diff --git a/core/players-handbook-2024/items/items-armor.xml b/core/players-handbook-2024/items/items-armor.xml new file mode 100644 index 00000000..2ce9a75f --- /dev/null +++ b/core/players-handbook-2024/items/items-armor.xml @@ -0,0 +1,274 @@ + + + + Armor + + Wizards of the Coast + + + + + + + + ID_INTERNAL_ARMOR_GROUP_LIGHT + +

Padded armor consists of quilted layers of cloth and batting.

+
+ + Armor + 5 + 8 lb. + body + Light + 11 + Dex modifier + Disadvantage + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_PADDED + + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_LIGHT + +

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

+
+ + Armor + 10 + 10 lb. + body + Light + 11 + Dex modifier + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_LEATHER + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_LIGHT + +

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

+
+ + Armor + 45 + 13 lb. + body + Light + 12 + Dex modifier + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_STUDDED_LEATHER + + + + +
+ + + + ID_INTERNAL_ARMOR_GROUP_MEDIUM + +

This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

+
+ + Armor + 10 + 12 lb. + body + Medium + 12 + Dex modifier (max 2) + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_HIDE + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_MEDIUM + +

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

+
+ + Armor + 50 + 20 lb. + body + Medium + 13 + Dex modifier (max 2) + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_CHAIN_SHIRT + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_MEDIUM + +

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

+
+ + Armor + 50 + 45 lb. + Medium + body + Disadvantage + 14 + Dex modifier (max 2) + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_SCALE_MAIL + + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_MEDIUM + +

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered.

+
+ + Armor + 400 + 20 lb. + body + Medium + 14 + Dex modifier (max 2) + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_BREASTPLATE + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_MEDIUM + +

Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps.

+
+ + Armor + 750 + 40 lb. + body + Medium + Disadvantage + 15 + Dex modifier (max 2) + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_HALF_PLATE + + + + + +
+ + + + ID_INTERNAL_ARMOR_GROUP_HEAVY + +

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.

+
+ + Armor + 30 + 40 lb. + body + Heavy + Disadvantage + 14 + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_RING_MAIL + + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_HEAVY + +

Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

+
+ + Armor + 75 + 55 lb. + body + Heavy + 13 + Disadvantage + 16 + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_CHAIN_MAIL + + + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_HEAVY + +

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

+
+ + Armor + 200 + 60 lb. + body + Heavy + 15 + Disadvantage + 17 + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_SPLINT + + + + + + +
+ + ID_INTERNAL_ARMOR_GROUP_HEAVY + +

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

+
+ + Armor + 1500 + 65 lb. + body + Heavy + 15 + Disadvantage + 18 + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_PLATE + + + + + + +
+ + + + ID_INTERNAL_ARMOR_GROUP_SHIELD + +

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

+
+ + Armor + 10 + 6 lb. + onehand,secondary + Shield + Shield + +2 + ID_WOTC_PHB24_PROFICIENCY_ARMOR_PROFICIENCY_SHIELD + + + + +
+
diff --git a/core/players-handbook-2024/items/items-gear.xml b/core/players-handbook-2024/items/items-gear.xml new file mode 100644 index 00000000..ac430bba --- /dev/null +++ b/core/players-handbook-2024/items/items-gear.xml @@ -0,0 +1,1184 @@ + + + + Adventuring Gear + + Wizards of the Coast + + + + + + + + +

When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage.

+
+ + Adventuring Gear + 25 + 1 lb. + true + +
+ + +

When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take ld4 Fire damage and start burning (see the rules glossary).

+
+ + Adventuring Gear + 50 + 1 lb. + true + +
+ + + +

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

+
+ + Ammunition + 5 + 1/20 lb. + Ammunition + true + +
+ + +

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

+
+ + Ammunition + 2 + 1/50 lb. + Ammunition + true + +
+ + +

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

+
+ + Ammunition + 5 + 1/20 lb. + Ammunition + true + +
+ + +

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

+
+ + Ammunition + 1 + 75/1000 lb. + Ammunition + true + +
+ + +

Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought separately.

+
+ + Ammunition + 3 + 1/5 lb. + true + +
+ + + +

As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour

+
+ + Adventuring Gear + 50 + + true + +
+ + + +

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.

+
+ + Spellcasting Focus + 10 + 1 lb. + Arcane Focus + onehand + +
+ + +

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus

+
+ + Spellcasting Focus + 20 + 3 lb. + Arcane Focus + onehand + +
+ + +

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus

+
+ + Spellcasting Focus + 10 + 2 lb. + Arcane Focus + onehand + +
+ + +

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus

+
+ + Spellcasting Focus + 5 + 4 lb. + Arcane Focus + onehand + +
+ + +

An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus

+
+ + Spellcasting Focus + 10 + 1 lb. + Arcane Focus + onehand + +
+ + + +

A Backpack holds up to 30 pounds within 1 cubic foot. It can also serve as a saddlebag.

+
+ + Adventuring Gear + 2 + 5 lb. + +
+ + +

As a Utilize action, you can spill Ball Bearings from their pouch. They spread to cover a level, 10-foot square area within 10 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 10 Dexterity saving throw or have the Prone condition. It takes 10 minutes to recover the Ball Bearings.

+
+ + Adventuring Gear + 1 + 2 lb. + true + +
+ + +

A Barrel holds up to 40 gallons of liquid or up to 4 cubic feet of dry goods.

+
+ + Adventuring Gear + 2 + 70 lb. + +
+ + +

A Basket holds up to 40 pounds within 2 cubic feet.

+
+ + Adventuring Gear + 4 + 2 lb. + +
+ + +

A Bedroll sleeps one Small or Medium creature. While in a Bedroll, you automatically succeed on saving throws against extreme cold (see the Dungeon Master's Guide).

+
+ + Adventuring Gear + 1 + 7 lb. + true + +
+ + +

When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away.

+
+ + Adventuring Gear + 1 + + true + +
+ + +

While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master's Guide).

+
+ + Adventuring Gear + 5 + 3 lb. + true + +
+ + +

A Block and Tackle allows you to hoist up to four times the weight you can normally lift.

+
+ + Adventuring Gear + 1 + 5 lb. + true + +
+ + +

A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History, Nature, or Religion) checks you make about that topic.

+
+ + Adventuring Gear + 25 + 5 lb. + true + +
+ + +

A Glass Bottle holds up to 1 1/2 pints.

+
+ + Adventuring Gear + 2 + 2 lb. + true + +
+ + +

A Bucket holds up to half a cubic foot of contents.

+
+ + Adventuring Gear + 5 + 2 lb. + true + +
+ + +

As a Utilize action, you can spread Caltrops from their bag to cover a 5-foot-square area within 5 feet of yourself. A creature that enters this area for the first time on a turn must succeed on a DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops.

+
+ + Adventuring Gear + 1 + 2 lb. + true + +
+ + +

For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.

+
+ + Adventuring Gear + 1 + + true + +
+ + +

A Crossbow Bolt Case hold up to 20 Bolts.

+
+ + Adventuring Gear + 1 + 1 lb. + +
+ + +

A Map or Scroll Case holds up to 10 sheets of paper or 5 sheets of parchment.

+
+ + Adventuring Gear + 1 + 1 lb. + +
+ + +

As a Utilize action, you can wrap a Chain around an unwilling creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Strength (Athletics) check. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Chain requires the creature to make a successful DC 18 Dexterity (Acrobatics) check as an action. Bursting the Chain requires a successful DC 20 Strength (Athletics) check as an action.

+
+ + Adventuring Gear + 5 + 10 lb. + true + +
+ + + +

A Chest holds up to 12 cubic feet of contents.

+
+ + Adventuring Gear + 5 + 25 lb. + +
+ + +

A Climber's Kit includes boot tips, gloves, pitons,and a harness. As a Utilize action, you can use the Climber's Kit to anchor yourself; when you do, you can't fall more than 25 feet from the anchor point, and you can't move more than 25 feet from there without undoing the anchor as a Bonus Action.

+
+ + Adventuring Gear + 25 + 12 lb. + true + +
+ + + +

Fine Clothes are made of expensive fabrics and adorned with expertly crafted details. Some events and locations admit only people wearing these clothes.

+
+ + Adventuring Gear + 15 + 6 lb. + +
+ + +

Traveler's Clothes are resilient garments designed for travel in various environments.

+
+ + Adventuring Gear + 2 + 4 lb. + +
+ + +

A Component Pouch is watertight and filled with compartments that hold all the free Material components of your spells.

+
+ + Adventuring Gear + 25 + 2 lb. + +
+ + +

While wearing a Costume, you have Advantage on any ability check you make to impersonate the person or type of person it represents.

+
+ + Adventuring Gear + 5 + 4 lb. + +
+ + +

Using a Crowbar grants Advantage to Strength checks where the Crowbar's leverage can be applied.

+
+ + Adventuring Gear + 2 + 5 lb. + true + +
+ + + +

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

+
+ + Spellcasting Focus + 1 + + Druidic Focus + onehand + +
+ + + +

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

+
+ + Spellcasting Focus + 5 + 4 lb. + Druidic Focus + onehand + +
+ + +

A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved, tied with ribbon, or painted to channel primal magic. A Druid or Ranger can use such an object as a Spellcasting Focus.

+
+ + Spellcasting Focus + 10 + 1 lb. + Druidic Focus + onehand + +
+ + + + +

A Flask holds up to 1 pint.

+
+ + Adventuring Gear + 2 + 1 lb. + true + +
+ + +

As a Utilize action, you can throw the Grappling Hook at a railing, a ledge, or another catch within 50 feet of yourself, and the hook catches on if you succeed on a DC 13 Dexterity (Acrobatics) check. If you tied a Rope to the hook, you can then climb it.

+
+ + Adventuring Gear + 2 + 4 lb. + true + +
+ + + +

A Healer's Kit has ten uses. As a Utilize action, you can expend one of its uses to stabilize an Unconscious creature that has 0 Hit Points without needing to make a Wisdom (Medicine) check.

+
+ + Adventuring Gear + 5 + 3 lb. + true + +
+ + + +

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

+

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

+
+ + Spellcasting Focus + 5 + 1 lb. + Holy Symbol + onehand + +
+ + +

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

+

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

+
+ + Spellcasting Focus + 5 + + Holy Symbol + onehand + +
+ + +

A Holy Symbol takes one of the forms in the Holy Symbol table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use a Holy Symbol as a Spellcasting Focus.

+

The table indicates whether a Holy Symbol needs to be held, worn, or borne on fabric (such as a tabard or banner) or a Shield.

+
+ + Spellcasting Focus + 5 + 2 lb. + Holy Symbol + onehand + +
+ + + +

When you take the Attack action, you can replace one of your attacks with throwing a flask of Holy Water. Target one creature you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead.

+
+ + Adventuring Gear + 25 + 1 lb. + true + +
+ + + +

As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take ld4 Piercing damage and have its Speed reduced to 0 until the start of its next turn. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Each failed check deals 1 Piercing damage to the trapped creature.

+
+ + Adventuring Gear + 5 + 25 lb. + true + +
+ + +

Ink comes in a 1-ounce bottle, which provides enough ink to write about 500 pages.

+
+ + Adventuring Gear + 10 + + true + +
+ + +

Using Ink, an Ink Pen is used to write or draw.

+
+ + Adventuring Gear + 2 + + true + +
+ + +

A Jug holds up to 1 gallon.

+
+ + Adventuring Gear + 2 + 4 lb. + true + +
+ + +

A Ladder is 10 feet tall. You must climb to move up or down it.

+
+ + Adventuring Gear + 1 + 25 lb. + true + +
+ + +

A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.

+
+ + Adventuring Gear + 5 + 1 lb. + true + +
+ + +

A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.

+
+ + Adventuring Gear + 10 + 2 lb. + true + +
+ + +

A Hooded Lantern burns Oil as fuel to cast Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. As a Bonus Action, you can lower the hood, reducing the light to Dim Light in a 5-foot radius, or raise it again.

+
+ + Adventuring Gear + 5 + 2 lb. + true + +
+ + +

A Lock comes with a key. Without the key, a creature can use Thieves' Tools to pick this Lock with a successful DC 15 Dexterity (Sleight of Hand) check.

+
+ + Adventuring Gear + 10 + 1 lb. + true + +
+ + +

A Magnifying Glass grants Advantage on any ability check made to appraise or inspect a highly detailed item. Lighting a fire with a Magnifying Glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.

+
+ + Adventuring Gear + 100 + + true + +
+ + +

As a Utilize action, you can use Manacles to bind an unwilling Small or Medium creature within 5 feet of yourself that has the Grappled, Incapacitated, or Restrained condition if you succeed on a DC 13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.

+

Each set of Manacles comes with a key. Without the key, a creature can use Thieves' Tools to pick the Manacles' lock with a successful DC 15 Dexterity (Sleight of Hand) check.

+
+ + Adventuring Gear + 2 + 6 lb. + true + +
+ + + +

If you consult an accurate Map, you gain a +5 bonus to Wisdom (Survival) checks you make to find your way in the place represented on it.

+
+ + Adventuring Gear + 1 + + true + +
+ + +

A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.

+
+ + Adventuring Gear + 5 + ½ lb. + true + +
+ + +

When you take the Attack action, you can replace one of your attacks with throwing a Net. Target a creature you can see within 15 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Restrained condition until it escapes. The target succeeds automatically if it is Huge or larger.

+

To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Restrained creature on a success. Destroying the Net (AC 10; 5 HP; Immunity to Bludgeoning, Poison, and Psychic damage) also frees the target, ending the effect.

+
+ + Adventuring Gear + 5 + 3 lb. + true + +
+ + +

You can douse a creature, object, or space with Oil or use it as fuel, as detailed below.

+

Dousing a Creature or an Object. When you take the Attack action, you can replace one of your attacks with throwing an Oil flask. Target one creature or object within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or be covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.

+

Dousing a Space. You can take the Utilize action to pour an Oil flask on level ground to cover a 5-foot square area within 5 feet of yourself. If lit, the oil burns until the end of the turn 2 rounds from when the oil was lit (or 12 seconds) and deals 5 Fire damage to any creature that enters the area or ends its turn there. A creature can take this damage only once per turn.

+

Fuel. Oil serves as fuel for Lamps and Lanterns. Once lit, a flask of Oil burns for 6 hours in a Lamp or Lantern. That duration doesn't need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.

+
+ + Adventuring Gear + 1 + 1 lb. + true + +
+ + +

One sheet of Paper can hold about 250 handwritten words.

+
+ + Adventuring Gear + 2 + + true + +
+ + +

One sheet of Parchment can hold about 250 handwritten words.

+
+ + Adventuring Gear + 1 + + true + +
+ + +

Perfume comes in a 4-ounce vial. For 1 hour after applying Perfume to yourself, you have Advantage on Charisma (Persuasion) checks made to influence an Indifferent Humanoid within 5 feet of yourself.

+
+ + Adventuring Gear + 5 + + true + +
+ + + +

As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition. A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra ld4 Poison damage. Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.

+
+ + Adventuring Gear + 100 + + true + +
+ + +

A Pole is 10 feet long. You can use it to touch something up to 10 feet away. If you must make a Strength (Athletics) check as part of a High or Long Jump, you can use the Pole to vault, giving yourself Advantage on the check.

+
+ + Adventuring Gear + 5 + 7 lb. + true + +
+ + +

An Iron Pot holds up to 1 gallon.

+
+ + Adventuring Gear + 2 + 10 lb. + true + +
+ + +

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.

+
+ + Adventuring Gear + 50 + ½ lb. + true + +
+ + +

A Pouch holds up to 6 pounds within one-fifth of a cubic foot.

+
+ + Adventuring Gear + 5 + 1 lb. + +
+ + +

A Quiver holds up to 20 Arrows.

+
+ + Adventuring Gear + 1 + 1 lb. + +
+ + +

You can use a Portable Ram to break down doors. When doing so, you gain a +4 bonus to the Strength check. One other character can help you use the ram, giving you Advantage on this check.

+
+ + Adventuring Gear + 4 + 35 lb. + +
+ + +

Rations consist of travel-ready food, including jerky, dried fruit, hardtack, and nuts. See “Malnutrition” in the rules glossary for the risks of not eating.

+
+ + Adventuring Gear + 5 + 2 lb. + true + +
+ + +

A Robe has vocational or ceremonial significance. Some events and locations admit only people wearing a Robe bearing certain colors or symbols.

+
+ + Adventuring Gear + 1 + 4 lb. + +
+ + +

As a Utilize action, you can tie a knot with Rope if you succeed on a DC 10 Dexterity (Sleight of Hand) check. The Rope can be burst with a successful DC 20 Strength (Athletics) check.

+

You can bind an unwilling creature with the Rope only if the creature has the Grappled, Incapacitated, or Restrained condition. If the creature's legs are bound, the creature has the Restrained condition until it escapes. Escaping the Rope requires the creature to make a successful DC 15 Dexterity (Acrobatics) check as an action.

+
+ + Adventuring Gear + 1 + 5 lb. + true + +
+ + +

A Sack holds up to 30 pounds within 1 cubic foot.

+
+ + Adventuring Gear + 1 + ½ lb. + +
+ + + +

Working for 1 hour, you can use a Shovel to dig a hole that is 5 feet on each side in soil or similar material.

+
+ + Adventuring Gear + 2 + 5 lb. + true + +
+ + +

When blown as a Utilize action, a Signal Whistle produces a sound that can be heard up to 600 feet away.

+
+ + Adventuring Gear + 5 + + true + +
+ + +

A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.

+
+ + Adventuring Gear + 30 + + true + +
+ + +

A Spell Scroll (Cantrip) or Spell Scroll (Level 1) is a magic item that bears the words of a cantrip or level 1 spell, respectively, determined by the scroll's creator. If the spell is on your class's spell list, you can read the scroll and cast the spell using its normal casting time and without providing any Material components.

+
+ + Adventuring Gear + 50 + + true + +
+ + + +

Iron Spikes come in bundles of ten. As a Utilize action, you can use a blunt object, such as a Light Hammer, to hammer a spike into wood, earth, or a similar material. You can do so to j.;:it a door shut or to then tie a Rope or Chain to the Spike.

+
+ + Adventuring Gear + 1 + 5 lb. + true + +
+ + +

Objects viewed through a Spyglass are magnified to twice their size.

+
+ + Adventuring Gear + 1000 + 1 lb. + true + +
+ + +

String is 10 feet long. You can tie a knot in it as a Utilize action.

+
+ + Adventuring Gear + 0 + 0 lb. + true + +
+ + +

A Tent sleeps up to two Small or Medium creatures.

+
+ + Adventuring Gear + 2 + 20 lb. + true + +
+ + +

A Tinderbox is a small container holding flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel—takes a Bonus Action. Lighting any other fire takes 1 minute.

+
+ + Adventuring Gear + 5 + 1 lb. + true + +
+ + +

A Torch burns for 1 hour, casting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. When you take the Attack action, you can attack with the Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.

+
+ + Adventuring Gear + 1 + 1 lb. + true + +
+ + +

A Vial holds up to 4 ounces.

+
+ + Adventuring Gear + 1 + + true + +
+ + +

A Waterskin holds up to 4 pints. If you don't drink sufficient water, you risk dehydration (see the rules glossary).

+
+ + Adventuring Gear + 2 + 5 lb. (full) + true + +
+ +
diff --git a/core/players-handbook-2024/items/items-instrument.xml b/core/players-handbook-2024/items/items-instrument.xml new file mode 100644 index 00000000..5aec7322 --- /dev/null +++ b/core/players-handbook-2024/items/items-instrument.xml @@ -0,0 +1,192 @@ + + + + Instruments + + Wizards of the Coast + + + + + + + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
BAGPIPES
+ + + +
Ability: CharismaWeight: 6 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 30 + 6 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_BAGPIPES + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
DRUM
+ + + +
Ability: CharismaWeight: 3 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 6 + 3 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_DRUM + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
DULCIMER
+ + + +
Ability: CharismaWeight: 10 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 25 + 10 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_DULCIMER + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
FLUTE
+ + + +
Ability: CharismaWeight: 1 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 2 + 1 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_FLUTE + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
LUTE
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 35 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_LUTE + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
LYRE
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 30 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_LYRE + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
HORN
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 3 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_HORN + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
PAN FLUTE
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 12 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_PAN_FLUTE + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
SHAWM
+ + + +
Ability: CharismaWeight: 1 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 2 + 1 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_SHAWM + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +
VIOL
+ + + +
Ability: CharismaWeight: 1 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 30 + 1 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_VIOL + +
+
diff --git a/core/players-handbook-2024/items/items-mounts-vehicles.xml b/core/players-handbook-2024/items/items-mounts-vehicles.xml new file mode 100644 index 00000000..b0db99b4 --- /dev/null +++ b/core/players-handbook-2024/items/items-mounts-vehicles.xml @@ -0,0 +1,385 @@ + + + + Mounts and Vehicles + + Wizards of the Coast + + + + + + +

Speed. 50 ft.
Carrying Capacity. 450 lb.

+
+ + Mounts & Vehicles + 50 + + Mount + +
+ + + +

Speed. 40 ft.
Carrying Capacity. 420 lb.

+
+ + Mounts & Vehicles + 8 + + Mount + +
+ + +

Speed. 40 ft.
Carrying Capacity. 1320 lb.

+
+ + Mounts & Vehicles + 200 + + Mount + +
+ + +

Speed. 40 ft.
Carrying Capacity. 540 lb.

+
+ + Mounts & Vehicles + 50 + + Mount + +
+ + +

Speed. 60 ft.
Carrying Capacity. 480 lb.

+
+ + Mounts & Vehicles + 75 + + Mount + +
+ + +

Speed. 40 ft.
Carrying Capacity. 195 lb.

+
+ + Mounts & Vehicles + 25 + + Mount + +
+ + +

Speed. 40 ft.
Carrying Capacity. 225 lb.

+
+ + Mounts & Vehicles + 30 + + Mount + +
+ + +

Speed. 60 ft.
Carrying Capacity. 540 lb.

+
+ + Mounts & Vehicles + 400 + + Mount + +
+ + +

Barding is armor designed for a mount. Any type of armor on the Armor table in this chapter can be purchased as barding. The cost is four times the normal cost, and it weighs twice as much.

+
+ + Mounts & Vehicles + 0 + + +
+ + + +

+
+ + Mounts & Vehicles + 100 + 600 lb. + Vehicle + +
+ + +

+
+ + Mounts & Vehicles + 15 + 200 lb. + Vehicle + +
+ + +

+
+ + Mounts & Vehicles + 250 + 100 lb. + Vehicle + +
+ + +

+
+ + Mounts & Vehicles + 5 + 10 lb. + true + +
+ + +

A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.

+
+ + Mounts & Vehicles + 60 + 40 lb. + +
+ + +

A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.

+
+ + Mounts & Vehicles + 20 + 30 lb. + +
+ + +

A saddle comes with a bit, a bridle, reins, and any other equipment needed to use the saddle. A Military Saddle gives Advantage on any ability check you make to remain mounted. An Exotic Saddle is required for riding an aquatic or a flying mount.

+
+ + Mounts & Vehicles + 10 + 25 lb. + +
+ + + +

+
+ + Mounts & Vehicles + 20 + 300 lb. + Vehicle + +
+ + +

+
+ + Mounts & Vehicles + 5 + 0 lb. + true + +
+ + +

+
+ + Mounts & Vehicles + 35 + 400 lb. + Vehicle + +
+ + + Airborne + +
    +
  • Speed. 8 mph
  • +
  • Crew. 10
  • +
  • Passengers. 20
  • +
  • Cargo (tons). 1
  • +
  • AC. 13
  • +
  • HP. 300
  • +
  • Damage Threshold.
  • +
+
+ + Mounts & Vehicles + 40000 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 4 mph
  • +
  • Crew. 80
  • +
  • Passengers.
  • +
  • Cargo (tons). 150
  • +
  • AC. 15
  • +
  • HP. 500
  • +
  • Damage Threshold. 20
  • +
+
+ + Mounts & Vehicles + 30000 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 1 mph
  • +
  • Crew. 1
  • +
  • Passengers. 6
  • +
  • Cargo (tons). 1/2
  • +
  • AC. 15
  • +
  • HP. 100
  • +
  • Damage Threshold. 10
  • +
+
+ + Mounts & Vehicles + 3000 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 3 mph
  • +
  • Crew. 40
  • +
  • Passengers. 150
  • +
  • Cargo (tons). 10
  • +
  • AC. 15
  • +
  • HP. 300
  • +
  • Damage Threshold. 15
  • +
+
+ + Mounts & Vehicles + 10000 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 1½ mph
  • +
  • Crew. 1
  • +
  • Passengers. 3
  • +
  • Cargo (tons).
  • +
  • AC. 11
  • +
  • HP. 50
  • +
  • Damage Threshold.
  • +
+
+ + Mounts & Vehicles + 50 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 2 mph
  • +
  • Crew. 20
  • +
  • Passengers. 20
  • +
  • Cargo (tons). 100
  • +
  • AC. 15
  • +
  • HP. 300
  • +
  • Damage Threshold. 15
  • +
+
+ + Mounts & Vehicles + 10000 + 0 lb. + Vehicle + +
+ + +
    +
  • Speed. 2½ mph
  • +
  • Crew. 60
  • +
  • Passengers. 60
  • +
  • Cargo (tons). 200
  • +
  • AC. 15
  • +
  • HP. 500
  • +
  • Damage Threshold. 20
  • +
+
+ + Mounts & Vehicles + 25000 + 0 lb. + Vehicle + +
+
diff --git a/core/players-handbook-2024/items/items-packs.xml b/core/players-handbook-2024/items/items-packs.xml new file mode 100644 index 00000000..d15447d3 --- /dev/null +++ b/core/players-handbook-2024/items/items-packs.xml @@ -0,0 +1,160 @@ + + + + Equipment Packs + + Wizards of the Coast + + + + + + +

A Burglar's Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.

+
+ + Equipment Packs + 16 + 42 lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_BALLBEARINGS + ID_WOTC_PHB24_ITEM_STRING_10FEET + ID_WOTC_PHB24_ITEM_BELL + ID_WOTC_PHB24_ITEM_CANDLE + ID_WOTC_PHB24_ITEM_CROWBAR + ID_WOTC_PHB24_ITEM_LANTERN_HOODED + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_RATIONS_1DAY + ID_WOTC_PHB24_ITEM_TINDERBOX + ID_WOTC_PHB24_ITEM_WATERSKIN + ID_WOTC_PHB24_ITEM_ROPE + +
+ + +

A Diplomat's Pack contains the following items: Chest, Fine Clothes, Ink, 5 Ink Pens, Lamp, 2 Map or Scroll Cases, 4 flasks of Oil, 5 sheets of Paper, 5 sheets of Parchment, Perfume, and Tinderbox.

+
+ + Equipment Packs + 39 + 39 lbs. + + + ID_WOTC_PHB24_ITEM_CHEST + ID_WOTC_PHB24_ITEM_CASE_MAPORSCROLL + ID_WOTC_PHB24_ITEM_CLOTHES_FINE + ID_WOTC_PHB24_ITEM_INK_1OUNCEBOTTLE + ID_WOTC_PHB24_ITEM_INKPEN + ID_WOTC_PHB24_ITEM_LAMP + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_PAPER_ONESHEET + ID_WOTC_PHB24_ITEM_PARCHMENT_ONESHEET + ID_WOTC_PHB24_ITEM_PERFUME_VIAL + ID_WOTC_PHB24_ITEM_TINDERBOX + +
+ + +

A Dungeoneer's Pack contains the following items: Backpack, Caltrops, Crowbar, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.

+
+ + Equipment Packs + 12 + 55 lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_CALTROPS + ID_WOTC_PHB24_ITEM_CROWBAR + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_RATIONS_1DAY + ID_WOTC_PHB24_ITEM_ROPE + ID_WOTC_PHB24_ITEM_TINDERBOX + ID_WOTC_PHB24_ITEM_TORCH + ID_WOTC_PHB24_ITEM_WATERSKIN + +
+ + +

An Entertainer's Pack contains the following items: Backpack, Bedroll, Bell, Bullseye Lantern, 3 Costumes, Mirror, 8 flasks of Oil, 9 days of Rations, Tinderbox, and Waterskin.

+
+ + Equipment Packs + 40 + 58½ lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_BEDROLL + ID_WOTC_PHB24_ITEM_BELL + ID_WOTC_PHB24_ITEM_LANTERN_BULLSEYE + ID_WOTC_PHB24_ITEM_COSTUME + ID_WOTC_PHB24_ITEM_MIRROR + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_RATIONS_1DAY + ID_WOTC_PHB24_ITEM_TINDERBOX + ID_WOTC_PHB24_ITEM_WATERSKIN + +
+ + +

An Explorer's Pack contains the following items: Backpack, Bedroll, 2 flasks of Oil, 10 days of Rations, Rope, Tinderbox, 10 Torches, and Waterskin.

+
+ + Equipment Packs + 10 + 55 lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_BEDROLL + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_RATIONS_1DAY + ID_WOTC_PHB24_ITEM_ROPE + ID_WOTC_PHB24_ITEM_TINDERBOX + ID_WOTC_PHB_ITEM_TORCH + ID_WOTC_PHB24_ITEM_WATERSKIN + +
+ + +

A Priest's Pack contains the following items: Backpack, Blanket, Holy Water, Lamp, 7 days of Rations, Robe, and Tinderbox.

+
+ + Equipment Packs + 33 + 29 lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_BLANKET + ID_WOTC_PHB24_ITEM_HOLYWATER + ID_WOTC_PHB24_ITEM_LAMP + ID_WOTC_PHB24_ITEM_RATIONS_1DAY + ID_WOTC_PHB24_ITEM_ROBE + ID_WOTC_PHB24_ITEM_TINDERBOX + +
+ + +

A Scholar’s Pack contains the following items: Backpack, Book, Ink, Ink Pen, Lamp, 10 flasks of Oil, 10 sheets of Parchment, and Tinderbox.

+
+ + Equipment Packs + 40 + 22 lbs. + + + ID_WOTC_PHB24_ITEM_BACKPACK + ID_WOTC_PHB24_ITEM_BOOK + ID_WOTC_PHB24_ITEM_INK_1OUNCEBOTTLE + ID_WOTC_PHB24_ITEM_INKPEN + ID_WOTC_PHB24_ITEM_LAMP + ID_WOTC_PHB24_ITEM_OIL_FLASK + ID_WOTC_PHB24_ITEM_PARCHMENT_ONESHEET + ID_WOTC_PHB24_ITEM_TINDERBOX + +
+
\ No newline at end of file diff --git a/core/players-handbook-2024/items/items-tools.xml b/core/players-handbook-2024/items/items-tools.xml new file mode 100644 index 00000000..8ac04600 --- /dev/null +++ b/core/players-handbook-2024/items/items-tools.xml @@ -0,0 +1,467 @@ + + + + Tools + Wizards of the Coast + + + + + + +
ALCHEMIST’S SUPPLIES
+ + + + +
Ability: IntelligenceWeight: 8 lb.
Utilize: Identify a substance (DC 15), or start a fire (DC 15)
Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume
+
+ + Tools + 50 + 8 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_ALCHEMISTS_SUPPLIES + +
+ + +
BREWER’S SUPPLIES
+ + + + +
Ability: IntelligenceWeight: 9 lb.
Utilize: Detect poisoned drink (DC 15), or identify alcohol (DC 10)
Craft: Antitoxin
+
+ + Tools + 20 + 9 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_BREWERS_SUPPLIES + +
+ + +
CALLIGRAPHER’S SUPPLIES
+ + + + +
Ability: DexterityWeight: 5 lb.
Utilize: Write text with impressive flourishes that guard against forgery (DC 15)
Craft: Ink, Spell Scroll
+
+ + Tools + 10 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_CALLIGRAPHERS_SUPPLIES + +
+ + +
CARPENTER’S TOOLS
+ + + + +
Ability: StrengthWeight: 6 lb.
Utilize: Seal or pry open a door or container (DC 20)
Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
+
+ + Tools + 8 + 6 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_CARPENTERS_TOOLS + +
+ + +
CARTOGRAPHER’S TOOLS
+ + + + +
Ability: WisdomWeight: 6 lb.
Utilize: Draft a map of a small area (DC 15)
Craft: Map
+
+ + Tools + 15 + 6 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_CARTOGRAPHERS_TOOLS + +
+ + +
COBBLER’S TOOLS
+ + + + +
Ability: DexterityWeight: 5 lb.
Utilize: Modify footwear to give Advantage on the wearer’s next Dexterity (Acrobatics) check (DC 10)
Craft: Climber's Kit
+
+ + Tools + 5 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_COBBLERS_TOOLS + +
+ + +
COOK’S UTENSILS
+ + + + +
Ability: WisdomWeight: 8 lb.
Utilize: Improve food’s flavor (DC 10), or detect spoiled or poisoned food (DC 15)
Craft: Rations
+
+ + Tools + 1 + 8 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_COOKS_UTENSILS + +
+ + +
DISGUISE KIT
+ + + + +
Ability: CharismaWeight: 3 lb.
Utilize: Apply makeup (DC 10)
Craft: Costume
+
+ + Tools + 25 + 3 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_DISGUISE_KIT + +
+ + +
FORGERY KIT
+ + + +
Ability: DexterityWeight: 5 lb.
Utilize: Mimic 10 or fewer words of someone else’s handwriting (DC 15), or duplicate a wax seal (DC 20)
+
+ + Tools + 15 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_FORGERY_KIT + +
+ + +
GLASSBLOWER’S TOOLS
+ + + + +
Ability: IntelligenceWeight: 5 lb.
Utilize: Discern what a glass object held in the past 24 hours (DC 15)
Craft: Glass Bottle, Magnifying Glass, Spyglass, Vial
+
+ + Tools + 30 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_GLASSBLOWERS_TOOLS + +
+ + +
HERBALISM KIT
+ + + + +
Ability: IntelligenceWeight: 3 lb.
Utilize: Identify a plant (DC 10)
Craft: Antitoxin, Candle, Healer’s Kit, Potion of Healing
+
+ + Tools + 5 + 3 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_HERBALISM_KIT + +
+ + +
JEWELER’S TOOLS
+ + + + +
Ability: IntelligenceWeight: 2 lb.
Utilize: Discern a gem’s value (DC 15)
Craft: Arcane Focus, Holy Symbol
+
+ + Tools + 25 + 2 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_JEWELERS_TOOLS + +
+ + +
LEATHERWORKER’S TOOLS
+ + + + +
Ability: DexterityWeight: 5 lb.
Utilize: Add a design to a leather item (DC 10)
Craft: Sling, Whip, Hide Armor, Leather Armor, Studded Leather Armor, Backpack, Crossbow Bolt Case, Map or Scroll Case, Parchment, Pouch, Quiver, Waterskin
+
+ + Tools + 5 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_LEATHERWORKERS_TOOLS + +
+ + +
MASON’S TOOLS
+ + + + +
Ability: StrengthWeight: 8 lb.
Utilize: Chisel a symbol or hole in stone (DC 10)
Craft: Block and Tackle
+
+ + Tools + 10 + 8 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_MASONS_TOOLS + +
+ + +
NAVIGATOR’S TOOLS
+ + + +
Ability: WisdomWeight: 2 lb.
Utilize: Plot a course (DC 10), or determine position by stargazing (DC 15)
+
+ + Tools + 25 + 2 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_NAVIGATORS_TOOLS + +
+ + +
PAINTER’S SUPPLIES
+ + + + +
Ability: WisdomWeight: 5 lb.
Utilize: Paint a recognizable image of something you've seen (DC 10)
Craft: Druidic Focus, Holy Symbol
+
+ + Tools + 10 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_PAINTERS_SUPPLIES + +
+ + +
POISONER’S KIT
+ + + + +
Ability: IntelligenceWeight: 2 lb.
Utilize: Detect a poisoned object (DC 10)
Craft: Basic Poison
+
+ + Tools + 50 + 2 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_POISONERS_KIT + +
+ + +
POTTER’S TOOLS
+ + + + +
Ability: IntelligenceWeight: 3 lb.
Utilize: Discern what a ceramic object held in the past 24 hours (DC 15)
Craft: Jug, Lamp
+
+ + Tools + 10 + 3 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_POTTERS_TOOLS + +
+ + +
SMITH’S TOOLS
+ + + + +
Ability: StrengthWeight: 8 lb.
Utilize: Pry open a door or container (DC 20)
Craft: Any Melee weapon (except Club, Greatclub, Quarterstaff, and Whip), Medium armor (except Hide), Heavy armor, Ball Bearings, Bucket, Caltrops, Chain, Crowbar, Firearm Bullets, Grappling Hook, Iron Pot, Iron Spikes, Sling Bullets
+
+ + Tools + 20 + 8 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_SMITHS_TOOLS + +
+ + +
THIEVES’ TOOLS
+ + + +
Ability: DexterityWeight: 1 lb.
Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
+
+ + Tools + 25 + 1 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_THIEVES_TOOLS + +
+ + +
TINKER’S TOOLS
+ + + + +
Ability: DexterityWeight: 10 lb.
Utilize: Assemble a Tiny item composed of scrap, which falls apart in 1 minute (DC 20)
Craft: Musket, Pistol, Bell, Bullseye Lantern, Flask, Hooded Lantern, Hunting Trap, Lock, Manacles, Mirror, Shovel, Signal Whistle, Tinderbox
+
+ + Tools + 50 + 10 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_TINKERS_TOOLS + +
+ + +
WEAVER’S TOOLS
+ + + + +
Ability: DexterityWeight: 5 lb.
Utilize: Mend a tear in clothing (DC 10), or sew a Tiny design (DC 10)
Craft: Padded Armor, Basket, Bedroll, Blanket, Fine Clothes, Net, Robe, Rope, Sack, String, Tent, Traveler’s Clothes
+
+ + Tools + 1 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_WEAVERS_TOOLS + +
+ + +
WOODCARVER’S TOOLS
+ + + + +
Ability: DexterityWeight: 5 lb.
Utilize: Carve a pattern in wood (DC 10)
Craft: Club, Greatclub, Quarterstaff, Ranged weapons (except Pistol, Musket, and Sling), Arcane Focus, Arrows, Bolts, Druidic Focus, Ink Pen, Needles
+
+ + Tools + 1 + 5 lbs. + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_WOODCARVERS_TOOLS + +
+ + +
DICE SET
+ + + +
Ability: WisdomWeight:
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
+
+ + game, gaming set + Tools + 1 + + Gaming Set + ID_WOTC_PHB24_PROFICIENCY_GAMING_SET_PROFICIENCY_DICE_SET + +
+ + +
DRAGONCHESS SET
+ + + +
Ability: WisdomWeight:
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
+
+ + game, gaming set + Tools + 1 + + Gaming Set + ID_WOTC_PHB24_PROFICIENCY_GAMING_SET_PROFICIENCY_DRAGONCHESS_SET + +
+ + +
PLAYING CARDS SET
+ + + +
Ability: WisdomWeight:
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
+
+ + game, gaming set, cards + Tools + 5 + + Gaming Set + ID_WOTC_PHB24_PROFICIENCY_GAMING_SET_PROFICIENCY_PLAYING_CARD_SET + +
+ + +
THREE DRAGON ANTE SET
+ + + +
Ability: WisdomWeight:
Utilize: Discern whether someone is cheating (DC 10), or win the game (DC 20)
+
+ + game, gaming set, cards + Tools + 1 + + Gaming Set + ID_WOTC_PHB24_PROFICIENCY_GAMING_SET_PROFICIENCY_THREE_DRAGON_ANTE_SET + +
+ +
diff --git a/core/players-handbook-2024/items/items-weapons.xml b/core/players-handbook-2024/items/items-weapons.xml new file mode 100644 index 00000000..245d66c3 --- /dev/null +++ b/core/players-handbook-2024/items/items-weapons.xml @@ -0,0 +1,566 @@ + + + + Weapons + + + + + + + + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_CLUBS, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 1 + 2 lb. + onehand + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CLUB + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_NICK + +

+
+ + Weapons + 2 + 1 lb. + onehand + 20/60 + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_DAGGER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CLUBS, ID_WOTC_PHB24_WEAPON_PROPERTY_PUSH + +

+
+ + Weapons + 2 + 10 lb. + twohand + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATCLUB + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_AXES, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 5 + 2 lb. + onehand + 20/60 + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_HANDAXE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 5 + 2 lb. + onehand + 30/120 + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_JAVELIN + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_HAMMERS, ID_WOTC_PHB24_WEAPON_PROPERTY_NICK + +

+
+ + Weapons + 2 + 2 lb. + onehand + 20/60 + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LIGHT_HAMMER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_GROUP_MACES, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 5 + 4 lb. + onehand + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MACE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_WOTC_PHB24_WEAPON_PROPERTY_TOPPLE + +

+
+ + Weapons + 2 + 4 lb. + onehand + 1d6 + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_QUARTERSTAFF + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT,ID_WOTC_PHB24_WEAPON_PROPERTY_NICK + +

+
+ + Weapons + 1 + 2 lb. + onehand + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SICKLE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SPEARS, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 1 + 3 lb. + onehand + 20/60 + 1d6 + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SPEAR + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 25 + 5 lb. + twohand + 80/320 + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_LIGHT + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 5 + 1/4 lb. + onehand + 20/60 + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_DART + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 25 + 2 lb. + twohand + 80/320 + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SHORTBOW + +
+ + ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 1 + + onehand + 30/120; Bullet + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SLING + +
+ + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_AXES, ID_WOTC_PHB24_WEAPON_PROPERTY_TOPPLE + +

+
+ + Weapons + 10 + 4 lb. + onehand + 1d8 + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_BATTLEAXE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 10 + 2 lb. + onehand + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_FLAIL + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_WOTC_PHB24_WEAPON_PROPERTY_GRAZE + +

+
+ + Weapons + 20 + 6 lb. + twohand + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GLAIVE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_AXES, ID_WOTC_PHB24_WEAPON_PROPERTY_CLEAVE + +

+
+ + Weapons + 30 + 7 lb. + twohand + 1d12 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATAXE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_SWORDS, ID_WOTC_PHB24_WEAPON_PROPERTY_GRAZE + +

+
+ + Weapons + 50 + 6 lb. + twohand + 2d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_WOTC_PHB24_WEAPON_PROPERTY_CLEAVE + +

+
+ + Weapons + 20 + 6 lb. + twohand + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_HALBERD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_WOTC_PHB24_WEAPON_PROPERTY_TOPPLE + +

+
+ + + Weapons + 10 + 6 lb. + onehand + 1d12 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LANCE + + + + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SWORDS, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 15 + 3 lb. + onehand + 1d8 + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LONGSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_MAULS, ID_WOTC_PHB24_WEAPON_PROPERTY_TOPPLE + +

+
+ + Weapons + 10 + 10 lb. + twohand + 2d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MAUL + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 15 + 4 lb. + onehand + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MORNINGSTAR + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_WOTC_PHB24_WEAPON_PROPERTY_PUSH + +

+
+ + Weapons + 5 + 18 lb. + twohand + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_PIKE + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_INTERNAL_WEAPON_GROUP_SWORDS, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 25 + 2 lb. + onehand + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_RAPIER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS, ID_WOTC_PHB24_WEAPON_PROPERTY_NICK + +

+
+ + Weapons + 25 + 3 lb. + onehand + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SCIMITAR + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 10 + 2 lb. + onehand + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SHORTSWORD + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_WOTC_PHB24_WEAPON_PROPERTY_TOPPLE + +

+
+ + Weapons + 5 + 4 lb. + onehand + 20/60 + 1d6 + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_TRIDENT + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_HAMMERS, ID_WOTC_PHB24_WEAPON_PROPERTY_PUSH + +

+
+ + Weapons + 15 + 2 lb. + onehand + 1d8 + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WARHAMMER + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_WOTC_PHB24_WEAPON_PROPERTY_SAP + +

+
+ + Weapons + 5 + 2 lb. + onehand + 1d8 + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WAR_PICK + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 2 + 3 lb. + onehand + 1d4 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WHIP + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 10 + 1 lb. + onehand + 25/100 + 1 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_BLOWGUN + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED,ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION,ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT,ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + +

+
+ + Weapons + 75 + 3 lb. + onehand + 30/120 + 1d6 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HAND + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS, ID_WOTC_PHB24_WEAPON_PROPERTY_PUSH + +

+
+ + Weapons + 50 + 18 lb. + twohand + 100/400 + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HEAVY + +
+ + ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + +

+
+ + Weapons + 50 + 2 lb. + twohand + 150/600 + 1d8 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LONGBOW + +
+ + ID_INTERNAL_WEAPON_CATEGORY_FIREARM, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_WOTC_PHB24_WEAPON_PROPERTY_SLOW + + + Weapons + 500 + 10 lb. + twohand + 40/120; Bullet + 1d12 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MUSKET + + + + ID_INTERNAL_WEAPON_CATEGORY_FIREARM, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_VEX + + + Weapons + 250 + 3 lb. + onehand + 30/90; Bullet + 1d10 + ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_PISTOL + + + + \ No newline at end of file diff --git a/core/players-handbook-2024/misc/alignments.xml b/core/players-handbook-2024/misc/alignments.xml new file mode 100644 index 00000000..72552ee8 --- /dev/null +++ b/core/players-handbook-2024/misc/alignments.xml @@ -0,0 +1,94 @@ + + + + + + +

Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

+
+ + LG + + +
+ + + +

Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

+
+ + NG + + +
+ + + +

Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.

+
+ + CG + + +
+ + + +

Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral.

+
+ + LW + + +
+ + + +

Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral.

+
+ + N + + +
+ + + +

Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral.

+
+ + CN + + +
+ + + +

Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.

+
+ + LE + + +
+ + + +

Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.

+
+ + NE + + +
+ + + +

Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

+
+ + CE + + +
+
\ No newline at end of file diff --git a/core/players-handbook-2024/misc/expertise-skills.xml b/core/players-handbook-2024/misc/expertise-skills.xml new file mode 100644 index 00000000..2c11c9e3 --- /dev/null +++ b/core/players-handbook-2024/misc/expertise-skills.xml @@ -0,0 +1,278 @@ + + + + Expertise + + Wizards of the Coast + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_ACROBATICS + +

Your proficiency bonus is doubled for any Acrobatics check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_ANIMALHANDLING + +

Your proficiency bonus is doubled for any Animal Handling check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_ARCANA + +

Your proficiency bonus is doubled for any Arcana check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_ATHLETICS + +

Your proficiency bonus is doubled for any Athletics check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_DECEPTION + +

Your proficiency bonus is doubled for any Deception check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_HISTORY + +

Your proficiency bonus is doubled for any History check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_INSIGHT + +

Your proficiency bonus is doubled for any Insight check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_INTIMIDATION + +

Your proficiency bonus is doubled for any Intimidation check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_INVESTIGATION + +

Your proficiency bonus is doubled for any Investigation check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_MEDICINE + +

Your proficiency bonus is doubled for any Medicine check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_NATURE + +

Your proficiency bonus is doubled for any Nature check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_PERCEPTION + +

Your proficiency bonus is doubled for any Perception check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_PERFORMANCE + +

Your proficiency bonus is doubled for any Performance check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_PERSUASION + +

Your proficiency bonus is doubled for any Persuasion check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_RELIGION + +

Your proficiency bonus is doubled for any Religion check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_SLEIGHTOFHAND + +

Your proficiency bonus is doubled for any Sleight of Hand check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_STEALTH + +

Your proficiency bonus is doubled for any Stealth check you make.

+
+
+
+ + + + + + + + Expertise, Skill, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_SKILL_SURVIVAL + +

Your proficiency bonus is doubled for any Survival check you make.

+
+
+
+ + + + + + + + Expertise, Tool, ID_INTERNAL_SUPPORT_EXPERTISE + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_THIEVES_TOOLS + +

Your proficiency bonus is doubled for any Thieves’ Tools check you make.

+
+
+
+ + + + + + + diff --git a/core/players-handbook-2024/misc/languages.xml b/core/players-handbook-2024/misc/languages.xml new file mode 100644 index 00000000..5b2ddf64 --- /dev/null +++ b/core/players-handbook-2024/misc/languages.xml @@ -0,0 +1,292 @@ + + + + + + + + + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by demons.

+
+ + Demons + Infernal + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by celestials

+
+ + Celestials + Celestial + true + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by humans.

+
+ + Humans + Common + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by humans.

+
+ + Humans + Common + false + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by mind flayers and beholders.

+
+ + Mind flayers, beholders + + true + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by dragons and dragonborn.

+
+ + Dragons, dragonborn + Draconic + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by dwarves.

+
+ + Dwarves + Dwarvish + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by elves.

+
+ + Elves + Elvish + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by ogres and giants.

+
+ + Ogres, giants + Dwarvish + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by gnomes.

+
+ + Gnomes + Dwarvish + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by goblinoids.

+
+ + Goblinoids + Dwarvish + false + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by halflings.

+
+ + Halflings + Common + false + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by devils.

+
+ + Devils + Infernal + true + + +
+ + Standard,Starting, ID_INTERNAL_SUPPORT_LANGUAGE_STARTING + +

Typically spoken by orcs.

+
+ + Orcs + Dwarvish + false + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by elementals.

+
+ + Elementals + Dwarvish + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by fey creatures.

+
+ + Fey creatures + Elvish + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + +

Typically spoken by underdark traders.

+
+ + Underdark traders + Elvish + true + + +
+ + + Druid, ID_INTERNAL_SUPPORT_LANGUAGE_SECRET, Secret + + +

The secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

+
+ + Druids + Elvish + true + + +
+ + + Secret + +

A secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

+
+ + true + Rogues + +
+ + + + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + + +

Typically spoken by elementals.

+
+ + Air elementals + + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + + +

Typically spoken by elementals.

+
+ + Earth elementals + + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + + +

Typically spoken by elementals.

+
+ + Water elementals + + true + + +
+ + ID_INTERNAL_SUPPORT_LANGUAGE_EXOTIC + + +

Typically spoken by elementals.

+
+ + Fire elementals + + true + + +
+ +
diff --git a/core/players-handbook-2024/misc/proficiencies-all.xml b/core/players-handbook-2024/misc/proficiencies-all.xml new file mode 100644 index 00000000..ffdfbf48 --- /dev/null +++ b/core/players-handbook-2024/misc/proficiencies-all.xml @@ -0,0 +1,978 @@ + + + + Proficiencies + + Wizards of the Coast + + + + + + + +

Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

+
+ + + + + +
+ + +

Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

+
+ + + + + + + +
+ + +

Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk.

+

Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative.

+
+ + + + + + +
+ + +

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

+
+ + + +
+ + + + Light Armor, ID_INTERNAL_ARMOR_GROUP_LIGHT + + + Light Armor, ID_INTERNAL_ARMOR_GROUP_LIGHT + + + Light Armor, ID_INTERNAL_ARMOR_GROUP_LIGHT + + + + + Medium Armor, ID_INTERNAL_ARMOR_GROUP_MEDIUM + + + Medium Armor, ID_INTERNAL_ARMOR_GROUP_MEDIUM + + + Medium Armor, ID_INTERNAL_ARMOR_GROUP_MEDIUM + + + Medium Armor, ID_INTERNAL_ARMOR_GROUP_MEDIUM + + + Medium Armor, ID_INTERNAL_ARMOR_GROUP_MEDIUM + + + + + Heavy Armor, ID_INTERNAL_ARMOR_GROUP_HEAVY + + + Heavy Armor, ID_INTERNAL_ARMOR_GROUP_HEAVY + + + Heavy Armor, ID_INTERNAL_ARMOR_GROUP_HEAVY + + + Heavy Armor, ID_INTERNAL_ARMOR_GROUP_HEAVY + + + + + Shield, ID_INTERNAL_ARMOR_GROUP_SHIELD + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_CLUBS + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CLUBS + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_AXES + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_INTERNAL_WEAPON_GROUP_HAMMERS + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_INTERNAL_WEAPON_GROUP_MACES + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT + + + Weapon, Simple, Melee, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SPEARS + + + + Weapon, Simple, Melee + + + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS + + + Weapon, Simple, Ranged, ID_INTERNAL_WEAPON_CATEGORY_SIMPLE_RANGED, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION + + + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_AXES + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_AXES + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_MAULS + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT, ID_INTERNAL_WEAPON_GROUP_SWORDS + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_THROWN, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_BLUDGEONING, ID_WOTC_PHB24_WEAPON_PROPERTY_VERSATILE, ID_INTERNAL_WEAPON_GROUP_HAMMERS + + + Weapon, Martial, Melee, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_MELEE, ID_INTERNAL_DAMAGE_TYPE_SLASHING, ID_WOTC_PHB24_WEAPON_PROPERTY_FINESSE, ID_WOTC_PHB24_WEAPON_PROPERTY_REACH + + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED,ID_INTERNAL_DAMAGE_TYPE_PIERCING,ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION,ID_WOTC_PHB24_WEAPON_PROPERTY_LIGHT,ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_CROSSBOWS + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_HEAVY, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED, ID_INTERNAL_WEAPON_GROUP_BOWS + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING + + + + Weapon, Martial, Ranged, ID_INTERNAL_WEAPON_CATEGORY_MARTIAL_RANGED, ID_INTERNAL_DAMAGE_TYPE_PIERCING, ID_WOTC_PHB24_WEAPON_PROPERTY_AMMUNITION, ID_WOTC_PHB24_WEAPON_PROPERTY_LOADING, ID_WOTC_PHB24_WEAPON_PROPERTY_TWOHANDED + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + ID_WOTC_PHB24_PROFICIENCY_WEAPON, ID_WOTC_PHB24_PROFICIENCY_GROUP + + + + + + + + + Saving Throw + + + + + + Saving Throw + + + + + + Saving Throw + + + + + + Saving Throw + + + + + Saving Throw + + + + + + Saving Throw + + + + + + + + Skill,Dexterity,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_MONK,Monk + +

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

+
+ + + +
+ + + Skill,Wisdom,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_RANGER,Ranger + +

When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.

+
+ + + +
+ + + Skill,Intelligence,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.

+
+ + + +
+ + + Skill,Strength,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_MONK,Monk,ID_WOTC_PHB24_CLASS_PALADIN,Paladin,ID_WOTC_PHB24_CLASS_RANGER,Ranger + +

Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:

+
    +
  • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
  • +
  • You try to jump an unusually long distance or pull off a stunt midjump.
  • +
  • You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
  • +
+
+ + + +
+ + + Skill,Charisma,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock + +

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie.

+
+ + + +
+ + + Skill,Intelligence,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_CLERIC,Cleric,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_MONK,Monk,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

+
+ + + +
+ + + Skill,Wisdom,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_CLERIC,Cleric,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_MONK,Monk,ID_WOTC_PHB24_CLASS_PALADIN,Paladin,ID_WOTC_PHB24_CLASS_RANGER,Ranger,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.

+
+ + + +
+ + + Skill,Charisma,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_PALADIN,Paladin,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock + +

When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

+
+ + + +
+ + + Skill,Intelligence,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_RANGER,Ranger,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

+
+ + + +
+ + + Skill,Wisdom,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_CLERIC,Cleric,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_PALADIN,Paladin,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

+
+ + + +
+ + + Skill,Intelligence,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_RANGER,Ranger,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock + +

Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

+
+ + + +
+ + + Skill,Wisdom,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_RANGER,Ranger + +

Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

+
+ + + +
+ + + Skill,Charisma,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard + +

Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

+
+ + + +
+ + + Skill,Charisma,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_CLERIC,Cleric,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_PALADIN,Paladin + +

When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

+
+ + + +
+ + + Skill,Intelligence,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_SORCERER,Sorcerer,ID_WOTC_PHB24_CLASS_CLERIC,Cleric,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_MONK,Monk,ID_WOTC_PHB24_CLASS_PALADIN,Paladin,ID_WOTC_PHB24_CLASS_WARLOCK,Warlock,ID_WOTC_PHB24_CLASS_WIZARD,Wizard + +

Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

+
+ + + +
+ + + Skill,Dexterity,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard + +

Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket.

+
+ + + +
+ + + Skill,Dexterity,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_ROGUE,Rogue,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_MONK,Monk,ID_WOTC_PHB24_CLASS_RANGER,Ranger + +

Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

+
+ + + +
+ + + Skill,Wisdom,ID_PROFICIENCY_SKILL,ID_WOTC_PHB24_CLASS_BARBARIAN,Barbarian,ID_WOTC_PHB24_CLASS_DRUID,Druid,ID_WOTC_PHB24_CLASS_BARD,Bard,ID_WOTC_PHB24_CLASS_FIGHTER,Fighter,ID_WOTC_PHB24_CLASS_RANGER,Ranger + +

The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

+
+ + + +
+ + + + + + +

These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

+
+ + + + + + + + + + + + + + + + + + + + + +
+ + + + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + Tool, Artisan tools + + +

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.

+
+ +
+ + + + Tool + + +

This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

+
+ +
+ + Tool, Thieves tools + + +

You gain proficiency with Thieves’ tools.

+

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

+
+ +
+ + Tool, Vehicles + + +

+
+ +
+ + Tool, Vehicles + + +

You gain proficiency with Vehicles (water).

+
+ +
+ + + + Tool, Kit + + +

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

+
+ +
+ + Tool, Kit + + +

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

+
+ +
+ + Tool, Kit + + +

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

+
+ +
+ + Tool, Kit + + +

A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

+
+ +
+ + + + + + +

Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10. Each type of musical instrument requires a separate proficiency.

+
+ + + + + + + + + + + + +
+ + + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + + + + + +

This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

+
+ + + + + + +
+ + + Tool, Gaming Set + + +

+
+ +
+ + Tool, Gaming Set + + +

+
+ +
+ + Tool, Gaming Set + + +

+
+ +
+ + Tool, Gaming Set + + +

+
+ +
+ +
diff --git a/core/players-handbook-2024/misc/properties-weapons.xml b/core/players-handbook-2024/misc/properties-weapons.xml new file mode 100644 index 00000000..47c89a9c --- /dev/null +++ b/core/players-handbook-2024/misc/properties-weapons.xml @@ -0,0 +1,73 @@ + + + + Weapon Properties + + Wizards of the Coast + + + + + + + +

You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.

+
+
+ + +

When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

+
+
+ + +

You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.

+
+
+ + +

When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.

+
+
+ + +

You can fire only one piece of ammunition from a Loading weapon when you use an Action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make.

+
+
+ + +

A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.

+
+
+ + +

A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.

+
+
+ + +

If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.

+
+
+ + +

A Two-Handed weapon requires two hands when you attack with it.

+
+
+ + +

A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.

+
+
+ + +

An improvised weapon is an object wielded as a makeshift weapon, such as broken glass, a table leg, or a frying pan. A Simple or Martial weapon also counts as an improvised weapon if it's wielded in a way contrary to its design; if you use a Ranged weapon to make a melee attack or throw a Melee weapon that lacks the Thrown property, the weapon counts as an improvised weapon. An improvised weapon follows the rules below.

+

Proficiency. Don't add your Proficiency Bonus to attack rolls with an improvised weapon.

+

Damage. On a hit, the weapon deals ld4 damage of a type the DM thinks is appropriate for the object.

+

Range. If you throw the weapon, it has a normal range of 20 feet and a long range of 60 feet.

+

Weapon Equivalents. If an improvised weapon resembles a Simple or Martial weapon, the DM may say it functions as that weapon and uses that weapon's rules. For example, the DM could treat a table leg as a Club.

+
+
+ + +
\ No newline at end of file diff --git a/core/players-handbook-2024/misc/weapon-mastery-properties.xml b/core/players-handbook-2024/misc/weapon-mastery-properties.xml new file mode 100644 index 00000000..0cea3b9b --- /dev/null +++ b/core/players-handbook-2024/misc/weapon-mastery-properties.xml @@ -0,0 +1,148 @@ + + + + Mastery Properties + The Mastery Properties for martials from the new Player’s Handbook. + Wizards of the Coast + + + + + + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATAXE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_HALBERD) + +

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

+
+ + If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. + +
+ + +

If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GLAIVE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATSWORD) + +

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

+
+ + If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. + +
+ + +

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_DAGGER||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LIGHT_HAMMER||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SICKLE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SCIMITAR) + +

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

+
+ + When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. + +
+ + +

When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_GREATCLUB||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_PIKE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WARHAMMER||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HEAVY) + +

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

+
+ + If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller. + +
+ + +

If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MACE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SPEAR||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_FLAIL||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LONGSWORD||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MORNINGSTAR||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WAR_PICK) + +

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

+
+ + If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. + +
+ + +

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CLUB||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_JAVELIN||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_LIGHT||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LONGSWORD||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MORNINGSTAR||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_WHIP) + +

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

+
+ + If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. + +
+ + +

If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_QUARTERSTAFF||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_BATTLEAXE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_LANCE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_MAUL||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_TRIDENT) + +

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+
+ + If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 + the ability modifier used to make the attack roll and your PB). On a failed save, the creature has the Prone condition. + +
+ + +

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

+
+
+ + + + Weapon Mastery + (ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_HANDAXE||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_DART||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SHORTBOW||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_RAPIER||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_SHORTSWORD||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_BLOWGUN||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_CROSSBOW_HAND||ID_WOTC_PHB24_PROFICIENCY_WEAPON_PROFICIENCY_PISTOL) + +

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

+
+ + If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. + +
+ + +

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

+
+
+ +
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