.<br />
<br />
*Your race should NOT be both Humanoid and Undead, it just doesn't work, Centaurs and minotaurs are fine for this since beast doesn't have anything that would cause issues if someone had that and another however Undead have very specific effects dealing with them and only them which don't affect humanoids, it leads to issues with many spells, it should be one or the other, or you should elaborate, keep it as Undead in my opinion*<br />
--[[User:Some guy|Some viewer]]<br />
:Wait, what? [[5e SRD:Centaur|centaurs]] and [[5e SRD:Minotaur|minotaurs]] were monstrosities, not humanoids '''or''' beasts, at least last time I checked. However I agree that a creature that's both undead and humanoid makes very little sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:46, 20 November 2018 (MST)<br />
::The main reason to make this race both humanoid and undead is game balance. Not being humanoid means that a skeleton PC would not be susceptible to common low-level effects like ''{{5e|Hold Person}}'' which target humanoids specifically; a character would instead have to use the much higher-level ''{{5e|Hold Monster}}''. I agree that it makes no sense whatsoever to make this humanoid, but sometimes sense must give way to balance. {{User:Geodude671/Signature}} . . 16:36, 20 November 2018 (MST)<br />
:::Oh! Huh, I didn't even think about it in that way. That's a fair point. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:50, 20 November 2018 (MST)<br />
:::: if it is both humanoid and undead though it leads to healing issues, Undead cannot heal but humanoids can, so can the skeleton heal or not? this means the balance problem is pretty one sided, not being affected by hold person is good, however not being able to heal keeps it fair (if not unfair to the player). {{User:Some viewer}}<br />
<br />
== Musicus ==<br />
<br />
{{Musicus|6.5}}<br />
I've balanced this race out and filled in the fluff that was lacking in several areas. For clarity, I've added in its Musicus rating above. If you have any query's or concerns please make them here. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 05:58, 13 December 2017 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1332018
Skeleton (5e Race)
2020-05-07T13:22:58Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} scores increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores increases by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|dex}} scores increase by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton_(5e_Race)&diff=1332017
Talk:Skeleton (5e Race)
2020-05-07T13:20:47Z
<p>Vobria: </p>
<hr />
<div>What is this a skeleton ''of''? A human skeleton? You may also want to look at the skeleton features either in the DMG p. 282 or the MM entry. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 22 January 2015 (MST)<br />
<br />
What do you think? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:36, 25 March 2015 (MDT)<br />
<br />
How come they start off so gosh-darned short? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 04:34, 27 August 2016 (MDT)<br />
<br />
I had to read this race over twice to be sure I was reading it correctly, so why does it only get a total of +2 to its racial ASIs? Every other race gets a minimum of +3, with some even getting +4, so what's the deal with this? I'm likely to adjust this in time, but I'll wait for a response.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:23, 5 May 2020 (MDT)<br />
<br />
:The base race give you +1 con and the subraces each give +1 to two different ability scores so I believe you have just misread the race.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:57, 5 May 2020 (MDT)<br />
<br />
::I'm not so sure. Read the subraces and notice that the ASIs state "or" between the attributes, meaning you pick one or the other to increase, not both. Switching "or" out with "and" would make it more clear, so I'll go ahead and make the change since it isn't too invasive. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:16, 7 May 2020 (MDT)<br />
:::The class was balanced as it was and the "or" wording was purposeful. Not every race needs to get +3 ASI to be balanced. --[[User:PJammaz|PJammaz]] ([[User talk:PJammaz|talk]]) 05:30, 7 May 2020 (MDT)<br />
<br />
::::Of course not every race ''needs'' a +3 to be balanced. Strictly speaking, ''balance'' is already very subjective and no official standard exists for it. You could make a race with 0 racial ASAs (or even negative ASAs) that's still technically ''balanced'', but that doesn't mean you should do it. Balance isn't the issues, as I never said that this race needed +3 to racial ASAs to be ''balanced'', I pointed out that it's inconsistent for no real reason. In fact, the design guide on this wiki discourages things like <3 ASAs and advises using the standard +3 method, and I think rightfully so. It generally produces better races that are less likely to be pigeon-holed. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 07:20, 7 May 2020 (MDT)<br />
<br />
== Issues ==<br />
These issues have been pointed out, feel free to disagree with them, otherwise I'll get round to addressing them somehow.<br />
<br />
*Not only do you get a tonne of traits, you also get 4 ability score increases, and you get a choice as to where those ability score increases go. The answer is no.<br />
*The subraces are extremely overpowered for the kinds of abilities that a subrace should add onto the main race. Overall, the skeleton is so overpowered, if it were available as a base player option, it would astound me if anyone didn’t pick skeleton. They’re just so unbelievably better than any of the PHB races it’s not even worth talking about the individual traits.<br />
*None of the subraces have anything to do with the skeletons in the MM. None of their abilities match up with the MM skeleton at all except Darkvision.<br />
*“[You are] vulnerable to bludgeoning from non-magical weapons” does this mean that you’re not vulnerable to bludgeoning damage from magical weapons?! This is really poorly thought out.<br />
<br />
--[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:44, 20 September 2016 (MDT)<br />
<br />
They shouldn't be able to cast animate dead until they are at least 5th level, as it's a 3rd level spell. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:23, 19 August 2017 (MDT)<br />
<br />
*The race says nothing about if it is considered an undead or a living construct, which is important to figuring out whether or not it can heal through spells and potions or only by short and long rests.<br />
<br />
*Your race should NOT be both Humanoid and Undead, it just doesn't work, Centaurs and minotaurs are fine for this since beast doesn't have anything that would cause issues if someone had that and another however Undead have very specific effects dealing with them and only them which don't affect humanoids, it leads to issues with many spells, it should be one or the other, or you should elaborate, keep it as Undead in my opinion*<br />
--[[User:Some guy|Some viewer]]<br />
:Wait, what? [[5e SRD:Centaur|centaurs]] and [[5e SRD:Minotaur|minotaurs]] were monstrosities, not humanoids '''or''' beasts, at least last time I checked. However I agree that a creature that's both undead and humanoid makes very little sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:46, 20 November 2018 (MST)<br />
::The main reason to make this race both humanoid and undead is game balance. Not being humanoid means that a skeleton PC would not be susceptible to common low-level effects like ''{{5e|Hold Person}}'' which target humanoids specifically; a character would instead have to use the much higher-level ''{{5e|Hold Monster}}''. I agree that it makes no sense whatsoever to make this humanoid, but sometimes sense must give way to balance. {{User:Geodude671/Signature}} . . 16:36, 20 November 2018 (MST)<br />
:::Oh! Huh, I didn't even think about it in that way. That's a fair point. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:50, 20 November 2018 (MST)<br />
:::: if it is both humanoid and undead though it leads to healing issues, Undead cannot heal but humanoids can, so can the skeleton heal or not? this means the balance problem is pretty one sided, not being affected by hold person is good, however not being able to heal keeps it fair (if not unfair to the player). {{User:Some viewer}}<br />
<br />
== Musicus ==<br />
<br />
{{Musicus|6.5}}<br />
I've balanced this race out and filled in the fluff that was lacking in several areas. For clarity, I've added in its Musicus rating above. If you have any query's or concerns please make them here. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 05:58, 13 December 2017 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331981
Skeleton (5e Race)
2020-05-07T09:18:25Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} scores increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} scores increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores increase by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|dex}} scores increase by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331980
Skeleton (5e Race)
2020-05-07T09:18:13Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} score increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} scores increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores increase by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|dex}} scores increase by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331979
Skeleton (5e Race)
2020-05-07T09:17:56Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} score increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} score increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores increase by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|dex}} scores increase by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331978
Skeleton (5e Race)
2020-05-07T09:17:34Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} score increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} score increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|int}} scores increase by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} or {{5a|dex}} score increases by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331977
Skeleton (5e Race)
2020-05-07T09:17:13Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} score increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} and {{5a|wis}} score increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} or {{5a|int}} score increases by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} or {{5a|dex}} score increases by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton_(5e_Race)&diff=1331976
Skeleton (5e Race)
2020-05-07T09:16:59Z
<p>Vobria: </p>
<hr />
<div>==Skeleton==<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://d20pfsrd.opengamingnetwork.com/wp-content/uploads/sites/12/2017/01/skeleton-edited-by-jr.jpg<br />
|-<br />
| [http://www.d20pfsrd.com/bestiary/monster-listings/undead/skeleton-medium A Skeleton Warrior.]<br />
|}<br />
<br />
{{quote|<br />
"Rise, follow my command, <br><br />
Come and be my undead right hand. <br><br />
Follow my orders, you will live, <br><br />
Do them well, and you shall outlive. <br><br />
Outlive all those who you come from, <br><br />
And to death, you will not succumb. <br><br />
And if I die you will be free, <br><br />
And roam the land for all to see. <br><br />
For all to see, and fuel their fears, <br><br />
All to see, but not see your tears."|orig=An ancient child's poem about a Necromancer}}<br />
<br />
===Physical Description===<br />
<br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, that moves oddly in its attempt to imitate life. The difference between each type of Skeleton can be observed by certain tell tail traits that are uniquely present of each of them. God Touched Skeletons whether their actual death was recent or many centuries ago are pristine, without apparent wear on their bones that almost shine with a white polish that never seems to dull. Those created by a magical fluke often will have strange little quirks or physical anomaly's, a single hair growing out of a crack in the bone, a dark spot across their skull, the occasional harmless magical spark that flies off them before fizzling out, a glow that runs down a crack in the bone, a limp as they walk, a twitch or stutter. Finally, those raised as minions are more receptive to commands or rules given, their bones are also notably harder, this can be observed with a simple tap, physically speak raised minions generally have died more recently and this can be observed with still present skin or hair but otherwise they don't have much else that distinguishes them from a normal skeleton.<br />
<br />
===History===<br />
<br />
As long as there have been humans, there have been those seeking immortality. This is one of the first ways that Skeletons are created. There are also necromancers that have succeeded in their deathly goals, raising undead servants. This is the second known way that Skeletons have been brought to life. Then there is by a fluke of magic, a wild surge or the incorrect casting of a spell leads to a Skeleton being raised. This is the third way that skeletons have been brought to life. The final way known for Skeletons to come to life is being touched by a god or another powerful outsider. This can be a blessing, given to a faithful follower of a god, a perk exchanged for a service or a curse wrought upon the enemy.<br />
<br />
===Society===<br />
<br />
Within most civilizations, Skeletons are generally feared and are often attacked on sight. The stories of evil lich kings and necromancers taboo arts being the cause of such an interpretation. However, the exception would be a God Touched Skeleton whose status is apparent to any holy servant to view them, though in areas without religious influence or if the God-Touched was to happen upon a servant of an opposed faith, such as a servant of the Life domain when they were raised by a god of the Death domain, they may face similar difficulties.<br />
<br />
=== Skeleton Names===<br />
<br />
As you have retained your sentience, most Skeletons keep their human names. Though those that have been touched by a god may rename themselves to show their devotion. As well, some change their name or are given a new name depending on their creator. Any male/ female human name, or a male/ female name of the species that created them, when that applies. Below are the names of powerful necromancers, liches and the names of raised minions.<br />
<br />
'''Male:''' WhiteBones, Vecna, Chatter-bones, Skully, Mr. Bones, Sans, Papyrus, Grim, Skeletor, Helvetica, Nito, Ainz, Doot.<br />
<br />
'''Female:''' Scary Mary, Skeletra, Mikkow, Mrs. Bones.<br />
<br />
=== Skeleton Traits=== <!-- Musicus: 7 --><br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid.<br />
|abilities= Your {{5a|con}} score increases by 1. <!-- 1 --><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses.<br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are common.<br />
|size= You are however tall you were in life and weigh significantly less. Your size is Medium.<br />
|speed= Your base walking speed is 30 feet.<br />
|trait1={{5E|Darkvision}} <!-- 0.5 --><br />
|description1=Thanks to the fact that you have no eyes, magic was necessary to give you sight. In addition to being able to see in normal light, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can discern color in darkness.<br />
|trait3=Restoring Limbs <!-- 0.5 --><br />
|description3=You can restore any limb after it being detached or destroyed by simply finding a suitable replacement, then using your action to attach it.<br />
|trait4=Skeletal Nature <!-- 2 --><br />
|description4=You are immune to disease, being {{5c|poisoned}} and poison damage. You do not need to eat or breathe. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.<br />
|trait5=False Appearance <!-- 0.5 --><br />
|description5=You may, as an action, collapse your form into a pile of bones. While you remain motionless, you are indistinguishable from a normal pile of bones. In this state, you are {{5c|Prone}} and your speed is 0.<br />
|trait6=Undead <!-- 0.5 --><br />
|description6=Your creature type is undead.<br />
|languages= You've managed to control the energies that sustain you to allow you speak. You can speak, read and write Common, as well as the language of your creator. A Giant Skeleton may speak Giant, a God Touched may know Celestial, a Magic Fluke may randomly grant you a language and a Raised Minion may know their wizard master's language.<br />
|subrace= You must pick a sub-race that aligns with how you became a Skeleton from the following options: Giant Skeleton, God Touched, Magic Fluke, Raised Minion.<br />
}}<br />
<br />
====Giant Skeleton==== <!-- 2.5 --><br />
Skeletons who were giants before being raised by necromancy, or several smaller skeletons which were combined together into a hulking monstrosity by means of an alchemical process. They are simplistic and straightforward in nature, but they often become proud warriors, putting their considerable strength to good use. <br />
<br />
{{Design Note|It is recommended that you use the {{5H|Variant Rule|Large Player Characters}} and {{5H|Variant Rule|Oversized}} variant rules for this subrace.}}<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} and {{5a|con}} score increase by 1. <!-- 1 --><br />
|trait1=Large <!-- 1.5 --><br />
|description1= You are much larger than other skeletons. Your size is Large.<br />
}}<br />
<br />
====God Touched==== <!-- 2.5 --><br />
Those touched by gods, letting them, or forcing them to live after their body is gone. Those who were raised by gods often become necromancers or great liches through the unique understanding of undeath they have.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} or {{5a|wis}} score increase by 1. <!-- 1 --><br />
|trait1=Imparted Knowledge <!-- 0.5 --><br />
|description1= You have proficiency in the {{5s|Religion}} skill. <br />
|trait2=Blessed <!-- 0.5 --><br />
|description2= When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll. Once you use this trait, you can not use it again until you finish a short or long rest to use it again.<br />
|trait3=Blessed <!-- 0.5 --><br />
|description3= You know one cantrip of your choice from the {{5E|Cleric}} spell list. {{5a|wis}} or {{5a|cha}} is your spellcasting ability for it. <br />
}}<br />
<br />
====Magic Fluke==== <!-- 2.5 --><br />
Skeletons who were brought back to life by a magical mishap. They often wander without purpose, and depending on their previous life may act on passed ambitions, seek people of their past or maybe even use it as a second chance at life.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|cha}} or {{5a|int}} score increases by 1. <!-- 1 --><br />
|trait1=Magic Born <!-- -0.5 --><br />
|description1=If a [[5e_SRD:Dispel_Magic|''dispel magic'']] spell is cast on you or you come under a similar anti-magic effect, make a {{5a|con}} saving throw against the caster's spell save DC. If you fail, you fall {{5c|unconscious}}. You may repeat the saving throw at the end of each of your turns to gain consciousness.<br />
|trait2=Arcane Knowledge <!-- 0.5 --><br />
|description2=You gain proficiency in the {{5s|Arcana}} skill. <br />
|trait3=Innate Magic <!-- 1.5 --><br />
|description3=You know the [[5e_SRD:Mage_Hand|''mage hand'']] cantrip. When you reach 3rd level, you can cast the [[5e_SRD:Unseen_Servant|''unseen servant'']] spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the [[5e_SRD:Animate_Dead|''animate dead'']] spell once with this trait and regain the ability to do so when you finish a long rest. {{5a|int}} or {{5a|cha}} is your spellcasting ability for these spells.<br />
}}<br />
<br />
====Raised Minion==== <!-- 2.5 --><br />
A skeleton raised through necromancy, whose master died before the spell that raised them was released. They are often followers, not leaders, depending on their relationship with their previous master they may seek another, dependent on his or her orders or they may relish in their newfound freedom and despise those that would give them orders.<br />
<br />
{{5e Subrace Traits<br />
|abilities=Your {{5a|str}} or {{5a|dex}} score increases by 1. <!-- 1 --><br />
|trait2=Mindless <!-- 1 --><br />
|description2=You have {{5e|Advantage}} against being {{5c|Charmed}} and {{5c|Frightened}}.<br />
|trait3=Strengthened Bones <!-- 0.5 --><br />
|description3=Your bones are well-preserved, and magic has strengthened them. When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. <br />
}}<br />
<br />
===Random Height and Weight===<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 4′ 2″ || +4d6 || 15 lb. || &times; (1d4) lb.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Giant Skeleton Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | 8′ 4″ || +6d8 || 120 lb. || &times; (4d4) lb.<br />
|}<br />
<br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]]<br />
[[Category:Undead Type]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton_(5e_Race)&diff=1331975
Talk:Skeleton (5e Race)
2020-05-07T09:16:40Z
<p>Vobria: </p>
<hr />
<div>What is this a skeleton ''of''? A human skeleton? You may also want to look at the skeleton features either in the DMG p. 282 or the MM entry. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 22 January 2015 (MST)<br />
<br />
What do you think? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:36, 25 March 2015 (MDT)<br />
<br />
How come they start off so gosh-darned short? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 04:34, 27 August 2016 (MDT)<br />
<br />
I had to read this race over twice to be sure I was reading it correctly, so why does it only get a total of +2 to its racial ASIs? Every other race gets a minimum of +3, with some even getting +4, so what's the deal with this? I'm likely to adjust this in time, but I'll wait for a response.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:23, 5 May 2020 (MDT)<br />
<br />
:The base race give you +1 con and the subraces each give +1 to two different ability scores so I believe you have just misread the race.--[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 20:57, 5 May 2020 (MDT)<br />
<br />
::I'm not so sure. Read the subraces and notice that the ASIs state "or" between the attributes, meaning you pick one or the other to increase, not both. Switching "or" out with "and" would make it more clear, so I'll go ahead and make the change since it isn't too invasive. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 03:16, 7 May 2020 (MDT)<br />
== Issues ==<br />
These issues have been pointed out, feel free to disagree with them, otherwise I'll get round to addressing them somehow.<br />
<br />
*Not only do you get a tonne of traits, you also get 4 ability score increases, and you get a choice as to where those ability score increases go. The answer is no.<br />
*The subraces are extremely overpowered for the kinds of abilities that a subrace should add onto the main race. Overall, the skeleton is so overpowered, if it were available as a base player option, it would astound me if anyone didn’t pick skeleton. They’re just so unbelievably better than any of the PHB races it’s not even worth talking about the individual traits.<br />
*None of the subraces have anything to do with the skeletons in the MM. None of their abilities match up with the MM skeleton at all except Darkvision.<br />
*“[You are] vulnerable to bludgeoning from non-magical weapons” does this mean that you’re not vulnerable to bludgeoning damage from magical weapons?! This is really poorly thought out.<br />
<br />
--[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:44, 20 September 2016 (MDT)<br />
<br />
They shouldn't be able to cast animate dead until they are at least 5th level, as it's a 3rd level spell. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:23, 19 August 2017 (MDT)<br />
<br />
*The race says nothing about if it is considered an undead or a living construct, which is important to figuring out whether or not it can heal through spells and potions or only by short and long rests.<br />
<br />
*Your race should NOT be both Humanoid and Undead, it just doesn't work, Centaurs and minotaurs are fine for this since beast doesn't have anything that would cause issues if someone had that and another however Undead have very specific effects dealing with them and only them which don't affect humanoids, it leads to issues with many spells, it should be one or the other, or you should elaborate, keep it as Undead in my opinion*<br />
--[[User:Some guy|Some viewer]]<br />
:Wait, what? [[5e SRD:Centaur|centaurs]] and [[5e SRD:Minotaur|minotaurs]] were monstrosities, not humanoids '''or''' beasts, at least last time I checked. However I agree that a creature that's both undead and humanoid makes very little sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:46, 20 November 2018 (MST)<br />
::The main reason to make this race both humanoid and undead is game balance. Not being humanoid means that a skeleton PC would not be susceptible to common low-level effects like ''{{5e|Hold Person}}'' which target humanoids specifically; a character would instead have to use the much higher-level ''{{5e|Hold Monster}}''. I agree that it makes no sense whatsoever to make this humanoid, but sometimes sense must give way to balance. {{User:Geodude671/Signature}} . . 16:36, 20 November 2018 (MST)<br />
:::Oh! Huh, I didn't even think about it in that way. That's a fair point. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:50, 20 November 2018 (MST)<br />
:::: if it is both humanoid and undead though it leads to healing issues, Undead cannot heal but humanoids can, so can the skeleton heal or not? this means the balance problem is pretty one sided, not being affected by hold person is good, however not being able to heal keeps it fair (if not unfair to the player). {{User:Some viewer}}<br />
<br />
== Musicus ==<br />
<br />
{{Musicus|6.5}}<br />
I've balanced this race out and filled in the fluff that was lacking in several areas. For clarity, I've added in its Musicus rating above. If you have any query's or concerns please make them here. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 05:58, 13 December 2017 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton,_Variant_(5e_Race)&diff=1331198
Talk:Skeleton, Variant (5e Race)
2020-05-06T01:28:13Z
<p>Vobria: Created page with "This has no subraces, so I standardized the racial ASI to +3 to keep it viable.~~~~"</p>
<hr />
<div>This has no subraces, so I standardized the racial ASI to +3 to keep it viable.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:28, 5 May 2020 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Skeleton,_Variant_(5e_Race)&diff=1331196
Skeleton, Variant (5e Race)
2020-05-06T01:27:17Z
<p>Vobria: /* Skeleton Traits */</p>
<hr />
<div><br />
==Skeleton==<br />
The room is silent, but somethings off. Bone plies lie around, but what caused this death? The remains rise to a stand and stare you down with blank expression. You think you know what happened.<br />
<br />
===Physical Description===<br />
<div class="externalimage-holder" style="width:30%;float:right;"><br />
{{5e Image|float:right|http://img3.wikia.nocookie.net/__cb20120216172241/elderscrolls/images/1/10/Beast_oblivion_skeleton.png|From Elder Scrolls}}<br />
</div><br />
Skeletons are the re-animated, completely decomposed body of a humanoid. The flesh has completely disappeared, leaving a bone structure magically held together, searching for the feeling of life once more, distorted in most ways. Skeletons make little noise vocally, but gesture ideas fairly well to communicate. They tend to echo creaking sounds from their bones as they walk and move, but are, on the majority, silent. Most skeletons bones are damaged in some way. Their eyes, or rather lack of, are deep black holes, as well as jaw openings, ear canals, etc. They tend to walk with a broken gait, not quite normal, however not zombie drag either. Their brows are said to be malleable and allow them to make glaring expressions and such.<br />
<br />
===History===<br />
Skeletons are risen sometimes by the unrest of their own souls, other times by the unrest of others. A rich baron followed a rigorous schedule to guarantee him immortality. As a result, he arose as a skeleton of his former self. In a war, a necromancer gathers the bones of the fallen to raise them as a mindless, enslaved army. Feuding families have spited one another with hexes or blood curses that would make the other side restless in death and rise as undead. The origins of skeletons span as long as humans have had the desire to control death. They are most commonly feared due to their usage by necromancers. In truth, they are all tortured souls.<br />
<br />
===Society===<br />
Skeletons are usually of a servile position in society. They do the bidding of the necromancers and serve in the massive armies of undead. There are little to no known village or stationary gathering of skeletons. Such a thing would likely be scattered by neighboring nations for fear of an undead uprising. Skeletons are often seen to be bad omens in and of themselves, as well as a staying reminder of hard times. They symbolize death after all, as shown in depictions of the plague and illness. The pirate flag uses their visage to enhance their infamy. However, there do exist some traveling duos or small covens of skeletons which are very close-knit. Perhaps they search for a haven where they may finally settle in their afterlife.<br />
<br />
=== Skeleton Names===<br />
Skeletons are given names by those who reanimated them, or from their previous life if they remember what that name was. Few recall this name, save if they were reanimated by their own will. Others take genderless names from surrounding peoples.<br />
<br />
=== Skeleton Traits=== <br />
{{5e Racial Traits<br />
|summary= The reanimated completely decomposed corpse of a humanoid, usually<br />
|abilities= Your {{5a|con}} score increases by 1, Any +2.<!--1--><br />
|age= Not counting their previous lives, skeletons can be nearly any age. Skeletons don't age, and won't die of old age until the magic keeping them alive collapses or their bones give away.<!--0.5--><br />
|alignment= Skeletons are usually neutral, though evil or chaotic skeletons are fairly common.<br />
|size= Skeletons range from 4 to 8 feet in height, weighing 10% of their weight. Your size is Medium.<br />
|speed= Your base walking speed is 20 feet.<!-- -1 --><br />
|trait1=Blindsight<!-- 2 --><br />
|description1=You don't have eyeballs anymore, frankly. Instead, you now are guided by senses beyond, like detecting life faintly. You have a {{5e|blindsight}} range of 60 feet. You are considered blind outside this range.<br />
|trait3=Undead Nature<!--1.5--><br />
|description3=You are a walking skeleton without flesh. Your creature type is undead instead of humanoid. As such, spells like ''{{5e|Cure Wounds}}'' don't affect you, and you are immune to spells like ''{{5e|Crown of Madness}}'' or ''{{5e|Dominate Person}}'' because they specifically target humanoids. You are immune to poison damage, being {{5c|Poisoned}}, and {{5e|Diseases}}. You do not need to eat or breathe, and any food you do attempt to eat falls through in your jaw and into your rib cage. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal. <br />
|trait4=Magical Creation<!-- -0.5 --><br />
|description4= You are held together by magic. You are {{5c|Incapacitated}} while in the area of an ''{{5e|Antimagic Field}}''. If targeted by ''{{5e|Dispel Magic}}'', you must succeed on a {{5a|con}} saving throw against the caster's spell save DC or fall {{5c|Unconscious}} for 1 minute.<br />
|trait5= Inexhaustible<!--1--><br />
|description5= You don't need much of a break, having no flesh. You have {{5e|advantage}} on {{5a|con}} saving throws against {{5c|exhaustion}}.<br />
|trait6=Magic Affinity<!--0.5--><br />
|description6=You, being made of magic, know more about it than others a bit. You are proficient in the {{5s|arcana}} skill.<br />
|languages= You can read and write Common and one language of your choice.<br />
}}<br />
<br />
===Random Height and Weight===<br />
{{heightweight<br />
|name=Skeleton<br />
|feet=4<br />
|inches=9<br />
|heightmod=4d10<br />
|weight=30<br />
|weightmod=1d4<br />
}}<br />
<vote type=1 /><br />
----<br />
{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <br />
[[Category:Undead Type]]<br />
[[Category:Advanced Skeleton]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Skeleton_(5e_Race)&diff=1331193
Talk:Skeleton (5e Race)
2020-05-06T01:23:15Z
<p>Vobria: </p>
<hr />
<div>What is this a skeleton ''of''? A human skeleton? You may also want to look at the skeleton features either in the DMG p. 282 or the MM entry. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 22 January 2015 (MST)<br />
<br />
What do you think? [[User:Azernath|Azernath]] ([[User talk:Azernath|talk]]) 16:36, 25 March 2015 (MDT)<br />
<br />
How come they start off so gosh-darned short? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 04:34, 27 August 2016 (MDT)<br />
<br />
I had to read this race over twice to be sure I was reading it correctly, so why does it only get a total of +2 to its racial ASIs? Every other race gets a minimum of +3, with some even getting +4, so what's the deal with this? I'm likely to adjust this in time, but I'll wait for a response.[[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 19:23, 5 May 2020 (MDT)<br />
<br />
== Issues ==<br />
These issues have been pointed out, feel free to disagree with them, otherwise I'll get round to addressing them somehow.<br />
<br />
*Not only do you get a tonne of traits, you also get 4 ability score increases, and you get a choice as to where those ability score increases go. The answer is no.<br />
*The subraces are extremely overpowered for the kinds of abilities that a subrace should add onto the main race. Overall, the skeleton is so overpowered, if it were available as a base player option, it would astound me if anyone didn’t pick skeleton. They’re just so unbelievably better than any of the PHB races it’s not even worth talking about the individual traits.<br />
*None of the subraces have anything to do with the skeletons in the MM. None of their abilities match up with the MM skeleton at all except Darkvision.<br />
*“[You are] vulnerable to bludgeoning from non-magical weapons” does this mean that you’re not vulnerable to bludgeoning damage from magical weapons?! This is really poorly thought out.<br />
<br />
--[[User:SgtLion|SgtLion]] ([[User Talk:SgtLion|talk]]) 10:44, 20 September 2016 (MDT)<br />
<br />
They shouldn't be able to cast animate dead until they are at least 5th level, as it's a 3rd level spell. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:23, 19 August 2017 (MDT)<br />
<br />
*The race says nothing about if it is considered an undead or a living construct, which is important to figuring out whether or not it can heal through spells and potions or only by short and long rests.<br />
<br />
*Your race should NOT be both Humanoid and Undead, it just doesn't work, Centaurs and minotaurs are fine for this since beast doesn't have anything that would cause issues if someone had that and another however Undead have very specific effects dealing with them and only them which don't affect humanoids, it leads to issues with many spells, it should be one or the other, or you should elaborate, keep it as Undead in my opinion*<br />
--[[User:Some guy|Some viewer]]<br />
:Wait, what? [[5e SRD:Centaur|centaurs]] and [[5e SRD:Minotaur|minotaurs]] were monstrosities, not humanoids '''or''' beasts, at least last time I checked. However I agree that a creature that's both undead and humanoid makes very little sense. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 15:46, 20 November 2018 (MST)<br />
::The main reason to make this race both humanoid and undead is game balance. Not being humanoid means that a skeleton PC would not be susceptible to common low-level effects like ''{{5e|Hold Person}}'' which target humanoids specifically; a character would instead have to use the much higher-level ''{{5e|Hold Monster}}''. I agree that it makes no sense whatsoever to make this humanoid, but sometimes sense must give way to balance. {{User:Geodude671/Signature}} . . 16:36, 20 November 2018 (MST)<br />
:::Oh! Huh, I didn't even think about it in that way. That's a fair point. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 16:50, 20 November 2018 (MST)<br />
:::: if it is both humanoid and undead though it leads to healing issues, Undead cannot heal but humanoids can, so can the skeleton heal or not? this means the balance problem is pretty one sided, not being affected by hold person is good, however not being able to heal keeps it fair (if not unfair to the player). {{User:Some viewer}}<br />
<br />
== Musicus ==<br />
<br />
{{Musicus|6.5}}<br />
I've balanced this race out and filled in the fluff that was lacking in several areas. For clarity, I've added in its Musicus rating above. If you have any query's or concerns please make them here. [[User:ConcealedLight|ConcealedLight]] ([[User talk:ConcealedLight|talk]]) 05:58, 13 December 2017 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Anti-Rust_Salve_(5e_Equipment)&diff=1298605
Anti-Rust Salve (5e Equipment)
2020-03-11T15:24:14Z
<p>Vobria: </p>
<hr />
<div>Anti-Rust Salve is a non-greasy ointment applied to metal items that prevents rust. If applied liberally, the salve will prevent the onset of rust for 24 hours (1 day). One container of the salve can coat one square foot of material.<br />
<br />
{{5e Equipment<br />
|cost= 5 sp <br />
|weight= 1/2 lb.<br />
|rarity= Common <br />
}}<br />
<br />
<br />
----<br />
{{5e Adventuring Gear Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Adventuring Gear]]<br />
[[Category:Alchemical]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Wrangler%27s_Pack_(5e_Equipment)&diff=1298603
Talk:Wrangler's Pack (5e Equipment)
2020-03-11T15:20:31Z
<p>Vobria: </p>
<hr />
<div>{{Succeeded Quality Article Nominee|09:41, 14 January 2019 (MST)}}<br />
<br />
It would be nice if someone could sit down and price this out for people who start with random starting wealth, rather than taking the starting gear opions. --''[[user:Kydo|Kydo]] ([[User talk:Kydo|talk]])'' 15:24, 30 September 2016 (MDT)<br />
<br />
:Done! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:31, 30 September 2016 (MDT)<br />
<br />
Hey [[User:Marasmusine|Marasmusine]], is this article still for testing the template or were you also wanting it to be consider for QA? [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:35, 11 May 2018 (MDT)<br />
:Both :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:06, 22 May 2018 (MDT)<br />
<br />
*'''Support''' I see no issues with this article. Another pack might be fun to choose from :) ~ [[User:BigShotFancyMan|BigShotFancyMan]] ([[User talk:BigShotFancyMan|talk]]) 10:39, 7 December 2018 (MST)<br />
<br />
*'''Support''' A great pack for a unique setting. I'd consider adding a mess kit to it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 09:20, 11 March 2020 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Anti-Materiel_Rifle_(5e_Equipment)&diff=1249938
Talk:Anti-Materiel Rifle (5e Equipment)
2019-12-12T01:00:49Z
<p>Vobria: </p>
<hr />
<div>This weapon was previously deleted from the wiki, but I renamed it (it was originally incorrectly called an "Anti-material rifle"), reworded it, and added the modern category so it should be in a usable state now. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 07:48, 23 November 2018 (MST)<br />
:Given that there's already precedent for modern firearms in the DMG, I don't see why this shouldn't just be given the 8d6 for its damage and have it stand in for the antimatter rifle. Given the caliber, an average of 28 damage seems well suitable for it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 22:27, 2 December 2019 (MST)<br />
::I gave it some time for extra input, so I decided to go ahead and make the change. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 18:00, 11 December 2019 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Anti-Materiel_Rifle_(5e_Equipment)&diff=1249937
Anti-Materiel Rifle (5e Equipment)
2019-12-12T00:59:54Z
<p>Vobria: </p>
<hr />
<div><!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Anti Material Rifle<br />
|damage=8d6 Piercing<br />
|cost=&mdash;<br />
|weight=30 lb.<br />
|properties=Ammunition (range 1,350/5,400), [[Firearms (5e Variant Rule)|armor piercing (-3)]], heavy, reload (10 shots), special, two-handed<br />
|description=This weapon is a .50 caliber bolt-action sniper rifle that is designed for use against military equipment (or "materiel" in military terminology). The AMR is similar in design principle to that of a sniper rifle, delivering a high power shot at long distances with great accuracy, although chambered in a larger caliber for hardened targets. The gun is fed from a large, detachable box magazine holding up to 10 rounds.<br />
<br />
;Siege Weapon<br />
An anti-material rifle deals double damage against objects and structures.<br />
}}<br />
|<br />
{{5e Image|"float:right"|<!--link to an image-->|<!--image caption-->}}<br />
|}<br />
[[Category:Firearm]]<br />
[[Category:Modern]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Anti-Materiel_Rifle_(5e_Equipment)&diff=1247115
Talk:Anti-Materiel Rifle (5e Equipment)
2019-12-03T05:27:04Z
<p>Vobria: </p>
<hr />
<div>This weapon was previously deleted from the wiki, but I renamed it (it was originally incorrectly called an "Anti-material rifle"), reworded it, and added the modern category so it should be in a usable state now. [[User:Quincy|Quincy]] ([[User talk:Quincy|talk]]) 07:48, 23 November 2018 (MST)<br />
:Given that there's already precedent for modern firearms in the DMG, I don't see why this shouldn't just be given the 8d6 for its damage and have it stand in for the antimatter rifle. Given the caliber, an average of 28 damage seems well suitable for it. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 22:27, 2 December 2019 (MST)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Jeweled_Choker_(5e_Equipment)&diff=1245203
Jeweled Choker (5e Equipment)
2019-11-27T12:57:44Z
<p>Vobria: </p>
<hr />
<div>{{Adult Theme}}<br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Jeweled Choker<br />
|type=Wondrous Item<br />
|rarity=rare<br />
|attunement=special<br />
|description=This item appears to be a red ribbon with a red jewel in the center<br />
<br />
An item given to untrustworthy but important spies that cannot easily be replaced and need powers of shapechanging and elusiveness to succeed on their mission. It's bearers are often held at a distance to the controller, because of the draining kiss of a succubus/incubus as well as their resent towards whoever forced this "gift" upon them. Many tales are told of gracious adventurers who converted an enemy into a friend by freeing them of the choker, quickly leading to the "master's" demise.<br />
<br />
When donned, every hour the wearer must make a DC 15 {{5a|Wis}} {{5e|saving throws|saving throw}}. On a success, nothing happens and the wearer must make another saving throw in another hour if they are still wearing the choker. On a failure, the collar will automatically attune itself to the wearer and the wearer will suffer the choker's effects.<br />
<br />
'''''Curse of Bound Servitude.'''''The red ribbon will melt into the skin and will now appear as a series of intricate tattoos going around the wearers neck. The jewel will embed itself into the users neck and will be bound to the wearer's soul. They will then be under the influence of whoever is wearing the [[Slavers Choker (5e Equipment)|Slavers Choker]] that is connected to their jeweled choker. The wearer of the [[Slavers Choker (5e Equipment)|Slavers Choker]] is telepathically bonded to them and can, as a standard action, cast the ''{{5e|dominate person}}'' as well as the ''{{5e|inflict wounds}}'' spell on the cursed creature, regardless of the distance between the bearers of the respective chokers and without the need for components. They can do so once per day, regaining use of the ability at dawn. Their master can forcefully turn them into a [[5e_SRD:Succubus/Incubus|succubus/incubus]] for a duration of up to one week. After being transformed, the target retains their ability scores and alignment. They gain the actions, movement speeds, senses and traits of a [[5e_SRD:Succubus/Incubus|succubus/incubus]], with the exception of charm and telepathic bond. Every time they revert back to their normal form, they will begin to retain more and more traits of a [[5e_SRD:Succubus/Incubus|succubus/incubus]], be it small horns on their head, sharper nails, small protrusions from their backs or a more feminine face. Eventually, after the sixth use of this ability, the transformation will become permanent and the wearer of the jeweled choker will be stuck in the form of a [[5e_SRD:Succubus/Incubus|succubus/incubus]]. They still need to access the magic of the gem to gain access to the traits and actions of a [[5e_SRD:Succubus/Incubus|succubus/incubus]]. If attunement to the item ends, the cursed character loses all traits and actions of a succubus except the claw attack, senses and flight speed.<br />
<br />
Once attuned to the collar, the only ways for it to be removed from the wearer is through a ''{{5e|greater restoration}}'' spell or if the person wearing the [[Slavers Choker (5e Equipment)|Slavers Choker]] perishes. The jewel in the wearers neck will remove itself from their skin and the tattoos around their neck will go black. They can now be washed off by a special herbal solution. If they have been transformed into a [[5e_SRD:Succubus/Incubus|succubus/incubus]], their previous form can be restored through a ''{{5e|resurrection}}'' spell. The crystal will loose all color and after 1 hour, will teleport back to whoever is in possession of the [[Slavers Choker (5e Equipment)|Slavers Choker]] if they are still alive. They can then perform a ritual so that the jewel can regain its effects and be used again.<br />
<br />
'''''No Masters, No Rules''''' If the choker is not bound to a [[Slavers Choker (5e Equipment)|Slavers Choker]], the gem will rejuvenate the bearer instead, decreasing their apparent age (but not their actual age) by 3d10 years, to a minimum age of their respective physical maturity. They take on slight features of a succubus/incubus of their respective gender, for example smooth skin, full, lush hair or mesmerizing eyes with a red tint. The tattoos growing around their neck are flattering and showcase artistic mastery. Afterwards, it falls of the wearer's neck, shatters at the slightest touch and becomes non-magical.<br />
}}<br />
|<br />
{| class="5e" style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!<!--link to an image--><br />
|-<br />
|<!--image caption--><br />
|}<br />
|}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Cursed Items|Cursed Items]][[Category:User]][[Category:Cursed]][[Category:rare]][[Category:choker]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Object_Interactions_Repealed_(5e_Variant_Rule)&diff=1202547
Talk:Object Interactions Repealed (5e Variant Rule)
2019-08-11T12:54:34Z
<p>Vobria: </p>
<hr />
<div>I like the idea of it, and I agree that for many characters, being limited to a single interaction without using your action (or bonus action if you are a thief rogue) can slow things down. One reason it was designed this way was to prevent players from spending time micromanaging their action economy while keeping some limit on it. It does add some strategy, like the decision to drop your sword so you can draw and attack with your bow, or put away your sword after attacking one turn so you can draw your bow and attack with it the next turn. It can still be aggravating though when players have to stop and think about what they want to do just because they can't pull out both short swords or they can't close the door after they open it without wasting their action.<br />
<br />
But if you want to create a variant rule to eliminate it, don't add more action economy to keep track of...Here's my proposal:<br />
<br />
'''The number of interactions you can make (draw sword, open door, etc) is now unlimited.'''<br />
<br />
However, I'm not sure giving characters the ability to pull out and drink 4 potions of healing and then make a swing or two with a battlaxe in six seconds makes sense, nor would it be balanced, as objects like potions and caltrops usually require an action.<br />
<br />
Here are our options for objects like caltrops and potions:<br />
<br />
1. Requires action (Like the official rules. It's the most balanced, but most limited.)<br />
<br />
2. Bonus Action (Like thief rogue. Retains some amount of sacrifice for using a potion, caltrops or healing kit. Pretty balanced, but still has "Do I want to use up my bonus action?" It's catered to classes without many uses for bonus actions, like fighter.)<br />
<br />
'''3. Once per turn for free. When readying an action, you can also use an object in addition to the action. (Easy for action economy, requires little thinking, and is still fairly balanced.)'''<br />
<br />
4. Replace move, action, bonus action, and reaction. When readying an action, you can also use an object in addition to the action. (Basically what the variant rule currently does. Very flexible, but adds a lot of action economy, and allows for "I pour ball bearings on the ground, stabilize by buddy, drink a potion, and then pull out my greatsword and attack.")<br />
<br />
5. Unlimited (Adds no action economy, easiest to think about, but least balanced: "I cover the entire floor with caltrops!!!! While stabilizing my buddy. And drinking 8 potions. Then I pull out and start attacking with my dual swords.")<br />
<br />
I think 3 is the best balance between ease of use and balance. Unlimited interactions and one Use an Object or potion allows for smooth cinematics like you described without going overboard.<br />
I'd be happy to rework the variant rule to use precise and concise language if you'd like to use any of my suggestions. It could be a really good variant rule, one that I might try out, but it needs to be refined a little.<br />
<br />
--[[User:Carcabob|Carcabob]] ([[User talk:Carcabob|talk]]) 11:04, 1 December 2016 (MST)<br />
<br />
:Instead of keeping track of all the "environment actions", why not just let the player make as many interactions as they want until the DM says "no more"? This is probably one of the most common case of DM adjudication, and is certainly easier to handle than the 11-point amendment presented in this rule. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:51, 27 November 2018 (MST)<br />
<br />
I understand the argument of the author, but ignoring the object interaction rules entirely (point 11) seems unbalanced to me. The rules were written to restrict characters in order to create a sense of realism. Downing 8 potions in 6 seconds, in addition to fighting and moving, is just absurd. However, the author does raise some good concerns as to how 1 minor object interaction per turn is a hindrance.<br />
<br />
1. Dual Wielding<br />
Dual Wielding is cool, but only pulling out one weapon per turn limits it considerably. However, one thing I've noticed in my D&D experience is that no one (including the DM) checks whether you have your weapons out. So, the fix for dual wielders is to say they have their primary weapon (or both weapons) already out before combat. This is reasonable for most scenarios (dungeons, stealth missions, etc) where the character is expecting danger and thus is prepared to fight.<br />
2. Switching Weapons<br />
This is something I disagree with. A modern soldier, for example, doesn't put down his rifle and pull out a grenade launcher in the middle of battle. They usually stick to the weapon in their hands, as the damage they can do in the time they would be vulnerable and not fighting while they switch weapons is more beneficial than the increased effectiveness of the second weapon. I don't see why switching out a sword for a bow during your turn is realistic. It might lead to times when an attack may be wasted because there are no other enemies within range of the fighter's movement. I believe keeping the sense of realism in that case is more beneficial to the game than the increased effectiveness of switching weapons.<br />
2a. I will note that there is a way to do this in two turns: sheath your sword at the end of the first and pull out the bow at the beginning of the second.<br />
3. Environmental Destruction<br />
I'm not seeing how the rules hinder smashing through multiple doors. You'd use your attacks for each one. As for opening each door, that is a problem. I'd make the ruling that opening the door costs 5 ft of movement, which represents the time it takes to stop, open the door, and start running again.<br />
In summary, I don't think throwing out the object interaction rules is necessary. I do think that there are some tweaks, but getting rid of the rule leads to unrealistic and unbalanced scenarios.<br />
<br />
:I agree that removing the limit on how many object interactions can take place and leaving it up to common sense adjudications is the best approach. I see too many people bringing up the wack scenario of a PC slamming 8 potions, but since when does consuming a potion only take up an object interaction? RAW contradictions aside, the DMG (pg. 139) makes it clear that consuming a potion requires an '''action'''. Did you all read the book? There's no possible way that something like this could take place unless the DM was just confused. I understand how the DMG creates conflict considering the official rules also state that downing a flagon of ale is an object interaction, but I find it easiest to simply overrule that. Consuming anything, be it food or liquid, requires an action, if not more. Full stop. [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 06:54, 11 August 2019 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Machete_(5e_Equipment)&diff=1199976
Machete (5e Equipment)
2019-08-04T04:32:33Z
<p>Vobria: </p>
<hr />
<div><br />
<!--Field entries below are given as an example--><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Melee Weapon<br />
|weapon=Machete<br />
|damage=1d6 slashing <br />
|cost=10 gp<br />
|weight=8 lb<br />
|properties=—<br />
|description=<!--A machete is a chopping weapon mass-produced in modern society. However, when these weapons were first invented they were forged by swordsmiths<br />
}}<br />
|<br />
{{5e Image|"float:right"|<!--http://fc08.deviantart.net/fs71/f/2013/106/4/c/knives_by_crazymic-d61z7zn.jpg-->| <!--Chop-tastic-->}}|}</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Talk:Bone_Crafter_(5e_Subclass)&diff=1199952
Talk:Bone Crafter (5e Subclass)
2019-08-04T02:35:01Z
<p>Vobria: Created page with "What about someone playing a Revised Ranger? Do they get extra attacks at 5th level or some other feature? ~~~~"</p>
<hr />
<div>What about someone playing a Revised Ranger? Do they get extra attacks at 5th level or some other feature? [[User:Vobria|Vobria]] ([[User talk:Vobria|talk]]) 20:34, 3 August 2019 (MDT)</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Recurve_Bow_(5e_Equipment)&diff=1194710
Recurve Bow (5e Equipment)
2019-07-14T15:22:51Z
<p>Vobria: </p>
<hr />
<div><!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Martial Ranged Weapon<br />
|weapon=Recurve Bow<br />
|damage=1d6 piercing<br />
|cost=15 gp<br />
|weight=3 lb.<br />
|properties=(special: as a bonus action you can attack with this weapon. Range 60/105)<br />
|description=(a bow used with the power coming from the curve in the bow making it shorter and easier to use. while less powerful than a long bow it has a faster firing speed)<br />
}}<br />
|<br />
{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}<br />
|}</div>
Vobria
https://www.dandwiki.com/w/index.php?title=User:Vobria&diff=1193487
User:Vobria
2019-07-11T06:19:37Z
<p>Vobria: </p>
<hr />
<div>'''Just joined and trying to not be too much of a fuck up at the moment.<br />
'''<br />
<br />
'''''Things I've Made'''''<br />
<br />
'''5e'''<br />
----<br />
<br />
[[Anti-Rust Salve (5e Equipment)|Anti-Rust Salve]]<br />
<br />
[[Musket, Rifled (5e Equipment)|Rifled Musket]]<br />
<br />
[[Hazmat Bodysuit (5e Equipment)|Hazmat Bodysuit]]<br />
<br />
[[Pirate Garb (5e Equipment)|Pirate Garb]]<br />
<br />
[[Ring of Steel Protection]]<br />
<br />
[[Morne's Great Hammer (Hammer of Mourning) (5e Equipment)|Morne's Great Hammer]]<br />
<br />
[[Mob of Commoners (5e Creature)|Mob of Commoners]]<br />
<br />
'''3.5e'''<br />
----<br />
<br />
[[Thrasher Gauntlet (3.5e Equipment)|Thrasher Gauntlet]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=User:Vobria&diff=1193486
User:Vobria
2019-07-11T06:19:11Z
<p>Vobria: </p>
<hr />
<div>'''Just joined and trying to not be too much of a fuck up at the moment.<br />
'''<br />
<br />
'''''Things I've Made'''''<br />
<br />
'''5e'''<br />
----<br />
<br />
[[Anti-Rust Salve (5e Equipment)|Anti-Rust Salve]]<br />
<br />
[[Musket, Rifled (5e Equipment)|Rifled Musket]]<br />
<br />
[[Hazmat Bodysuit (5e Equipment)|Hazmat Bodysuit]]<br />
<br />
[[Pirate Garb (5e Equipment)|Pirate Garb]]<br />
<br />
[[Ring of Steel Protection]]<br />
<br />
[[Greathammer (5e Equipment)| Greathammer]]<br />
<br />
[[Morne's Great Hammer (Hammer of Mourning) (5e Equipment)|Morne's Great Hammer]]<br />
<br />
[[Chain Cowl (5e Equipment)|Chain Cowl]]<br />
<br />
[[Mob of Commoners (5e Creature)|Mob of Commoners]]<br />
<br />
'''3.5e'''<br />
----<br />
<br />
[[Thrasher Gauntlet (3.5e Equipment)|Thrasher Gauntlet]]</div>
Vobria
https://www.dandwiki.com/w/index.php?title=Mob_of_Commoners_(5e_Creature)&diff=1193484
Mob of Commoners (5e Creature)
2019-07-11T06:18:35Z
<p>Vobria: </p>
<hr />
<div><br />
<!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
Mob of Commoners<br />
{{5e Creature<br />
|size= Gargantuan<br />
|type= Humanoid<br />
|swarm= Medium<br />
|race= any race<br />
|alignment= any alignment<br />
|ac= 10<br />
|hp= 125 (10d20 + 20)<br />
|hpdice= d20<br />
|speed= 30 ft<br />
|str= 20<br />
|dex= 10<br />
|con= 14<br />
|int= 10<br />
|wis= 10<br />
|cha= 10<br />
|saves=<br />
|skills=<br />
|di=<!--Damage Immunities--><br />
|ci= The mob is immune to the charmed, frightened, grappled, paralyzed, petrified, prone, restrained, and stunned conditions.<br />
|dr=<!--Damage Resistances--><br />
|dv= The mob is vulnerable to area effect attacks and to attacks which affect more than one target.<br />
|senses=passive [[5e SRD:Perception Skill|Perception]] 10<br />
|languages= Any One Language (Usually Common)<br />
|cr= 7<br />
|xp= 2,900<br />
|features=<br />
'''''Mob.''''' The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a the base creature. The mob can't regain hit points or gain temporary hit points.<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Mob.''' Melee Weapon Attack:'' +8 to hit, reach 0 ft., all targets within range. ''Hit:'' 30 (1d4 + 5) x 4 bludgeoning damage.<br />
<br />
----<br />
<br />
=== Applies the [[Mob of Creatures (5e Template)|Mob of Creatures]] template to the commoner. ===<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|https://i.pinimg.com/originals/f5/67/d4/f567d47312bbbae17b32cadbc884fe0d.jpg|https://www.deviantart.com/odinoir/art/The-angry-Mob-198793576|Source}}</div><br />
<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>
Vobria