{:orcpub.dnd.e5/languages {:huginns-speech {:option-pack "Kobold Press", :name "Huginn's Speech", :key :huginns-speech}, :gnoll {:option-pack "Kobold Press", :name "Gnoll", :description "Gnoll words sounds almost like growls for the uninitiated, and gnolls tend to use scents and small gestures to convey subtle meanings. Two gnolls speaking can almost seem like dogs barking at each other to a casual observer.", :key :gnoll}, :tosculi {:name "Tosculi", :option-pack "Kobold Press", :key :tosculi}, :minotaur {:option-pack "Kobold Press", :name "Minotaur", :key :minotaur}, :northern-tongue {:option-pack "Kobold Press", :name "Northern Tongue", :key :northern-tongue}, :mimicry {:name "Mimicry", :option-pack "Kobold Press", :description "You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.", :key :mimicry}, :umbral {:option-pack "Kobold Press", :name "Umbral", :key :umbral}, :southern {:option-pack "Kobold Press", :name "Southern", :key :southern}, :darakhul {:option-pack "Kobold Press", :name "Darakhul", :key :darakhul}, :machine-speech {:name "Machine Speech", :option-pack "Kobold Press", :description "Machine Speech is a whistling, clicking language that’s incomprehensible to non-gearforged ears. Speakers of Machine Speech claim that the Clockwork Oracle of the Free City of Zobeck speaks in this form, and that their speech is faster and purer than any language of flesh-and-blood races.", :key :machine-speech}}, :orcpub.dnd.e5/races {:gearforged {:key :gearforged, :speed 30, :name "Gearforged", :darkvision 0, :abilities {:orcpub.dnd.e5.character/cha 0}, :size :medium, :option-pack "Kobold Press", :languages #{"Machine Speech" "Common"}, :props {:skill-prof {:persuasion false}, :damage-resistance {:poison false}, :damage-immunity {:poison true}}, :traits [{:name "Ability Score Increase", :description "Two different ability scores of your choice increase by 1"} {:name "Constructed Body", :description "•You cannot eat, drink, or breathe. You can't drink potions or gain benefits that come from drinking, eating, or inhaling vapors.\n•You do not require sleep. During a rest, you are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks.\n•You can't be stabilized when dying with a Medicine check or Spare the Dying. Instead, a successful DC 10 Intelligence check or Mending cantrip is needed.\n•You only regain 1/2 HP from spells and magical effects with the words \"cure\", \"heal\", or \"healing\" in their titles."} {:name "Flesh of Steel", :description "You are immune to disease and the poisoned condition."} {:name "Solid Construction", :description "If you are killed, but your soul gem and memory gears are intact, your body can be restored if it is repaired and Soulforging is cast again. For this casting the cost is only 500gp plus the cost of repair. The only other magic capable of bringing you back is the Wish spell, which fully restores you."}]}, :tosculi-hiveless- {:size :medium, :speed 30, :languages #{"Tosculi"}, :traits [{:name "Natural Attacks", :description "You have proficiency with your Claws, which deal 1d4 slashing damage."} {:name "Ability Score Increase", :description "Increase one physical ability score (STR, DEX, CON) and mental ability score (INT, WIS, CHA) by 2. You also take a -2 penalty to one ability score of your choice, which can be one of the abilities you increased."}], :option-pack "Kobold Press", :name "Tosculi (Hiveless)", :profs {:language-options {:options {:draconic true, :deep-speech true, :orc true, :dwarvish true, :gnomish true, :sylvan true, :elvish true, :abyssal true, :infernal true, :celestial true, :common true, :undercommon true, :primordial true, :giant true, :halfling true, :goblin true}}}, :key :tosculi-hiveless-}, :kobold-midgard- {:key :kobold-midgard-, :speed 30, :name "Kobold (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :traits [{:name "Blindsider", :description "You have advantage on your attack roll against an enemy within 5 feet of you if you have an ally that’s not incapacitated also within 5 feet of the target. You can apply this bonus to one attack per round."} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight."} {:description "You have proficiency with artisan’s tools of your choice: alchemist’s supplies, mason’s tools, smith’s tools, or tinker’s tools.", :name "Tinkerer"}]}, :ramag {:key :ramag, :speed 30, :name "Ramag", :abilities {:orcpub.dnd.e5.character/int 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Giant"}, :props {:skill-prof {:arcana true}}, :traits [{:description "You can ignore class requirements when attuning to a magic item.", :name "Arcane Heritage"} {:description "You have advantage on Strength and Dexterity saving throws against spells.", :name "Spell Damping"}]}, :jinnborn {:key :jinnborn, :speed 30, :name "Jinnborn", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:stealth false, :survival false, :persuasion true}}, :traits [{:name "Desert Dependant", :description "For every month you're away from the desert, make a DC 15 Charisma saving throw. On a failure, you are afflicted with indefinite madness (see Madness; SRD). Roll on the table or work with your DM to determine the nature of your madness."}]}, :gnoll {:key :gnoll, :speed 30, :name "Gnoll", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2}, :size :medium, :option-pack "Kobold Press", :languages #{}, :props {:weapon-prof {:spear true, :shortbow true, :longbow true, :crossbow-light true, :crossbow-heavy true}}, :traits [{:name "Scent", :description "You have advantage on Wisdom (Perception) checks that rely on smell."} {:name "Bully", :description "You have disadvantage on saving throws against being frightened. Whenever you make a Charisma (Intimidation) check for dealing with obviously smaller or weaker targets, you are considered proficient in the intimidation skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."} {:name "Live to Fight Another Day", :description "When you take the Disengage action, your base walking speed is increased by 10 feet."}]}, :dhampir {:key :dhampir, :speed 30, :name "Dhampir", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/dex 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:damage-resistance {:necrotic true}}, :traits [{:name "Dark Thirst", :description "You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1)."} {:name "Predatory Charm", :description "As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest. A creature immune to being charmed is immune to\nyour predatory charm."} {:description "You have advantage on saving throws against disease.", :name "Vampiric Resistance"}]}, :aasimar-southlands- {:key :aasimar-southlands-, :speed 30, :name "Aasimar (Southlands)", :darkvision 60, :spells [{:value {:key :light}}], :abilities {:orcpub.dnd.e5.character/cha 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Celestial" "Common"}, :props {:damage-resistance {:necrotic false, :radiant false, :thunder false}}, :traits []}, :sahuagin {:key :sahuagin, :speed 30, :name "Sahuagin", :darkvision 120, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Primordial" "Common"}, :props {:swimming-speed 40, :lizardfolk-ac false}, :traits [{:name "Blood Frenzy", :description "As a bonus action, you can enter a blood frenzy until the end of your turn. While in blood frenzy you have advantage on melee attack rolls against any creature that doesn’t have all its hit points. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest."} {:description "You can breathe air and water, but you need to be submerged at least once every 4 hours or you begin suffocating.", :name "Limited Amphibiousness"} {:name "Natural Armor", :description "Your thick hide grants you an AC of 12 + your Dexterity modifier."} {:description "You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and your bite deals 1d4 piercing damage.", :name "Natural Attacks"} {:name "Shark Telepathy", :description "You can magically command one shark within 120 feet of you using limited telepathy. This command is limited to simple concepts."}]}, :dragonkin {:key :dragonkin, :speed 25, :name "Dragonkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/cha 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Draconic"}, :props {:skill-prof {:persuasion true}}, :traits []}, :lizardfolk-southlands- {:key :lizardfolk-southlands-, :speed 30, :name "Lizardfolk (Southlands)", :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/wis 1}, :size :medium, :option-pack "Kobold Press", :profs {:skill-options {:options {:stealth false}}}, :languages #{"Draconic" "Common"}, :props {:swimming-speed 30, :skill-prof {:stealth false}}, :traits []}, :lamia {:key :lamia, :speed 30, :name "Lamia", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Abyssal" "Common"}, :props {:swimming-speed 20, :skill-prof {:deception true, :intimidation true}}, :traits [{:name "You are of the Monstrosity type.", :description "Climb Speed 20ft."} {:name "Serpent Strike", :description "You have advantage on attack rolls against a creature you have surprised, or that is charmed by you or your allies."} {:name "Snake Body", :description "You have advantage on saving throws and ability checks against being knocked prone. You can’t benefit from anything that requires legs or feet (such as magical footwear)"}]}, :werelion {:key :werelion, :speed 30, :name "Werelion", :darkvision 60, :abilities {:orcpub.dnd.e5.character/wis 2, :orcpub.dnd.e5.character/str 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Sylvan" "Common"}, :traits [{:name "Natural Shapechanger", :description "Natural werelions possess the magical ability to assume two alternate forms—the hybrid leonine and the lion. As an action, you can change into either your hybrid leonine form or your lion form. You can remain in this form for 1 hour, reverting to your humanoid form when the time expires, you fall unconscious, you drop to 0 hit points, or you die. You can revert to your humanoid form early as a bonus action. Once you use this ability, you can’t use it again until you finish a short rest."} {:description "In your hybrid leonine form you grow sharp teeth and claws, and take on a more intimidating feline appearance. In this hybrid form you may use weapons,\nwear armor, and carry equipment normally. Your base walking speed increases to 40 feet. You have proficiency with your claws and bite. Your claws deal 1d4 slashing damage, and are considered light weapons. Your bite deals 1d4 piercing damage.\nIn addition, you gain advantage on Charisma (Intimidate) checks, and Wisdom (Perception) checks that rely on smell. You gain disadvantage on Intelligence checks and all other Charisma checks", :name "Hybrid Form"} {:name "Lion Form", :description " You may assume the form of a young lion (us the stat block for the panther) as if using the druid’s Wild Shape class feature. Unlike that feature, you retain your own hit points between forms. At 8th level you instead assume the form of a full-grown lion when you use this ability"}]}, :dust-goblin {:key :dust-goblin, :speed 30, :name "Dust Goblin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Kobold Press", :languages #{"Common" "Goblin"}, :props {:skill-prof {:stealth true, :survival true}}, :traits [{:name "Alien Mind", :description "Advantage on saving throws against being charmed or frightened."} {:name "Twisted", :description "When you attack a creature from hiding, the creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be frightened of you until the end of its next turn."}]}, :ravenfolk {:key :ravenfolk, :speed 30, :name "Ravenfolk", :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/cha 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Mimicry"}, :props {:skill-prof {:deception true, :stealth true}}, :traits [{:name "Mimicry", :description "Ravenfolk can mimic any sound they’ve heard. Make a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates\nthey believe the sound you created was real."}]}, :minotaur-midgard- {:key :minotaur-midgard-, :speed 30, :name "Minotaur (Midgard)", :darkvision 60, :abilities {:orcpub.dnd.e5.character/str 2, :orcpub.dnd.e5.character/con 1}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Minotaur"}, :traits [{:name "Natural Attacks", :description "You have proficiency with your horns, which deals 1d6 piercing damage when you make a horn attack."} {:name "Charge", :description "If you move at least 10 feet towards a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest."} {:name "Labyrinth Sense", :description "You can retrace without error any path you have previously taken, with no ability checks."}]}, :derro {:key :derro, :speed 30, :name "Derro", :darkvision 120, :abilities {:orcpub.dnd.e5.character/dex 2, :orcpub.dnd.e5.character/con 1}, :size :small, :option-pack "Kobold Press", :languages #{"Undercommon" "Common"}, :traits [{:name "Insanity", :description "You have advantage on saving throws against being charmed or frightened."} {:name "Eldritch Resilience", :description "You have advantage on Constitution saving throws against spells."} {:description "You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", :name "Sunlight Sensitivity"}]}, :darakhul {:key :darakhul, :speed 30, :name "Darakhul", :darkvision 60, :abilities {:orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common" "Darakhul"}, :props {:damage-resistance {:necrotic true}, :damage-immunity {:poison true}}, :traits [{:name "Natural Weapons", :description "Your heavy jaw is powerful enough to crush bones to powder. You gain a bite attack that deals 1d6 piercing damage."} {:name "Hunger for Flesh", :description "You must consume a meal of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion (this is an exception to the darakhul’s immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you cannot regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30 pounds). "} {:name "Sunlight Sensitivity", :description "When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight."} {:name "Undead Vitality", :description "You are immune to exhaustion and to the charmed and poisoned conditions. If you die, you cannot be returned to life by Revivify, Raise Dead or Reincarnate. Resurrection, and True Resurrection return you to life as your original race. A Create Undead spell cast on only your corpse affects you as a Raise Dead spell affects the corpse of a once-living creature. You don't need to eat or drink. You don't sleep, but you enter a dormant state during which you have disadvantage on Wisdom (Perception) checks."}]}, :kijani {:key :kijani, :speed 30, :name "Kijani", :darkvision 60, :spells [{:level 7, :value {:ability :wis, :level 3, :key :speak-with-plants}}], :abilities {:orcpub.dnd.e5.character/wis 2}, :size :medium, :option-pack "Kobold Press", :profs {:skill-options {:options {:arcana true, :history true, :nature true, :religion true}}}, :languages #{"Common" "Sylvan"}, :props {:skill-prof {:arcana false, :history false, :nature false, :religion false}}, :traits [{:name "One other ability score of your choice increases by 1."} {:name "You are of the plant type."} {:name "Contained Fury", :description "While below 50% of your maximum HP, you have access to the the following options:\n• Once per turn when you hit with a weapon attack, you deal an extra 2 (1d4) weapon damage.\n• As a reaction, when you are hit by an attack during your fury, you can add 2 to your AC against that attack. You must be able to see the attacker to take this reaction."} {:name "Plantborn", :description "You are immune to any effect that would put you to sleep. You can cast Speak with Plants once per rest."}]}, :trollkin {:key :trollkin, :speed 30, :name "Trollkin", :darkvision 60, :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/cha 0, :orcpub.dnd.e5.character/con 2}, :size :medium, :option-pack "Kobold Press", :languages #{"Common"}, :props {:skill-prof {:deception false, :stealth false, :intimidation true}}, :traits [{:description "Trollkin grow large fangs, and have sharp claws instead of finger- and toenails. You are proficient with your claws and fangs and can use them to make unarmed melee attacks. Claws deal 1d4 slashing damage, and bites deal 1d4 piercing damage.", :name "Natural Weapons"} {:description "Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. The number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest.", :name "Inhuman Vigor"}]}}, :orcpub.dnd.e5/subraces {:purple-blooded {:race :lizardfolk-southlands-, :traits [{:name "Purple-Blooded", :description "Toxins and waste products flow in your blood, boosting your immune system. You have advantage on saving throws against poisons and diseases."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your breath for a number of minutes = your Constitution score."}], :option-pack "Kobold Press", :name "Purple-Blooded", :props {:skill-prof {:stealth true}, :saving-throw-advantage {:poisoned true}}, :key :purple-blooded}, :fire {:race :dragonkin, :traits [], :name "Fire", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :spells [{:value {:ability :cha, :key :produce-flame}}], :props {:damage-resistance {:fire true}}, :key :fire}, :climber {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Climber", :description "You're climbing speed = your walking speed, and you add 2x your proficiency bonus to checks made to climb. You lose your Swim speed."}], :option-pack "Kobold Press", :name "Climber", :props {:skill-prof {:stealth true, :athletics false}}, :key :climber}, :heavens-wrath {:race :aasimar-southlands-, :traits [], :props {:damage-resistance {:necrotic true, :radiant true, :fire false}}, :spells [{:level 1, :value {:level 1, :ability :cha, :key :guiding-bolt}}], :name "Heaven's Wrath", :option-pack "Kobold Press", :darkvision 60, :key :heavens-wrath}, :elven-heritage {:race :darakhul, :traits [], :name "Elven Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:language {:elvish true}}, :key :elven-heritage}, :shaper-water- {:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 cold damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Water)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-water-, :props {:damage-resistance {:cold true}, :language {:primordial-aquan- true}}}, :tiefling-heritage {:race :darakhul, :traits [], :name "Tiefling Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:language {:infernal true}}, :key :tiefling-heritage}, :civilized {:race :gnoll, :traits [{:name "Obsequious", :description "Whenever you make a Charisma (Persuasion) check for dealing with obviously bigger or more powerful targets, you are considered proficient in the Persuasion skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."}], :name "Civilized", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/con 1}, :key :civilized}, :hive-liason {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Latent Hive Mind", :description "Your ability to cast Message and Detect Thoughts is a psionic ability, and doesn't require spell components. Message functions in a Silence spell."}], :option-pack "Kobold Press", :name "Hive Liason", :props {:skill-prof {:perception true, :stealth true}}, :spells [{:value {:key :message, :ability :int}} {:value {:ability :int, :level 2, :key :detect-thoughts}, :level 3}], :key :hive-liason}, :airy-spirit {:race :aasimar-southlands-, :traits [], :props {:damage-resistance {:necrotic true, :radiant true}}, :spells [{:value {:level 3, :key :gaseous-form, :ability :cha}, :level 5} {:level 3, :value {:level 2, :ability :cha, :key :lesser-restoration}}], :name "Airy Spirit", :option-pack "Kobold Press", :key :airy-spirit}, :celestial-awareness {:race :aasimar-southlands-, :traits [{:name "Blindsight 10ft."}], :props {:damage-resistance {:necrotic true, :radiant true, :fire false}}, :spells [{:level 3, :value {:level 2, :ability :cha, :key :lesser-restoration}}], :name "Celestial Awareness", :option-pack "Kobold Press", :darkvision 0, :key :celestial-awareness}, :dwarvish-heritage {:race :darakhul, :traits [], :name "Dwarvish Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :speed 25, :props {:language {:dwarvish true}}, :key :dwarvish-heritage}, :human-half-elf-heritage {:race :darakhul, :traits [{:name "Ability Score Increase", :description "Increase any ability score (excluding Constitution) by 1."} {:name "Language", :description "Choose 1 language."}], :name "Human/Half-Elf Heritage", :option-pack "Kobold Press", :key :human-half-elf-heritage}, :fiery-heir {:race :aasimar-southlands-, :traits [], :props {:damage-resistance {:necrotic false, :radiant false, :fire true}}, :spells [{:value {:level 3, :key :daylight, :ability :cha}, :level 5} {:level 3, :value {:level 2, :ability :cha, :key :lesser-restoration}}], :name "Fiery Heir", :option-pack "Kobold Press", :key :fiery-heir}, :ravenfolk-heritage {:race :darakhul, :traits [], :name "Ravenfolk Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/dex 1}, :props {:language {:mimicry true}}, :key :ravenfolk-heritage}, :bloodshooter {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Gout of Blood", :description "You can force a jet of hot blood from your eyes to disorient one target within 15 ft. They must succeed a Wisdom saving throw (DC = 8 + proficiency + Dex modifier) or become Frightened. They can repeat the save at the end of their turn, ending the condition on a success. Creatures wearing full-face helmets, eye-protection, etc. have advantage on the save. You can use this a number of times = your Constitution modifier, and you regain all uses each long rest."} {:name "Hold Breath", :description "You can hold your breath for a number of minutes = your Constitution score."}], :option-pack "Kobold Press", :name "Bloodshooter", :props {:skill-prof {:stealth true}}, :key :bloodshooter}, :cave {:race :dragonkin, :traits [], :name "Cave", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/con 1}, :props {:damage-resistance {:acid true}}, :spells [{:value {:ability :cha, :key :blade-ward}}], :key :cave}, :armored-drone {:race :tosculi-hiveless-, :traits [{:name "Hardened Carapace", :description "Your AC can't be less that 11 + your Dex modifier + your Con modifier no matter what armor you're wearing."}], :option-pack "Kobold Press", :name "Armored Drone", :props {:skill-prof {:perception true, :stealth true}}, :spells [{:value {:key :message, :ability :int}} {:value {:ability :int, :level 2, :key :detect-thoughts}, :level 3}], :key :armored-drone}, :dragonkin-heritage {:key :dragonkin-heritage, :speed 25, :race :darakhul, :name "Dragonkin Heritage", :spells [{:value {:ability :cha, :key :shillelagh}}], :abilities {:orcpub.dnd.e5.character/dex 0, :orcpub.dnd.e5.character/str 1}, :option-pack "Kobold Press", :props {:damage-resistance {:poison true}, :language {:draconic true}}, :traits []}, :night-whisper {:race :trollkin, :traits [{:description "Before making an ability check or saving throw, you can heed the wisdom of your ancestors to gain advantage on the roll. You cannot use this feature again until you finish a long rest. ", :name "Spirit Whispers"}], :name "Night Whisper", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :night-whisper}, :trollkin-heritage {:race :darakhul, :traits [], :name "Trollkin Heritage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :props {:language {:giant true}}, :key :trollkin-heritage}, :speaker-earth- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker", :description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way."}], :name "Speaker (Earth)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- false, :primordial-terran- true}}, :key :speaker-earth-}, :storm {:race :dragonkin, :traits [], :name "Storm", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/int 1}, :spells [{:value {:ability :cha, :key :shocking-grasp}}], :props {:damage-resistance {:lightning true}}, :key :storm}, :pygmy {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "While not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your breath for a number of minutes = your Constitution score."}], :name "Pygmy", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str -2, :orcpub.dnd.e5.character/dex 2}, :size :small, :key :pygmy, :props {:skill-prof {:stealth true}}}, :speaker-air- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker", :description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way."}], :name "Speaker (Air)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- false, :primordial-terran- false, :machine-speech false, :primordial-auran- true}}, :key :speaker-air-}, :tide {:race :dragonkin, :traits [], :name "Tide", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :spells [{:value {:ability :cha, :key :poison-spray}}], :props {:damage-resistance {:cold true}}, :key :tide}, :celestial-legacy {:race :aasimar-southlands-, :traits [], :props {:damage-resistance {:necrotic true, :radiant true}}, :spells [{:value {:level 3, :key :daylight, :ability :cha}, :level 5} {:level 3, :value {:level 2, :ability :cha, :key :lesser-restoration}}], :name "Celestial Legacy", :option-pack "Kobold Press", :key :celestial-legacy}, :speaker-fire- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker", :description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way."}], :name "Speaker (Fire)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan- true}}, :key :speaker-fire-}, :divine-splendor {:race :aasimar-southlands-, :traits [{:name "Divine Splendor", :description "You gain the ability to cast enhance ability (eagle’s splendor) once with a range of Personal as a 2nd level spell without the need to maintain concentration, and you regain the ability to do so when you finish a long rest. At 5th level, you gain the benefits of both eagle’s splendor and owl’s wisdom when you use this ability. A shining halo or nimbus forms around your head while the spell is in effect, revealing your divine nature. The glow from the halo is dim light with a ten-foot radius."}], :props {:damage-resistance {:necrotic true, :radiant true, :fire false}}, :spells [{:level 3, :value {:level 2, :ability :cha, :key :enhance-ability}}], :name "Divine Splendor", :option-pack "Kobold Press", :darkvision 60, :key :divine-splendor}, :digger {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Digging Claws", :description "You can burrow through soft sand, dirt, and mud at a speed of 10 ft/round. This replaces your swim speed."} {:description "You can hold your breath for a number of minutes = your Constitution score.", :name "Hold Breath"}], :option-pack "Kobold Press", :name "Digger", :props {:skill-prof {:stealth true}}, :key :digger}, :shaper-earth- {:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 acid damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Earth)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-earth-, :props {:damage-resistance {:cold false, :lightning false, :fire false, :acid true}, :language {:primordial-aquan- false, :primordial-auran- false, :primordial-ignan- false, :primordial-terran- true}}}, :drone {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Gliding Wings", :description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. "}], :option-pack "Kobold Press", :name "Drone", :props {:skill-prof {:perception true, :stealth true}}, :key :drone}, :shaper-air- {:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 lightning damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Air)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-air-, :props {:damage-resistance {:cold false, :lightning true}, :language {:primordial-aquan- false, :primordial-auran- true}}}, :speaker-water- {:race :jinnborn, :traits [{:name "Favor of the Jinn", :description "You can gain advantage on a saving throw or ability check, or to impose disadvantage on an attack roll against you. You must decide to use this ability before the d20 roll. You can use this ability a number of times = your Wisdom modifier (minimum 1). You regain all uses each long rest."} {:name "Walker", :description "Advantage on saves against and extreme environments, and on checks made to navigate the wilderness and avoid losing your way."}], :name "Speaker (Water)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :props {:saving-throw-advantage {:stunned true}, :language {:primordial-ignan- false, :primordial-aquan- true}}, :key :speaker-water-}, :shadow-fey {:race :elf, :traits [{:name "Path of Shadows", :description "When in darkness, dim light, or a shadow large enough to cover your body, you can cast misty step. You can use this ability a number of times = your Charisma modifier per long rest."} {:name "Sunlight Sensitivity", :description "You have disadvantage on attack rolls and Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight."} {:name "Traveler in Darkness", :description "You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions."}], :option-pack "Kobold Press", :name "Shadow Fey", :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:weapon-prof {:rapier true, :shortsword true, :longbow true, :shortbow true}, :language {:umbral true, :elvish false}}, :spells [{:value {:level 2, :ability :cha, :key :misty-step}}], :key :shadow-fey}, :poisonous {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "While not wearing armor, your AC = 12 + your Dex modifier. You can wear shield and still gain this benefit."} {:name "Poisoned Bite", :description "You can bite as an unarmed strike that deals 1d6 piercing damage. On a successful bite attack, the target must succeed a Constitution saving throw (DC = 8 + proficiency bonus + your Constitution modifier) or be Poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once they've succeeded the save, the target is immune to your poison for 24 hours. You can use this ability a number of times = your Constitution modifier, and regain all uses each long rest. This replaces your swim speed."}], :option-pack "Kobold Press", :name "Poisonous", :props {:skill-prof {:stealth true}}, :key :poisonous}, :glider {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Glider", :description "You take no damage from falls. You gain a 40 ft fly speed but cannot hover. At the end of each round you're flying, you must have descended at least 1/4 the distance you traveled or you fall. This replaces your swim speed."}], :option-pack "Kobold Press", :name "Glider", :props {:skill-prof {:stealth true}}, :key :glider}, :gnomish-heritage {:key :gnomish-heritage, :speed 25, :race :darakhul, :name "Gnomish Heritage", :abilities {:orcpub.dnd.e5.character/int 1}, :size :small, :option-pack "Kobold Press", :props {:language {:gnomish true}}, :traits []}, :stonehide {:race :trollkin, :traits [{:description "+1 AC", :name "Thick Hide"}], :name "Stonehide", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 0, :orcpub.dnd.e5.character/str 1}, :key :stonehide}, :kobold-heritage {:race :darakhul, :traits [], :name "Kobold Heritage", :option-pack "Kobold Press", :size :small, :abilities {:orcpub.dnd.e5.character/int 1}, :props {:language {:draconic true}}, :key :kobold-heritage}, :standard {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your breath for a number of minutes = your Con score."}], :option-pack "Kobold Press", :name "Standard", :props {:skill-prof {:stealth true}}, :key :standard}, :warrior {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Gliding Wings", :description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. "} {:name "Bite", :description "You can make a bite attack as an unarmed strike that deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to grapple the target as a bonus action. At 11th level, your bite damage increases to 2d6."}], :option-pack "Kobold Press", :name "Warrior", :props {:skill-prof {:perception false, :stealth false}}, :key :warrior}, :regenerative {:race :lizardfolk-southlands-, :traits [{:name "Regeneration", :description "Whenever you spend Hit Die to regain HP during a short rest, you regain additional HP = 2x your Constitution modifier. Severed digits regrow after 24 hours, hands and feet after 3 days, and limbs after 1 week. If the severed body part is present and intact, you can reattach it during a short rest by using a Hit Die and doing nothing else during the rest. You gain one level of exhaustion when you begin regenerating a limb, and maintain 1 level of exhaustion until one day after the regrowth is complete."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Hold Breath", :description "You can hold your breath for a number of minutes = your Constitution score."}], :option-pack "Kobold Press", :name "Regenerative", :props {:skill-prof {:stealth false}}, :key :regenerative}, :chromataphore {:race :lizardfolk-southlands-, :traits [{:name "Natural Armor", :description "If you're not wearing armor, your AC = 12 + your Dex modifier. You can use a shield and still gain this benefit."} {:name "Bite", :description "You're proficient with your Bite, which deals 1d6 piercing damage."} {:name "Chameleon Skin", :description "You have advantage on Stealth checks made to hide so long as you're not moving. If you are wearing no armor and carrying no equipment, you can Hide without cover or obscurement. You can't Hide while being directly observed. You lose your Swim speed."}], :option-pack "Kobold Press", :name "Chromataphore", :props {:skill-prof {:stealth true}}, :key :chromataphore}, :shaper-fire- {:race :jinnborn, :traits [{:description "Once per turn when you hit with a melee attack, you can deal an additional 1d6 fire damage. You can use this ability a number of times = your Constitution modifier (minimum 1), and you regain all uses each long rest.", :name "Elemental Strike"}], :name "Shaper (Fire)", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/str 1}, :key :shaper-fire-, :props {:damage-resistance {:cold false, :lightning false, :fire true}, :language {:primordial-aquan- false, :primordial-auran- false, :primordial-ignan- true}}}, :savage {:race :gnoll, :traits [{:name "Scavenge", :description "Whenever you make a Wisdom (Survival) check for gathering food or locating water, you are considered proficient in the Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus."}], :name "Savage", :option-pack "Kobold Press", :abilities {:orcpub.dnd.e5.character/wis 1}, :key :savage}, :halfling-heritage {:race :darakhul, :traits [], :name "Halfling Heritage", :option-pack "Kobold Press", :speed 25, :abilities {:orcpub.dnd.e5.character/cha 1}, :props {:language {:halfling true}}, :key :halfling-heritage}, :worker {:race :tosculi-hiveless-, :traits [{:name "Natural Armor", :description "Your AC can't be less that 11 + your Dex modifier no matter what armor you're wearing."} {:name "Gliding Wings", :description "You take no damage from falls. You gain a fly speed of 40 feet but cannot hover. At the end of any round you fly, you must have descended at least one-quarter the distance you traveled or you fall. "} {:name "Bite", :description "You can make a bite attack as an unarmed strike that deals 1d6 slashing damage. On a successful hit with a bite, you may attempt to grapple the target as a bonus action. At 11th level, your bite damage increases to 2d6."}], :option-pack "Kobold Press", :name "Worker", :props {:skill-prof {:perception false, :stealth false}}, :key :worker}}, :orcpub.dnd.e5/backgrounds {:guild-artisan-tinker {:traits [{:name "Jury Rig", :description "Your experience fixing odds and ends as well as your familiarity with a wide variety of tools grants you the ability to make quick repairs on damaged equipment. You can spend two hours during a long rest or downtime working on a damaged object using tinker’s tools. Once you’ve finished, anyone using the object for its intended purpose can ignore any penalties that arise from damage to the object. These repairs are temporary and last a number of days equal to your Intelligence modifier (minimum of 1). You can repair the item again after the first repairs wear off, but each additional time you jury rig the object reduces the number of days the repairs last by 1. Eventually the object must be replaced or professionally repaired by a skilled craftsman with the appropriate tools. Additionally, you can jury rig minor mechanical objects such as locks or simple traps. It takes two hours of work with tinker’s tools, and you need access to a supply of materials. Any such object you create is of fair quality at best and doesn’t last forever. A jury rigged object functions for a number of days equal to your Intelligence modifier (minimum of 1) before it jams, falls apart, or otherwise ceases to function. \nTinkers are welcomed in rustic communities. You can trade work for food and lodging by doing odd jobs and minor repairs for people."}], :name "Guild Artisan: Tinker", :profs {:skill {:insight true, :persuasion true}, :tool-options {:artisans-tool 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1, :pouch 1}, :treasure {:gp 15}, :option-pack "Kobold Press", :key :guild-artisan-tinker}, :child-of-the-divine {:traits [{:name "Word of God", :description "In addition to the ability to perform the ceremonies of your\ndeity, your words are taken as divine truth by the followers\nof your religion. You and your adventuring party can expect\nto receive free healing and care at a temple, shrine, or\nother established presence of your faith, though you must\nprovide any material components needed for spells. Other\nfollowers of your religion will provide shelter and food for\nyou and your companions at your request.\nWhen in a social interaction with a follower of your\nbelieved parent, your words are taken as truth unless\ndirectly opposed to the accepted edicts of the\nchurch or organization. While within a city\nor region that worships your parent, it is\nassumed that wherever you are, you are meant to be\nthere. While within a city or region that worships a god or\npantheon other than your parent, your presence will often\nbe questioned even if you have permission to be there."}], :name "Child of the Divine", :option-pack "Kobold Press", :profs {:skill {:persuasion true, :religion true}, :tool-options {:musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :equipment {:holy-symbol 1, :prayer-book 1, :incense 1, :vestements 1, :clothes-fine 1}, :treasure {:gp 5}, :key :child-of-the-divine}, :temple-slave {:traits [{:name "Servant's Grace", :description "You are skilled in being unseen in a crowded room. Your\nmannerisms and skills allow you to enter areas typically\nlimited to servants, craftsmen, and those of lower societal\nstanding. Servants and paid help see you as one of them\nand will be more likely to gossip with you than other\nmembers of your party."}], :name "Temple Slave", :option-pack "Kobold Press", :profs {:skill {:religion true, :insight true}, :tool-options {:artisans-tool 1, :musical-instrument 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 10}, :equipment {:clothes-common 1, :knife-small 1, :holy-symbol 1}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}} {:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :key :temple-slave}, :scavenger {:traits [{:name "Finders Keepers", :description "You have an extraordinary knack for locating castoff but still useful material. When in a settlement, you can spend 1d3 hours searching junk piles, dumps, alleys, and abandoned buildings. After this time you discover some piece of useful equipment (generally nothing more valuable than 2 gp), enough food to feed yourself for a day, or a small quantity of raw materials. These materials are obviously used, old, or flawed in some way, but they are sturdy enough for use in crafting or building. Depending on the complexity or size of your project, you might have to spend multiple attempts to gather enough material. The resulting product using these materials always shows some sign of the material’s secondhand origin, even though it may be fully functional. You can use the items located with this feature, you can’t sell them due to their heavily worn nature.\nYou also know who to ask to locate rare or exotic items. Given enough time, you can locate a place to purchase or sell strange objects or materials."}], :name "Scavenger", :option-pack "Kobold Press", :profs {:skill {:investigation true, :perception true}, :tool {:thieves-tools true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-common 1}, :treasure {:gp 10}, :key :scavenger}, :nomad {:traits [{:name "", :description "You get a mule and a cart as part of your starting equipment."} {:name "Thundering Hooves", :description "Travel is in your blood, and you are adept at ensuring the health and quality of your mounts. You have contacts with herders who can provide fine quality steeds or beasts of burden, and you are welcome to join the herders as they move across the land. You understand your limits and those of your mount, and you are able to safely push those limits a little harder than others can; you can travel for 9 hours in a day before you and any mount you ride risk exhaustion from force marching."}], :name "Nomad", :option-pack "Kobold Press", :profs {:skill {:medicine true, :survival true}, :tool {:herbalism-kit true, :land-vehicles true}}, :treasure {:gp 5}, :equipment {:clothes-traveler-s 1, :herbalism-kit 1}, :key :nomad}, :soldier-quartermaster {:traits [{:name "Beg, Barter, or Trade", :description "The military can’t expect the best supplies to arrive in\ntime, it must often make do with what’s available. Luckily\nthey had you on their side. You make it a habit of being\nprepared for as many situations as possible.\nOnce per day, you may search your gear for any piece of\nadventuring gear, any weapon, or any tool worth 2 gp or\nless. When you are in a settlement, or when dealing with\na caravan, tribe, or other group willing to trade, sell, or\nbarter, the value of the item increases to 5 gp. You do not\nneed to pay the gold piece value of the item; it is assumed\nyou can barter or trade for it from other minor items in\nyour inventory.\nYour DM may allow you to use this ability to make\neither a Persuasion check or Investigation check to barter\nfor gear or tools worth up to 50 gp, though you must\npay at least half the value of the item, and possibly much\nmore depending on the rarity of the item and who owns\nit. The recommended DC for these checks is 10 for cities,\n15 for large settlements or trade caravans, 20 for small\nsettlements or small groups of travelers, and 25 or higher\nfor isolated nomadic groups or communities."}], :name "Soldier: Quartermaster", :option-pack "Kobold Press", :profs {:skill {:persuasion true, :investigation true}, :tool {:forgery-kit true}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 10}, :equipment {:clothes-common 1, :signet-ring 1}, :key :soldier-quartermaster}, :siwali-traveler {:traits [{:name "Worldly", :description "You know the local deserts, their cultures, and\nthe customs of those people. You know where\nand when nomadic tribes typically pass through\ncertain areas, which tribes claim which oasis at what\ntime of year, and where food and water can likely be\nfound (though no guarantee).\nYou also have one trade contact with a group or\nindividual outside of your tribe. This contact may\nbe friendly, or barely tolerated, but trade between\nrival camps is a necessity for survival in the harsh. "}], :name "Siwali Traveler", :option-pack "Kobold Press", :profs {:skill {:animal-handling true, :survival true}, :tool {:navigators-tools true, :land-vehicles true}}, :treasure {:gp 10}, :equipment {:clothes-traveler-s 1, :waterskin 1, :pouch 1}, :key :siwali-traveler}, :urchin-beggar {:traits [{:name "Anything You Can Spare", :description "Having spent much of your life with no home, money, or real possessions to your name, you learned to stretch a meager amount of money much further than it should normally go. By spending several hours a day seeking out alms from affluent, or at least comfortable citizens, you can maintain a living while within an urban setting. You can maintain a poor lifestyle without spending the required coin. This lifestyle represents earning a few meager coins through begging and spending that money on “bargain” staples.\nAdditionally, you know several places where you can acquire food, lodging, and basic equipment (DMs discretion as to what equipment is available at any given time) for 75% of their normal price. You can’t leverage these sources frequently, and it might be several days or weeks before you can make another discounted purchase."}], :name "Urchin: Beggar", :option-pack "Kobold Press", :profs {:skill {:deception true, :persuasion true}, :tool {:disguise-kit true, :thieves-tools true}}, :equipment {:knife-small 1, :clothes-common 1, :pouch 1}, :key :urchin-beggar}, :prophet {:traits [{:description "People who hear and accept your words are moved to action. Such individuals will lend aid and offer their services toward your cause, whether that involves building a new temple, clearing storm damage, or feeding the hungry. They won’t take undue risk, however. Temples and other religious organizations commonly accept prophets of their faith, but noble houses, merchants, trade guilds, and any other organization might share their resources. Additionally, you can secure audiences with powerful individuals or invitations to events that normally exist above your station. From those who fear or oppose your vision you can expect social hostility, though some might fear to act directly against you.", :name "Words from On High"}], :name "Prophet", :profs {:skill {:persuasion true, :religion true}, :language-options {:choose 1, :options {:any true}}, :tool {:calligraphers-supplies true, :painters-supplies true}, :tool-options {:artisans-tool 1}}, :option-pack "Kobold Press", :equipment {:holy-symbol 1, :clothes-common 1}, :treasure {:gp 5}, :key :prophet}, :fey-touched {:traits [{:name "Gleam of Glamour", :description "The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon. The pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin."}], :name "Fey-Touched", :option-pack "Kobold Press", :profs {:skill {:persuasion true, :deception true}, :language-options {:choose 1, :options {:any true}}, :tool-options {:musical-instrument 1}}, :equipment-choices ({:name "Musical Instruments", :options {:flute 1, :horn 1, :dulcimer 1, :viol 1, :drum 1, :pan-flute 1, :bagpipes 1, :shawm 1, :lute 1, :lyre 1}}), :equipment {:clothes-traveler-s 1}, :treasure {:gp 10}, :key :fey-touched}, :corsair {:traits [{:name "High Sea Scourge", :description "You suffer no reduction in speed when climbing. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same."}], :option-pack "Kobold Press", :name "Corsair", :profs {:skill {:acrobatics true, :perception true}, :tool {:water-vehicles true, :navigators-tools true}, :tool-options {}}, :treasure {:gp 5}, :equipment {:clothes-common 1, :navigators-tools 1, :rope-silk 1}, :key :corsair}, :master-craftsmen {:traits [{:name "Masterwork", :description "Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend. When using the crafting downtime activity rules with your chosen craft, you generate double the normal progress toward the item’s completion (anyone assisting you provides the normal bonus). You must create at least one item at the normal rate before this feature can be used to create\nanother item at the accelerated rate."}], :name "Master Craftsmen", :option-pack "Kobold Press", :profs {:skill {:investigation true, :perception true}, :tool-options {:artisans-tool 1}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-costume 1}, :treasure {:gp 10}, :key :master-craftsmen}, :desert-runner {:traits [{:name "Nomad", :description "Your life in the open desert has adapted your body to a\nrange of environmental conditions. You may survive on 1\ngallon of water in hot conditions (or ½ gallon in normal\nconditions) without being forced to make Constitution\nsaving throws and you are considered “naturally adapted”\nto hot climates (see DMG pg. 110). You are also able to\nread the natural environment to predict natural weather\npatterns and temperatures for the next 24 hours, allowing\nyou to cross dangerous terrain at the best times. The\naccuracy of these predictions are up to the DM, but\nshould be largely reliable unless affected by magic or\nunforeseeable events such as distant earthquakes or\nvolcanic eruptions."}], :name "Desert Runner", :option-pack "Kobold Press", :profs {:skill {:perception true, :survival true}, :tool {:herbalism-kit true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:clothes-traveler-s 1, :herbalism-kit 1, :waterskin 1, :pouch 1}, :treasure {:gp 10}, :key :desert-runner}, :raider {:traits [{:description "In your time scouring trade routes and settlements, you have learned the secret of finding quick, unobtrusive ways in and out. When determining your overland travel speed, you ignore difficult terrain if you are within 2 miles of a road or settlement. You have a knack for following hidden paths and covering your approach or retreat. When making use of this feature, you and up to five companions can utilize Stealth while traveling at a normal pace.", :name "Backways"}], :name "Raider", :option-pack "Kobold Press", :profs {:tool {:land-vehicles true}, :skill {:intimidation true, :stealth true}}, :equipment {:rope-silk 1, :clothes-traveler-s 1, :tent-two-person 1}, :treasure {:gp 5}, :key :raider}, :guild-merchant {:traits [{:name "Savvy Trader", :description "You have spent your life on the roads, carrying the things people want through war zones, storms, and raider attacks. Empty wagons earn no profit, so you are adept at finding buyers for whatever goods you carry and securing new cargo for the return trip. You start with a wagon and mule. You can always find a buyer for any sort of item, even contraband, as long as you are in a settlement. Likewise, you have a network of contacts who can locate fantastic treasures for the right price. Magical items, maps to lost ruins, or rare special materials are all available to you given enough time. Speak with the DM to determine how long it takes to work your contacts and what they require in return for their information and help. "}], :name "Guild Merchant", :option-pack "Kobold Press", :profs {:skill {:insight true, :persuasion true}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 15}, :equipment {:clothes-traveler-s 1}, :key :guild-merchant}, :darkling {:traits [{:name "Touch of Darkness", :description "Creatures of darkness know their own, and they can sense the touch upon you. While this recognition is not enough to save you from the foul creatures that move through the world’s shadows, it can buy you time. Fiends, dark fey, and undead might be willing to talk to you instead of attacking, at least briefly. In some cases you may be able to negotiate or bribe your way out of a fight against a creature of darkness, provided it wasn’t murderously hostile toward you initially. This recognition cuts both ways; sometimes creatures of darkness may seek you out, sensing a kindred spirit even if you want nothing to do with them, and the servants of goodness and light may find you unsettling. It may be difficult to secure the trust of good creatures that sense the taint upon you. "}], :name "Darkling", :option-pack "Kobold Press", :profs {:skill {:arcana true, :religion true}, :language-options {:choose 2, :options {:any true}}}, :equipment {:clothes-common 1, :emblem 1}, :treasure {:gp 15}, :key :darkling}, :soldier-groom-squire {:traits [{:name "Eye for the Best", :description "You are skilled at picking the strongest, most intelligent,\nand most trainable mounts, birds of prey, hunting dogs,\nand other domestic animals commonly used in war.\nWhenever you purchase or otherwise acquire a draft\nhorse, camel, hawk, mastiff, mule, or riding horse from a\nselection of at least four of the same animal, that animal\npossesses the maximum hit points for its hit dice (i.e.: 9\nfor a mastiff, 3 for a hawk) and its Intelligence increases\nby 1 (to a maximum of 4). Your DM may allow this feature\nto apply to other animals depending on your race and\nthe setting of your campaign. Some alternate creatures\ninclude bats, boars, elk, flying snakes, octopuses,\npanthers, ravens, giant frogs, giant lizards, giant wolf\nspiders, and wolves, though none should have a CR\ngreater than 1/4."}], :name "Soldier: Groom/Squire", :option-pack "Kobold Press", :profs {:skill {:animal-handling true, :insight true}, :tool {:land-vehicles true}, :tool-options {:artisans-tool 1}}, :equipment-choices ({:name "Artisan's Tools", :options {:cartographers-tools 1, :painters-supplies 1, :glassblowers-tools 1, :masons-tools 1, :jewelers-tools 1, :leatherworkers-tools 1, :smiths-tools 1, :cobblers-tools 1, :potters-tools 1, :brewers-supplies 1, :woodcarvers-tools 1, :carpenters-tools 1, :tinkers-tools 1, :alchemists-supplies 1, :weavers-tools 1, :cooks-utensils 1, :calligraphers-supplies 1}}), :equipment {:clothes-common 1, :clothes-fine 1, :knife-small 1}, :treasure {:gp 10}, :key :soldier-groom-squire}, :soldier-healer {:traits [{:name "Field Surgeon", :description "You are well versed in the origins of natural remedies and\nare trained to find the right plants, roots, flowers, or seeds\nrequired to restock your kits in the field. Once per day, you\nmay spend an hour searching the local terrain for natural\nremedies, or bartering for medicines and supplies in local\nsettlements. After completing your search (or trade), you\nmay restock your healer’s kit with a number of uses equal\nto your proficiency modifier at no cost. How you organize\nyour healing kit becomes personal and only those trained\nin the Medicine skill may use your kit if you are not\npresent to direct them.\nIn addition, you may craft antitoxin vials and potions of\nhealing using your herbalist’s kit in half the normal time,\ni.e.: one every 5 days instead of one every 10 days. "}], :name "Soldier: Healer", :option-pack "Kobold Press", :treasure {:gp 5}, :profs {:skill {:medicine true, :nature true}, :tool {:herbalism-kit true, :poisoners-tools true, :alchemists-supplies true}}, :equipment {:clothes-common 1, :alchemists-supplies 1, :poisoners-tools 1, :herbalism-kit 1, :case-map-or-scroll 1, :knife-small 1}, :key :soldier-healer}, :cannibal-headhunter {:traits [{:name "Grim Feast", :description "Whether as a funeral rite to honor fallen family and comrades, or as spoils of war or sacred hunts, you ritually consume a portion of slain humanoid bodies. Civilized people view this practice as taboo and horrific, and they are easily unsettled. While this unease can bring unwanted complications within urban or other civilized settings, you gain a measure of power and presence from your devotion that other savage, primitive, or tribal cultures esteem. When you present either your ritual practice or a direct result of it, such as your bone totem, to an intelligent creature with any kind of tribal or savage bent, your power affords you the chance to talk rather than fight. Orcs, gnolls, goblins, and other tribal warlike races might offer you respect and allow you the chance to sway them through talk (and Intimidation) rather than trying to kill you on sight. Additionally, you can engage in your rituals over the course of one day to gain inspiration."}], :name "Cannibal Headhunter", :option-pack "Kobold Press", :profs {:skill {:intimidation true, :survival true}, :tool {:cooks-utensils true}, :language-options {:choose 1, :options {:any true}}}, :equipment {:cooks-utensils 1, :clothes-traveler-s 1, :hunting-trap 1, :pouch 1}, :treasure {:gp 5}, :key :cannibal-headhunter}, :seer {:traits [{:name "Glimpse of Fortune", :description "Using a minor method of divination, you are able to see glimpses of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter their good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction, DMG p. 244). Additionally, you can receive minor favors or consideration from past subjects in a variety of locations. Assume you can find at least one friendly contact in a city that you have spent at least some time in the past."}], :name "Seer", :option-pack "Kobold Press", :profs {:skill {:arcana true, :perception true}, :tool-options {:gaming-set 1}, :language-options {:choose 1, :options {:any true}}}, :treasure {:gp 5}, :equipment {:clothes-common 1}, :key :seer}}, :orcpub.dnd.e5/spells {:soulforging {:description "You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying. If the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem. If the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. Up to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.", :key :soulforging, :school "necromancy", :name "Soulforging", :duration "Instantaneous", :level 5, :option-pack "Kobold Press", :components {:verbal true, :somatic true, :material true, :material-component "a complete mechanical body worth 10,000 gp"}, :casting-time "1 hour (see below)", :spell-lists {:bard false, :cleric true, :druid false, :paladin false, :ranger false, :sorcerer false, :warlock false, :wizard true}, :range "Touch"}}}