diff --git a/api_v2/admin.py b/api_v2/admin.py index 1f48790c..6bf34a0c 100644 --- a/api_v2/admin.py +++ b/api_v2/admin.py @@ -32,6 +32,40 @@ class FeatAdmin(admin.ModelAdmin): inlines = [ FeatBenefitInline, ] + list_display = ['key', 'category', 'name'] + + +class TraitInline(admin.TabularInline): + model = Trait + + +class RaceAdmin(admin.ModelAdmin): + inlines = [ + TraitInline, + ] + + +class FeatBenefitInline(admin.TabularInline): + model = FeatBenefit + exclude = ('name',) + + +class FeatAdmin(admin.ModelAdmin): + inlines = [ + FeatBenefitInline, + ] + + +class BackgroundBenefitInline(admin.TabularInline): + model = BackgroundBenefit + + +class BackgroundAdmin(admin.ModelAdmin): + model = Background + inlines = [ + BackgroundBenefitInline + ] + admin.site.register(Weapon, admin_class=FromDocumentModelAdmin) admin.site.register(Armor, admin_class=FromDocumentModelAdmin) @@ -47,6 +81,8 @@ class FeatAdmin(admin.ModelAdmin): admin.site.register(CreatureType) admin.site.register(CreatureSet) +admin.site.register(Background, admin_class=BackgroundAdmin) + admin.site.register(Document) admin.site.register(License) admin.site.register(Publisher) diff --git a/api_v2/migrations/0009_auto_20230917_1018.py b/api_v2/migrations/0009_auto_20230917_1018.py new file mode 100644 index 00000000..a22da184 --- /dev/null +++ b/api_v2/migrations/0009_auto_20230917_1018.py @@ -0,0 +1,42 @@ +# Generated by Django 3.2.20 on 2023-09-17 10:18 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0008_alter_featbenefit_desc'), + ] + + operations = [ + migrations.CreateModel( + name='SuggestedCharacteristics', + fields=[ + ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), + ('personality_trait_table', models.TextField(help_text='Table to roll for personality traits. Markdown.')), + ('ideal_table', models.TextField(help_text='Table to roll for ideals. Markdown.')), + ('bond_table', models.TextField(help_text='Table to roll for bonds. Markdown.')), + ('flaw_table', models.TextField(help_text='Table to roll for flaws. Markdown.')), + ], + ), + migrations.AlterField( + model_name='featbenefit', + name='desc', + field=models.TextField(help_text='Description of the game content item. Markdown.'), + ), + migrations.CreateModel( + name='Background', + fields=[ + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ('key', models.CharField(help_text='Unique key for the Item.', max_length=100, primary_key=True, serialize=False)), + ('characteristics', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.suggestedcharacteristics')), + ('document', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.document')), + ], + options={ + 'verbose_name_plural': 'backgrounds', + }, + ), + ] diff --git a/api_v2/migrations/0010_rename_suggestedcharacteristics_characteristics.py b/api_v2/migrations/0010_rename_suggestedcharacteristics_characteristics.py new file mode 100644 index 00000000..7dc137b4 --- /dev/null +++ b/api_v2/migrations/0010_rename_suggestedcharacteristics_characteristics.py @@ -0,0 +1,17 @@ +# Generated by Django 3.2.20 on 2023-09-17 10:20 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0009_auto_20230917_1018'), + ] + + operations = [ + migrations.RenameModel( + old_name='SuggestedCharacteristics', + new_name='Characteristics', + ), + ] diff --git a/api_v2/migrations/0011_auto_20230917_1023.py b/api_v2/migrations/0011_auto_20230917_1023.py new file mode 100644 index 00000000..eb229d0d --- /dev/null +++ b/api_v2/migrations/0011_auto_20230917_1023.py @@ -0,0 +1,24 @@ +# Generated by Django 3.2.20 on 2023-09-17 10:23 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0010_rename_suggestedcharacteristics_characteristics'), + ] + + operations = [ + migrations.RemoveField( + model_name='background', + name='characteristics', + ), + migrations.AddField( + model_name='characteristics', + name='background', + field=models.ForeignKey(default=None, on_delete=django.db.models.deletion.CASCADE, to='api_v2.background'), + preserve_default=False, + ), + ] diff --git a/api_v2/migrations/0012_auto_20230917_1030.py b/api_v2/migrations/0012_auto_20230917_1030.py new file mode 100644 index 00000000..0a1755e6 --- /dev/null +++ b/api_v2/migrations/0012_auto_20230917_1030.py @@ -0,0 +1,31 @@ +# Generated by Django 3.2.20 on 2023-09-17 10:30 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0011_auto_20230917_1023'), + ] + + operations = [ + migrations.AlterField( + model_name='characteristics', + name='background', + field=models.OneToOneField(on_delete=django.db.models.deletion.CASCADE, to='api_v2.background'), + ), + migrations.CreateModel( + name='BackgroundFeature', + fields=[ + ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ('background', models.OneToOneField(on_delete=django.db.models.deletion.CASCADE, to='api_v2.background')), + ], + options={ + 'abstract': False, + }, + ), + ] diff --git a/api_v2/migrations/0013_backgroundbenefit.py b/api_v2/migrations/0013_backgroundbenefit.py new file mode 100644 index 00000000..240d9e10 --- /dev/null +++ b/api_v2/migrations/0013_backgroundbenefit.py @@ -0,0 +1,27 @@ +# Generated by Django 3.2.20 on 2023-09-17 10:47 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0012_auto_20230917_1030'), + ] + + operations = [ + migrations.CreateModel( + name='BackgroundBenefit', + fields=[ + ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ('background', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.background')), + ], + options={ + 'ordering': ['pk'], + 'abstract': False, + }, + ), + ] diff --git a/api_v2/migrations/0014_alter_featbenefit_desc.py b/api_v2/migrations/0014_alter_featbenefit_desc.py new file mode 100644 index 00000000..81a7375e --- /dev/null +++ b/api_v2/migrations/0014_alter_featbenefit_desc.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.20 on 2023-10-03 14:17 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0013_backgroundbenefit'), + ] + + operations = [ + migrations.AlterField( + model_name='featbenefit', + name='desc', + field=models.TextField(help_text='Text of the individual feat benefit.'), + ), + ] diff --git a/api_v2/migrations/0015_auto_20231003_2015.py b/api_v2/migrations/0015_auto_20231003_2015.py new file mode 100644 index 00000000..ee0ec3d6 --- /dev/null +++ b/api_v2/migrations/0015_auto_20231003_2015.py @@ -0,0 +1,28 @@ +# Generated by Django 3.2.20 on 2023-10-03 20:15 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0014_alter_featbenefit_desc'), + ] + + operations = [ + migrations.AddField( + model_name='backgroundbenefit', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('connection', 'Connection'), ('memento', 'Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + migrations.AddField( + model_name='featbenefit', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('connection', 'Connection'), ('memento', 'Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + migrations.AddField( + model_name='trait', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('connection', 'Connection'), ('memento', 'Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + ] diff --git a/api_v2/migrations/0016_auto_20231004_1102.py b/api_v2/migrations/0016_auto_20231004_1102.py new file mode 100644 index 00000000..5cb83a41 --- /dev/null +++ b/api_v2/migrations/0016_auto_20231004_1102.py @@ -0,0 +1,28 @@ +# Generated by Django 3.2.20 on 2023-10-04 11:02 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0015_auto_20231003_2015'), + ] + + operations = [ + migrations.RemoveField( + model_name='characteristics', + name='background', + ), + migrations.AlterField( + model_name='featbenefit', + name='desc', + field=models.TextField(help_text='Description of the game content item. Markdown.'), + ), + migrations.DeleteModel( + name='BackgroundFeature', + ), + migrations.DeleteModel( + name='Characteristics', + ), + ] diff --git a/api_v2/migrations/0017_auto_20231006_1953.py b/api_v2/migrations/0017_auto_20231006_1953.py new file mode 100644 index 00000000..cd294e9b --- /dev/null +++ b/api_v2/migrations/0017_auto_20231006_1953.py @@ -0,0 +1,28 @@ +# Generated by Django 3.2.20 on 2023-10-06 19:53 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0016_auto_20231004_1102'), + ] + + operations = [ + migrations.AlterField( + model_name='backgroundbenefit', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('suggested_characteristics', 'Suggested Characteristics'), ('adventures_and_advancement', 'Adventures and Advancement'), ('connection_and_memento', 'Connection and Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + migrations.AlterField( + model_name='featbenefit', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('suggested_characteristics', 'Suggested Characteristics'), ('adventures_and_advancement', 'Adventures and Advancement'), ('connection_and_memento', 'Connection and Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + migrations.AlterField( + model_name='trait', + name='type', + field=models.CharField(blank=True, choices=[('ability_score_increase', 'Ability Score Increase'), ('skill_proficiency', 'Skill Proficiency'), ('tool_proficiency', 'Tool Proficiency'), ('language', 'Language'), ('equipment', 'Equipment'), ('feature', 'Feature'), ('suggested_characteristics', 'Suggested Characteristics'), ('adventures_and_advancement', 'Adventures and Advancement'), ('connection_and_memento', 'Connection and Memento')], help_text='Benefit type.', max_length=200, null=True), + ), + ] diff --git a/api_v2/models/__init__.py b/api_v2/models/__init__.py index ced53439..c33e21d2 100644 --- a/api_v2/models/__init__.py +++ b/api_v2/models/__init__.py @@ -11,9 +11,13 @@ from .race import Trait from .race import Race + from .feat import FeatBenefit from .feat import Feat +from .background import BackgroundBenefit +from .background import Background + from .creature import Creature from .creature import CreatureAction from .creature import CreatureAttack diff --git a/api_v2/models/abstracts.py b/api_v2/models/abstracts.py index c85b2bcf..7754c416 100644 --- a/api_v2/models/abstracts.py +++ b/api_v2/models/abstracts.py @@ -6,6 +6,7 @@ class HasName(models.Model): + """This is the definition of a name.""" name = models.CharField( max_length=100, @@ -19,14 +20,18 @@ class Meta: class HasDescription(models.Model): + """This is the definition of a description.""" + desc = models.TextField( help_text='Description of the game content item. Markdown.') - + class Meta: abstract = True class HasPrerequisite(models.Model): + """This is the definition of a prerequisite.""" + prerequisite = models.CharField( max_length=200, blank=True, @@ -101,6 +106,32 @@ class Meta: ordering = ['pk'] class Benefit(HasName, HasDescription): + """ + This is the definition of a Benefit abstract base class. + + A benefit class will be reimplemented from Feat, Race, Background, etc. + Basically it describes any sort of modification to a character in 5e. + """ + + BENEFIT_TYPES = [ + ("ability_score_increase", "Ability Score Increase"), + ("skill_proficiency", "Skill Proficiency"), + ("tool_proficiency", "Tool Proficiency"), + ("language", "Language"), + ("equipment", "Equipment"), + ("feature", "Feature"), # Used in Backgrounds + ("suggested_characteristics", "Suggested Characteristics"), # Used in Backgrounds + ("adventures_and_advancement", "Adventures and Advancement"), # Used in A5e Backgrounds + ("connection_and_memento", "Connection and Memento")] # Used in A5e Backgrounds + + + type = models.CharField( + max_length=200, + blank=True, + null=True, + choices=BENEFIT_TYPES, + help_text='Benefit type.') + class Meta: abstract = True ordering = ['pk'] diff --git a/api_v2/models/background.py b/api_v2/models/background.py new file mode 100644 index 00000000..42c6a6ae --- /dev/null +++ b/api_v2/models/background.py @@ -0,0 +1,29 @@ +"""The model for a feat.""" +from django.db import models +from .abstracts import HasName, HasDescription, Benefit +from .document import FromDocument + + +class BackgroundBenefit(Benefit): + """This is the model for an individual benefit of a background.""" + + background = models.ForeignKey('Background', on_delete=models.CASCADE) + + +class Background(HasName, HasDescription, FromDocument): + """ + This is the model for a character background. + + Your character's background reveals where you came from, how you became + an adventurer, and your place in the world. + """ + + @property + def benefits(self): + """Returns the set of benefits that are related to this feat.""" + return self.backgroundbenefit_set + + class Meta: + """To assist with the UI layer.""" + + verbose_name_plural = "backgrounds" diff --git a/api_v2/models/feat.py b/api_v2/models/feat.py index 4fb86a61..9a22dd7e 100644 --- a/api_v2/models/feat.py +++ b/api_v2/models/feat.py @@ -7,9 +7,6 @@ class FeatBenefit(Benefit): """This is the model for an individual benefit of a feat.""" - desc = models.TextField( - help_text='Text of the individual feat benefit.') - feat = models.ForeignKey('Feat', on_delete=models.CASCADE) diff --git a/api_v2/models/languages.py b/api_v2/models/languages.py new file mode 100644 index 00000000..8f413288 --- /dev/null +++ b/api_v2/models/languages.py @@ -0,0 +1,37 @@ +"""The model for a language.""" + +from django.db import models +from django.core.validators import MinValueValidator, MaxValueValidator +from django.urls import reverse + +from api.models import GameContent +from .weapon import Weapon +from .armor import Armor +from .abstracts import Object, HasName, HasDescription +from .document import FromDocument + + +class Language(HasName, HasDescription, FromDocument): + """This is the model for a language, which is a form of communication.""" + + script_language = models.ForeignKey('self', + null=True, + on_delete=models.CASCADE) + + # TODO typical_speakers will be a FK out to a Creature Types table. + + is_exotic = models.BooleanField( + help_text='Whether or not the language is exotic.', + default=False) + + is_secret = models.BooleanField( + help_text='Whether or not the language is secret.', + default=False) + + +class LanguageSet(HasName, HasDescription, FromDocument): + """A set of languages to be referenced.""" + + languages = models.ManyToManyField(Item, + related_name="languagesets", + help_text="The set of languages.") diff --git a/api_v2/serializers.py b/api_v2/serializers.py index afde8e63..cf8641de 100644 --- a/api_v2/serializers.py +++ b/api_v2/serializers.py @@ -155,6 +155,7 @@ class Meta: model = models.Race fields = '__all__' + def calc_damage_amount(die_count, die_type, bonus): die_values = { 'D4': 2.5, @@ -366,3 +367,20 @@ def get_actions(self, creature): action_obj = make_action_obj(action) result.append(action_obj) return result + + +class BackgroundBenefitSerializer(serializers.ModelSerializer): + class Meta: + model = models.BackgroundBenefit + fields = ['name','desc','type'] + + +class BackgroundSerializer(GameContentSerializer): + key = serializers.ReadOnlyField() + benefits = BackgroundBenefitSerializer( + many=True + ) + + class Meta: + model = models.Background + fields = '__all__' diff --git a/api_v2/views.py b/api_v2/views.py index 222428cc..84bfb5b7 100644 --- a/api_v2/views.py +++ b/api_v2/views.py @@ -165,7 +165,6 @@ class ArmorViewSet(viewsets.ReadOnlyModelViewSet): filterset_class = ArmorFilterSet - class FeatFilterSet(FilterSet): class Meta: model = models.Feat @@ -174,7 +173,8 @@ class Meta: 'name': ['iexact', 'exact'], 'document__key': ['in','iexact','exact'], } - + + class FeatViewSet(viewsets.ReadOnlyModelViewSet): """ list: API endpoint for returning a list of feats. @@ -257,3 +257,23 @@ class RaceViewSet(viewsets.ReadOnlyModelViewSet): queryset = models.Race.objects.all().order_by('pk') serializer_class = serializers.RaceSerializer filterset_class = RaceFilterSet + + +class BackgroundFilterSet(FilterSet): + class Meta: + model = models.Background + fields = { + 'key': ['in', 'iexact', 'exact'], + 'name': ['iexact', 'exact'], + 'document__key': ['in', 'iexact', 'exact'], + } + + +class BackgroundViewSet(viewsets.ReadOnlyModelViewSet): + """ + list: API endpoint for returning a list of backgrounds. + retrieve: API endpoint for returning a particular background. + """ + queryset = models.Background.objects.all().order_by('pk') + serializer_class = serializers.BackgroundSerializer + filterset_class = BackgroundFilterSet diff --git a/data/open5e_original/backgrounds_benefits_modified.json b/data/open5e_original/backgrounds_benefits_modified.json new file mode 100644 index 00000000..620d60c9 --- /dev/null +++ b/data/open5e_original/backgrounds_benefits_modified.json @@ -0,0 +1,92 @@ +[ + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "skill_proficiency", + "name": "Skill Proficiencies", + "desc": "Deception, Sleight of Hand", + "background": "con-artist" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "tool_proficiency", + "name": "Tool Proficiencies", + "desc": "Two of your choice", + "background": "con-artist" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "equipment", + "name": "Equipment", + "desc": "A set of fine clothes, a disguise kit, tools for your typical con (such as bottles full of colored water, a set of weighted dice, a deck of marked or filed cards, or a seal from an imaginary-or real-noble), and a pouch containing 15gp", + "background": "con-artist" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "feature", + "name": "Cover Story", + "desc": "You have created a secondary persona that includes documents, mannerisms, a social presence and acquaintances. This also includes an alternate set of clothing and accessories as well as any elements needed for the disguise such as a wig or false teeth. Additionally, you can duplicate or fake documents-including official documents or personal correspondence-as long as you have seen a similar document and have an appropriate handwriting sample.", + "background": "con-artist" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "suggested_characteristics", + "name": "Suggested Characteristics", + "desc": "Coming soon!", + "background": "con-artist" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "skill_proficiency", + "name": "Skill Proficiencies", + "desc": "Deception, Stealth", + "background": "scoundrel" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "tool_proficiency", + "name": "Tool Proficiencies", + "desc": "Thieves' tools and one gaming set", + "background": "scoundrel" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "equipment", + "name": "Equipment", + "desc": "A crowbar, a set of common clothes with a hood, and a belt pouch containing 15gp.", + "background": "scoundrel" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "feature", + "name": "Old Friends and Old Debts", + "desc": "You have one or more contacts from your time in the underworld. One such contact owes you an unfulfilled debt, and you owe a favor to another such contact. Work with your DM to establish the nature of these debts.\n\n Additionally, you know how to get messages to your contacts, and they can pass on those messages to others including members of related criminal organizations. You know how to send messages to your contacts from long distances through a mix of legitimate and seedy travellers and organizations, which you can use to request favors. But remember that in the cutthroat underbelly of society, every favor comes with a debt.", + "background": "scoundrel" + } + }, + { + "model": "api_v2.backgroundbenefit", + "fields": { + "type": "suggested_characteristics", + "name": "Suggested Characteristics", + "desc": "Coming soon!", + "background": "scoundrel" + } + } +] \ No newline at end of file diff --git a/data/open5e_original/backgrounds_modified.json b/data/open5e_original/backgrounds_modified.json new file mode 100644 index 00000000..55b32ea2 --- /dev/null +++ b/data/open5e_original/backgrounds_modified.json @@ -0,0 +1,20 @@ +[ + { + "model": "api_v2.background", + "pk": "con-artist", + "fields": { + "name": "Con Artist", + "desc": "You have always had a knack for getting people to see your point of view, often to their own detriment. You know how people think, what they want, and how to best use that to your advantage.\n\nPeople should know better than to trust you when you offer exactly what they need for exactly as much money as they have, but for the desperate caution is a resource in short supply. Your mysterious bottles, unlikely rumors, and secret maps offer to deliver the salvation they need. When they realize they've been had, you're nowhere to be found.", + "document": "" + } + }, + { + "model": "api_v2.background", + "pk": "scoundrel", + "fields": { + "name": "Scoundrel", + "desc": "You have lived in the underbelly of society, doing whatever job came your way. You know other criminal elements and gangs, and still have contacts from your old life... if it even is old. You know far more than most people would expect about the nuances of thieving, assassination, and good old ultraviolence than most, and know how far one can go if they move outside the rules of society.", + "document": "" + } + } +] \ No newline at end of file diff --git a/data/v2/en-publishing/a5esrd/Background.json b/data/v2/en-publishing/a5esrd/Background.json new file mode 100644 index 00000000..bd955e37 --- /dev/null +++ b/data/v2/en-publishing/a5esrd/Background.json @@ -0,0 +1,191 @@ +[ +{ + "model": "api_v2.background", + "pk": "a5e-acolyte", + "fields": { + "name": "Acolyte", + "desc": "Acolyte", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "artisan", + "fields": { + "name": "Artisan", + "desc": "You are skilled enough in a trade to make a comfortable living and to aspire to mastery of your art. Yet here you are, ready to slog through mud and blood and danger.\r\n\r\nWhy did you become an adventurer? Did you flee a cruel master? Were you bored? Or are you a member in good standing, looking for new materials and new markets?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "charlatan", + "fields": { + "name": "Charlatan", + "desc": "People call you a con artist, but you're really an entertainer. You make people happy—the separation of fools and villains from their money is purely a pleasant side effect.\r\n\r\nWhat is your most common con? Selling fake magic items? Speaking to ghosts? Posing as a long-lost relative? Or do you let dishonest people think they're cheating you?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "criminal", + "fields": { + "name": "Criminal", + "desc": "As a career criminal you were acquainted with murderers, thieves, and those who hunt them. Your new career as an adventurer is, relatively speaking, an honest trade.\r\n\r\nWere you a pickpocket? An assassin? A back-alley mugger? Are you still?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "cultist", + "fields": { + "name": "Cultist", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "entertainer", + "fields": { + "name": "Entertainer", + "desc": "You're a performer who knows how to dazzle a crowd, an artist but also a professional: you never forget to pass the hat after a show.\r\n\r\nAre you a lute-strumming singer? An actor? A poet or author? A tumbler or juggler? Are you a rising talent, or a star with an established following?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "exile", + "fields": { + "name": "Exile", + "desc": "Your homeland is barred to you and you wander strange lands. You will never be mistaken for a local but you find ready acceptance among other adventurers, many of which are as rootless as you are.\r\n\r\nAre you a banished noble? A refugee from war or from an undead uprising? A dissident or a criminal on the run? Or a stranded traveler from an unreachable distant land?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "farmer", + "fields": { + "name": "Farmer", + "desc": "You were raised a farmer, an occupation where the money is short and the work days are long. You've become an adventurer, a career where the money is plentiful but your days—if you're not careful—may be all too short.\r\n\r\nWhy did you beat your plowshare into a sword? Do you seek adventure, excitement, or revenge? Do you leave behind a thriving farmstead or a smoking ruin?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "folk-hero", + "fields": { + "name": "Folk Hero", + "desc": "You were born to a commoner family, but some event earned you fame. You're admired locally, and tales of your deeds have reached the far corners of the world.\r\n\r\nDid you win your fame by battling an oppressive tyrant? Saving your village from a monster? Or by something more prosaic like winning a wrestling bout or a pie-eating contest?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "gambler", + "fields": { + "name": "Gambler", + "desc": "You haven't met your match at dice or cards. A career of high stakes and daring escapades has taught you when to play close to the chest and when to risk it all—but you haven't yet learned when to walk away.\r\n\r\nAre you a brilliant student of the game, a charming master of the bluff and counterbluff, or a cheater with fast hands? What turned you to a life of adventure: a string of bad luck, or an insatiable thirst for risk?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "guard", + "fields": { + "name": "Guard", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "guildmember", + "fields": { + "name": "Guildmember", + "desc": "It never hurts to be part of a team, and when you're part of a guild opportunities knock at your door.\r\n\r\nAre you a member of a trade or artisan's guild? Or an order of mages or monster hunters? Or have you found entry into a secretive guild of thieves or assassins?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "hermit", + "fields": { + "name": "Hermit", + "desc": "You lived for years alone in a remote shrine, cave, monastery, or elsewhere away from the world. Among your daily tasks you had lots of time for introspection.\r\n\r\nWhy were you alone? Were you performing penance? In exile or hiding? Tending a shrine or holy spot? Grieving?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "marauder", + "fields": { + "name": "Marauder", + "desc": "You were a member of an outlaw band. You might have been part of a troop of cutthroat bandits, or a resistance movement battling a tyrant, or a pirate fleet. You lived outside of settled lands, and your name was a terror to rich travelers.\r\n\r\nHow did you join your outlaw band? Why did you leave it—or did you?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "noble", + "fields": { + "name": "Noble", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "outlander", + "fields": { + "name": "Outlander", + "desc": "You lived far from the farms and fields of civilization. You know the beauties and the dangers of the wilderness.\r\n\r\nWere you part of a nomadic tribe? A hunter or guide? A lone wanderer or explorer? A guardian of civilization against monsters, or of the old ways against civilization?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "sage", + "fields": { + "name": "Sage", + "desc": "You are a seeker of the world's truths and an expert in your chosen field, with esoteric knowledge at your fingertips, or at the farthest, in a book you vaguely remember.\r\n\r\nWhy have you left the confines of the library to explore the wider world? Do you seek ancient wisdom? Power? The answer to a specific question? Reinstatement in your former institution?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "sailor", + "fields": { + "name": "Sailor", + "desc": "You're an experienced mariner with a keen weather eye and a favorite tavern in every port. Hard voyages have toughened you and the sea's power has made you humble.\r\n\r\nWere you a deckhand, an officer, or the captain of your vessel? Did you crew a naval cutter, a fishing boat, a merchant's barge, a privateering vessel, or a pirate ship?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "soldier", + "fields": { + "name": "Soldier", + "desc": "None", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "trader", + "fields": { + "name": "Trader", + "desc": "You served your apprenticeship among merchants and traders. You've traveled dusty miles and haggled under distant skies.\r\n\r\nWhy are you living a life of adventure? Are you working off your debt to the company store? Are you escorting a caravan through dangerous wilds?\r\n\r\nAre you raising capital to start your own business, or trying to restore the fortunes of a ruined trading family? Or are you a smuggler, following secret trade routes unknown to the authorities?", + "document": "a5esrd" + } +}, +{ + "model": "api_v2.background", + "pk": "urchin", + "fields": { + "name": "Urchin", + "desc": "You grew up on the streets. You know where to hide and when your puppy dog eyes will earn you a hot meal.\r\n\r\nWhy were you on the streets? Were you a runaway? An orphan? Or just an adventurous kid who stayed out late?", + "document": "a5esrd" + } +} +] diff --git a/data/v2/en-publishing/a5esrd/BackgroundBenefit.json b/data/v2/en-publishing/a5esrd/BackgroundBenefit.json new file mode 100644 index 00000000..c02c3718 --- /dev/null +++ b/data/v2/en-publishing/a5esrd/BackgroundBenefit.json @@ -0,0 +1,2392 @@ +[ +{ + "model": "api_v2.backgroundbenefit", + "pk": 24, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Insight or Persuasion.", + "type": "skill_proficiency", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 25, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 26, + "fields": { + "name": "Equipment", + "desc": "Holy symbol (amulet or reliquary), common clothes, robe, and a prayer book, prayer wheel, or prayer beads.", + "type": "equipment", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 27, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 28, + "fields": { + "name": "Adventures and Advancement", + "desc": "In small settlements without other resources, your authority may extend to such matters as settling disputes and punishing criminals. You might also be expected to deal with local outbreaks of supernatural dangers such as fiendish possessions, cults, and the unquiet dead. \r\nIf you solve several problems brought to you by members of your faith, you may be promoted (or reinstated) within the hierarchy of your order. You gain the free service of up to 4 acolytes, and direct access to your order’s leaders.", + "type": "adventures_and_advancement", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 29, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Acolyte Connections**\r\n\r\n1. A beloved high priest or priestess awaiting your return to the temple once you resolve your crisis of faith.\r\n2. A former priest—exposed by you as a heretic—who swore revenge before fleeing.\r\n3. The wandering herald who rescued you as an orphan and sponsored your entry into your temple.\r\n4. The inquisitor who rooted out your heresy (or framed you) and had you banished from your temple.\r\n5. The fugitive charlatan or cult leader whom you once revered as a holy person.\r\n6. Your scandalous friend, a fellow acolyte who fled the temple in search of worldly pleasures.\r\n7. The high priest who discredited your temple and punished the others of your order.\r\n8. The wandering adventurer whose tales of glory enticed you from your temple.\r\n9. The leader of your order, a former adventurer who sends you on quests to battle your god’s enemies.\r\n10. The former leader of your order who inexplicably retired to a life of isolation and penance.\r\n\r\n### **Acolyte Memento**\r\n\r\n1. The timeworn holy symbol bequeathed to you by your beloved mentor on their deathbed.\r\n2. A precious holy relic secretly passed on to you in a moment of great danger.\r\n3. A prayer book which contains strange and sinister deviations from the accepted liturgy.\r\n4. A half-complete book of prophecies which seems to hint at danger for your faith—if only the other half could be found!\r\n5. A gift from a mentor: a book of complex theology which you don’t yet understand.\r\n6. Your only possession when you entered the temple as a child: a signet ring bearing a coat of arms.\r\n7. A strange candle which never burns down.\r\n8. The true name of a devil that you glimpsed while tidying up papers for a sinister visitor.\r\n9. A weapon (which seems to exhibit no magical properties) given to you with great solemnity by your mentor.\r\n10. A much-thumbed and heavily underlined prayer book given to you by the fellow acolyte you admire most.", + "type": "connection_and_memento", + "background": "a5e-acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 43, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools or smith’s tools.", + "type": "tool_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 47, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Artisan Connections**\r\n\r\n1. The cruel master who worked you nearly to death and now does the same to other apprentices.\r\n2. The kind master who taught you the trade.\r\n3. The powerful figure who refused to pay for your finest work.\r\n4. The jealous rival who made a fortune after stealing your secret technique.\r\n5. The corrupt rival who framed and imprisoned your mentor.\r\n6. The bandit leader who destroyed your mentor’s shop and livelihood.\r\n7. The crime boss who bankrupted your mentor.\r\n8. The shady alchemist who always needs dangerous ingredients to advance the state of your art.\r\n9. Your apprentice who went missing.\r\n10. The patron who supports your work.\r\n\r\n### **Artisan Mementos**\r\n\r\n1. *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\r\n2. *Smith:* Your blacksmith's hammer (treat as a light hammer).\r\n3. *Cook:* A well-seasoned skillet (treat as a mace).\r\n4. *Alchemist:* A formula with exotic ingredients that will produce...something.\r\n5. *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\r\n6. *Mason:* Your trusty sledgehammer (treat as a warhammer).\r\n7. *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\r\n8. *Weaver:* A set of fine clothes (your own work).\r\n9. *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\r\n10. *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?", + "type": "connection_and_memento", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 48, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 49, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Culture, Insight, or Sleight of Hand.", + "type": "skill_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 50, + "fields": { + "name": "Tool Proficiencies", + "desc": "Disguise kit, forgery kit.", + "type": "tool_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 51, + "fields": { + "name": "Suggested Equipment", + "desc": "Common clothes, disguise kit, forgery kit.", + "type": "equipment", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 52, + "fields": { + "name": "Many Identities", + "desc": "You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all requiring only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day’s work.", + "type": "feature", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 53, + "fields": { + "name": "Adventures and Advancement", + "desc": "If you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you’re impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.", + "type": "adventures_and_advancement", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 54, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Charlatan Connections**\r\n\r\n1. A relentless pursuer: an inspector who you once made a fool of.\r\n2. A relentless pursuer: a mark you once cheated.\r\n3. A relentless pursuer: a former partner just out of jail who blames you for everything.\r\n4. A former partner now gone straight who couldn’t possibly be coaxed out of retirement.\r\n5. A respected priest or tavernkeeper who tips you off about rich potential marks.\r\n6. The elusive former partner who ratted you out and sent you to jail.\r\n7. A famous noble or politician who through sheer luck happens to bear a striking resemblance to you.\r\n8. The crook who taught you everything and just can’t stay out of trouble.\r\n9. A gullible noble who knows you by one of your former aliases, and who always seems to pop up at inconvenient times.\r\n10. A prominent noble who knows you only under your assumed name and who trusts you as their spiritual advisor, tutor, long-lost relative, or the like.\r\n\r\n### **Charlatan Mementos**\r\n\r\n1. A die that always comes up 6.\r\n2. A dozen brightly-colored “potions”.\r\n3. A magical staff that emits a harmless shower of sparks when vigorously thumped.\r\n4. A set of fine clothes suitable for nobility.\r\n5. A genuine document allowing its holder one free release from prison for a non-capital crime.\r\n6. A genuine deed to a valuable property that is, unfortunately, quite haunted.\r\n7. An ornate harlequin mask.\r\n8. Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15 Investigation check to notice\r\nthey’re fake).\r\n9. A sword that appears more magical than it really is (its blade is enchanted with continual flame and it is a mundane weapon).\r\n10. A nonmagical crystal ball.", + "type": "connection_and_memento", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 187, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 188, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Culture, Deception, or Insight.", + "type": "skill_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 189, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, abacus, merchant's scale.", + "type": "equipment", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 191, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Trader Connections**\r\n\r\n1. The parent or relative who wants you to carry on the family business.\r\n2. The sibling who inherited the other half of the family business.\r\n3. The trading company to which you are indentured until you pay off a debt.\r\n4. The powerful merchant who will never forgive the business coup you pulled off.\r\n5. The noble whose horse trampled your poor family’s vegetable stall, injuring or killing a relative you\r\ndearly loved.\r\n6. The parent or elder sibling who squandered your family fortune.\r\n7. The business partner who cheated you.\r\n8. The customs agent who has sworn to catch you red-handed with illicit goods.\r\n9. The crime boss to whom you wouldn’t pay protection money.\r\n10. The smuggler who will pay well for certain commodities.\r\n\r\n### **Trader Mementos**\r\n\r\n1. The first gold piece you earned.\r\n2. Thousands of shares in a failed venture.\r\n3. A letter of introduction to a rich merchant in a distant city.\r\n4. A sample of an improved version of a common tool.\r\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\r\n6. A love letter from the heir of a rival trading family.\r\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\r\n8. A contract binding you to a particular trading company for the next few years.\r\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\r\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.", + "type": "connection_and_memento", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 192, + "fields": { + "name": "Adventures And Advancement", + "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.", + "type": "adventures_and_advancement", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 245, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Hermit Connections**\r\n1. The high priest who banished you to the wilderness until you repent your heresy.\r\n2. The inquisitor who hunts you even through the most solitary wildlands.\r\n3. The supernatural patron whose temptations and gifts you seek to reject.\r\n4. The inner voice you only hear in solitude.\r\n5. The mentor who trained you in silent contemplation—until they mysteriously turned their back on their own teachings.\r\n6. The villain who destroyed the shreds of your original, worldly life. \r\n7. The noble relatives who seek to return you to the life you rejected.\r\n8. The religious superior whose blasphemies scandalized you into fleeing your religious order.\r\n9. The angel who delivered you a prophecy.\r\n10. The mysterious person you glimpsed several times from a distance—unless it was a hallucination.\r\n\r\n### **Hermit Mementos**\r\n\r\n1. The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\r\n2. The faded set of fine clothes you preserved for so many years.\r\n3. The signet ring bearing the family crest that you were ashamed of for so long.\r\n4. The book of forbidden secrets that led you to your isolated refuge.\r\n5. The beetle, mouse, or other small creature which was your only companion for so long.\r\n6. The seemingly nonmagical item that your inner voice says is important.\r\n7. The magic-defying clay tablets you spent years translating.\r\n8. The holy relic you were duty bound to protect.\r\n9. The meteor metal you found in a crater the day you first heard your inner voice.\r\n10. Your ridiculous-looking sun hat.", + "type": "connection_and_memento", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 259, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 260, + "fields": { + "name": "Skill Proficiencies", + "desc": "Sleight of Hand, and either Deception or Stealth.", + "type": "skill_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 261, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit.", + "type": "equipment", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 264, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Street kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.", + "type": "adventures_and_advancement", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 265, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 266, + "fields": { + "name": "Skill Proficiencies", + "desc": "Stealth, and either Deception or Intimidation.", + "type": "skill_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 267, + "fields": { + "name": "Equipment", + "desc": "Common clothes, dark cloak, thieves' tools.", + "type": "equipment", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 268, + "fields": { + "name": "Thieves' Cant", + "desc": "You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.", + "type": "feature", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 269, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Criminal Connections**\r\n\r\n1. The master criminal who inducted you into your first gang.\r\n2. The cleric or herald who convinced you to use your skills for good (and who may be legally responsible for your continued good behavior).\r\n3. Your sibling or other relative—who also happens to be a representative of the law.\r\n4. The gang of rascals and pickpockets who once called you their leader.\r\n5. The bounty hunter who has sworn to bring you to justice.\r\n6. Your former partner who made off with all the loot after a big score.\r\n7. The masked courier who occasionally gives you jobs.\r\n8. The crime boss to whom you have sworn loyalty (or to whom you owe an enormous debt).\r\n9. The master thief who once stole something precious from you. \r\n10. The corrupt noble who ruined your once-wealthy family.\r\n\r\n### **Criminal Mementos**\r\n\r\n1. A golden key to which you haven't discovered the lock.\r\n2. A brand that was burned into your shoulder as punishment for a crime.\r\n3. A scar for which you have sworn revenge.\r\n4. The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\r\n5. A gold coin which reappears in your possession a week after you've gotten rid of it.\r\n6. The stolen symbol of a sinister organization; not even your fence will take it off your hands.\r\n7. Documents that incriminate a dangerous noble or politician.\r\n8. The floor plan of a palace.\r\n9. The calling cards you leave after (or before) you strike.\r\n10. A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.", + "type": "connection_and_memento", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 270, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8", + "type": "adventures_and_advancement", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 271, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 272, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, and either Animal Handling or Survival.", + "type": "skill_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 273, + "fields": { + "name": "Equipment", + "desc": "Common clothes, shovel, mule with saddlebags, 5 Supply.", + "type": "equipment", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 274, + "fields": { + "name": "Bit and Bridle", + "desc": "You know how to stow and transport food. You and one animal under your care can each carry additional", + "type": "feature", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 275, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Farmer Connections**\r\n\r\n1. The landowner who foreclosed on your family land.\r\n2. The thugs who burned your village.\r\n3. The parents who wait for your return.\r\n4. The strange witch to whom your family owes a debt.\r\n5. The retired adventurer who trained you.\r\n6. The druid who—according to the villagers—laid a drought curse on your land.\r\n7. The village bully who threatened to kill you if you ever returned.\r\n8. The evil wizard who will stop at nothing to take your family heirloom.\r\n9. Your elder sibling who left searching for adventure before you did.\r\n10. The dragon whose foul reek has spoiled your countryside.\r\n\r\n### **Farmer Mementos**\r\n\r\n1. A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\r\n2. The bag of beans your mother warned you not to plant.\r\n3. The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\r\n4. A debt you must pay.\r\n5. A mastiff.\r\n6. Your trusty fishing pole.\r\n7. A corncob pipe.\r\n8. A dried flower from your family garden.\r\n9. Half of a locket given to you by a missing sweetheart.\r\n10. A family weapon said to have magic powers, though it exhibits none at the moment.", + "type": "connection_and_memento", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 276, + "fields": { + "name": "Adventures And Advancement", + "desc": "You left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.", + "type": "adventures_and_advancement", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 277, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 278, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Athletics or Intimidation.", + "type": "skill_proficiency", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 279, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, waterskin, healer's kit, 7 days rations.", + "type": "equipment", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 280, + "fields": { + "name": "Trader", + "desc": "If you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.", + "type": "feature", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 281, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Outlander Connections**\r\n1. A tribal chief who owes a favor.\r\n2. The chief of a band of marauders who has a grudge against you.\r\n3. A hag to whom you owe a favor.\r\n4. An alchemist or wizard who frequently gives you requests for rare herbs or trophies.\r\n5. A unicorn you’ve glimpsed but never been able to approach.\r\n6. Another outlander: your former best friend who is now a bitter rival.\r\n7. A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.\r\n8. A zany prospector who knows the wild lands almost as well as you.\r\n9. A circus or arena owner who will pay for live animals not yet in their menagerie.\r\n10. A highly civilized poet or painter who has paid you to guide them to wild and inspiring locales.\r\n\r\n### **Outlander Mementos**\r\n\r\n1. A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\r\n2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\r\n3. A stone from a holy druidic shrine.\r\n4. Tools appropriate to your home terrain, such as pitons or snowshoes.\r\n5. Hand-crafted leather armor, hide armor, or clothing.\r\n6. The handaxe you made yourself.\r\n7. A gift from a dryad or faun.\r\n8. Trading goods worth 30 gold, such as furs or rare herbs.\r\n9. A tiny whistle given to you by a sprite.\r\n10. An incomplete map.", + "type": "connection_and_memento", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 282, + "fields": { + "name": "Adventures And Advancement", + "desc": "During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8", + "type": "adventures_and_advancement", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 286, + "fields": { + "name": "Supply and Demand", + "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).", + "type": "feature", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 289, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 290, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Insight or History.", + "type": "skill_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 291, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools, traveler's clothes.", + "type": "equipment", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 292, + "fields": { + "name": "Trade Mark", + "desc": "* When in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer).", + "type": "feature", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 294, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.", + "type": null, + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 295, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 296, + "fields": { + "name": "Skill Proficiencies", + "desc": "Performance, and either Acrobatics, Culture, or Persuasion.", + "type": "skill_proficiency", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 297, + "fields": { + "name": "Equipment", + "desc": "Lute or other musical instrument, costume.", + "type": "equipment", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 298, + "fields": { + "name": "Pay the Piper", + "desc": "In any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.", + "type": "feature", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 299, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Entertainer Connections**\r\n1. Your rival, an equally talented performer.\r\n2. The cruel ringleader of the sinister circus where you learned your trade.\r\n3. A noble who wants vengeance for the song you wrote about him.\r\n4. The actor who says that there’s always room in their troupe for you and your companions.\r\n5. The noble who owes you a favor for penning the love poems that won their spouse.\r\n6. Your former partner, a slumming noble with a good ear and bad judgment.\r\n7. The rival who became successful and famous by taking credit for your best work.\r\n8. The highly-placed courtier who is always trying to further your career.\r\n9. A jilted lover who wants revenge. \r\n10. The many tavernkeepers and tailors to whom you owe surprisingly large sums.\r\n\r\n### **Entertainer Mementos**\r\n\r\n1. Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\r\n2. Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\r\n3. A love letter from a rich admirer.\r\n4. A broken instrument of masterwork quality—if repaired, what music you could make on it!\r\n5. A stack of slim poetry volumes you just can't sell.\r\n6. Jingling jester's motley.\r\n7. A disguise kit.\r\n8. Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\r\n9. A stage dagger.\r\n10. A letter of recommendation from your mentor to a noble or royal court.", + "type": "connection_and_memento", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 300, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.", + "type": "adventures_and_advancement", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 301, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 302, + "fields": { + "name": "Skill Proficiencies", + "desc": "Two of your choice.", + "type": "skill_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 303, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools or one instrument, traveler's clothes, guild badge.", + "type": "equipment", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 304, + "fields": { + "name": "Guild Business", + "desc": "While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful.", + "type": "feature", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 305, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Guildmember Connections**\r\n\r\n1. Your guild master who occasionally has secret missions for groups which can keep their mouths shut.\r\n2. Members of a rival guild who might or might not stoop to violence.\r\n3. The master who, recognizing your talent, risked all to teach you dangerous guild secrets.\r\n4. The agent of a rival guild who is trying to steal secrets.\r\n5. The jealous teacher who took credit for your work and got you expelled from the guild.\r\n6. The guild quartermaster who stocks goods of dubious legality.\r\n7. The friendly guild officer who always saves you the most interesting assignments.\r\n8. The rivals who always compete for the same guild jobs.\r\n9. The noble who owes you big.\r\n10. Your guild master’s ambitious second-in-command who is recruiting allies for a coup.\r\n\r\n### **Guildmember Mementos**\r\n\r\n1. *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\r\n2. *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\r\n3. *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\r\n4. *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\r\n5. *Adventurers Guild:* A request from a circus to obtain live exotic animals.\r\n6. *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\r\n7. *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\r\n8. *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\r\n9. *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\r\n10. *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.", + "type": "connection_and_memento", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 306, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.", + "type": "adventures_and_advancement", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 307, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 308, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, and either Arcana, Culture, Engineering, or Religion.", + "type": "skill_proficiency", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 309, + "fields": { + "name": "Equipment", + "desc": "Bottle of ink, pen, 50 sheets of parchment, common clothes.", + "type": "equipment", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 310, + "fields": { + "name": "Library Privileges", + "desc": "As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "feature", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 311, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Sage Connections**\r\n\r\n1. Your rival who always seems to be one step ahead of you in the research race.\r\n2. The college dean who banished you for conduct unbefitting a research fellow.\r\n3. A former student of yours who has become a dangerous wizard.\r\n4. The professor who took credit for your research.\r\n5. The rival sage whose cruel nickname for you has made you a laughingstock.\r\n6. The alchemist who will pay for bizarre monster trophies and other ingredients—no questions asked.\r\n7. The peer with a competing cosmological theory that causes endless friendly bickering.\r\n8. The noble who recognized your intelligence at a young age and sponsored your entrance into academia.\r\n9. A talented apprentice who ran away after mastering magical power but not the theoretical foundation to control it.\r\n10. The invading general who burned the library that was once your home.\r\n\r\n### **Sage Mementos**\r\n\r\n1. A letter from a colleague asking for research help.\r\n2. Your incomplete manuscript.\r\n3. An ancient scroll in a language that no magic can decipher.\r\n4. A copy of your highly unorthodox theoretical work that got you in so much trouble.\r\n5. A list of the forbidden books that may answer your equally forbidden question.\r\n6. A formula for a legendary magic item for which you have no ingredients.\r\n7. An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\r\n8. Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\r\n9. Your prize possession: a magic quill pen that takes dictation.\r\n10. The name of a book you need for your research that seems to be missing from every library you've visited.", + "type": "connection_and_memento", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 312, + "fields": { + "name": "Adventures And Advancement", + "desc": "When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "adventures_and_advancement", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 313, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 314, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Animal Handling or Nature.", + "type": "skill_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 315, + "fields": { + "name": "Equipment", + "desc": "Any artisan's tools except alchemist's supplies, common clothes.", + "type": "equipment", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 316, + "fields": { + "name": "Local Fame", + "desc": "Unless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center.", + "type": "feature", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 317, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Folk Hero Connections**\r\n\r\n1. The bard whose song made you legendary and who wants a sequel.\r\n2. Your friend, a traveling merchant whose caravan spreads your fame.\r\n3. A deadly enemy: the heir of the oppressive noble you killed.\r\n4. A deadly enemy: the mother of the monster you killed.\r\n5. A deadly enemy: the leader of the bandits you defeated.\r\n6. A deadly enemy: the tyrant you robbed.\r\n7. A kid who wants to follow your footsteps into danger.\r\n8. The jealous rival who wants to best your monster-slaying prowess, daring deeds, prize pie recipe, or whatever else made your famous.\r\n9. A secret admirer: the heir or heiress of the oppressive noble you defeated.\r\n10. The retired adventurer who trained you and is now in a bit of trouble.\r\n\r\n### **Folk Hero Mementos**\r\n\r\n1. The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\r\n2. A necklace bearing a horn, tooth, or claw from the monster you defeated.\r\n3. A ring given to you by the dead relative whose death you avenged.\r\n4. The weapon you wrestled from the leader of the raid on your village.\r\n5. The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\r\n6. The famous scar you earned in your struggle against your foe.\r\n7. The signature weapon which provides you with your nickname.\r\n8. The injury or physical difference by which your admirers and foes recognize you.\r\n9. The signal whistle or instrument which you used to summon allies and spook enemies.\r\n10. Copies of the ballads and poems written in your honor.", + "type": "connection_and_memento", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 318, + "fields": { + "name": "Adventures And Advancement", + "desc": "Common folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.", + "type": "adventures_and_advancement", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 325, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 326, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Insight or Sleight of Hand.", + "type": "skill_proficiency", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 327, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, dice set, playing card set.", + "type": "equipment", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 328, + "fields": { + "name": "Lady Luck", + "desc": "Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich).", + "type": "feature", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 329, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Gambler Connections**\r\n1. The mentor you have now surpassed.\r\n2. The duelist who will never forgive you for fleecing them.\r\n3. The legendary gambler you aspire to beat.\r\n4. The friendly rival who always keeps you on your toes.\r\n5. The noble who publicly accused you of cheating.\r\n6. An ink-stained academic who wants you to test a risky theory about how to beat the house.\r\n7. The gang leader who would rather kill you than pay up.\r\n8. The kid who strives to emulate you. \r\n9. The cardsharp rival who cheats to win.\r\n10. The rival who won something from you that you want back.\r\n\r\n### **Gambler Mementos**\r\n\r\n1. Gambling debts owed you by someone who's gone missing.\r\n2. Your lucky coin that you've always won back after gambling it away.\r\n3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties.\r\n4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it.\r\n5. The hard-to-sell heirloom that someone really wants back.\r\n6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards).\r\n7. An invitation to an annual high-stakes game to which you can't even afford the ante.\r\n8. A two-faced coin.\r\n9. A torn half of a card—a long-lost relative is said to hold the other half.\r\n10. An ugly trinket that its former owner claimed had hidden magical powers.", + "type": "connection_and_memento", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 330, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.", + "type": "adventures_and_advancement", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 331, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 332, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Intimidation or Stealth.", + "type": "skill_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 333, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, signal whistle, tent (one person).", + "type": "equipment", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 334, + "fields": { + "name": "Secret Ways", + "desc": "When you navigate while traveling, pursuers have", + "type": "feature", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 335, + "fields": { + "name": "Connection and Memeento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Marauder Connections**\r\n1. Your nemesis: a naval captain or captain of the guard who thwarted you on several occasions.\r\n2. Your mentor: a charismatic pirate captain.\r\n3. The stylish highway robber who taught you the trade.\r\n4. The local noble who pursues you obsessively.\r\n5. The three outlaws who hold the other three pieces of your treasure map.\r\n6. The marauder chief who betrayed you and the rest of the gang in exchange for freedom.\r\n7. The child you became an outlaw to protect.\r\n8. The cleric who converted you to a life of law and faith.\r\n9. The scholarly old bandit whose inventions gave you an edge against the pursuing authorities.\r\n10. Your best friend—who is serving a life sentence for your shared crime.\r\n\r\n### **Marauder Mementos**\r\n\r\n1. The eerie mask by which your victims know you.\r\n2. The one item that you wish you hadn't stolen.\r\n3. A signet ring marking you as heir to a seized estate.\r\n4. A locket containing a picture of the one who betrayed you.\r\n5. A broken compass.\r\n6. A love token from the young heir to a fortune.\r\n7. Half of a torn officer's insignia.\r\n8. The hunter's horn which members of your band use to call allies.\r\n9. A wanted poster bearing your face.\r\n10. Your unfinished thesis from your previous life as an honest scholar.", + "type": "connection_and_memento", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 336, + "fields": { + "name": "Adventures And Advancement", + "desc": "Allies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8", + "type": "adventures_and_advancement", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 337, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 338, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Medicine or Survival.", + "type": "skill_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 339, + "fields": { + "name": "Equipment", + "desc": "Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.", + "type": "equipment", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 340, + "fields": { + "name": "Inner Voice", + "desc": "You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)", + "type": "feature", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 342, + "fields": { + "name": "Adventures And Advancement", + "desc": "Your inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.", + "type": "adventures_and_advancement", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 343, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 344, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Acrobatics or Perception.", + "type": "skill_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 345, + "fields": { + "name": "Equipment", + "desc": "Common clothes, navigator's tools, 50 feet of rope.", + "type": "equipment", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 346, + "fields": { + "name": "Sea Salt", + "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.", + "type": "feature", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 347, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Sailor Mementos**\r\n\r\n1. A dagger with a handle carved from a dragon turtle's tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it.\r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction's signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol.\r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.\r\n\r\n### **Sailor Mementos**\r\n\r\n1. A dagger with a handle carved from a dragon turtle’s tooth.\r\n2. A scroll tube filled with nautical charts.\r\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\r\n4. A scar with a famous tale behind it. \r\n5. A treasure map.\r\n6. A codebook which lets you decipher a certain faction’s signal flags.\r\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\r\n8. Several bottles of alcohol. \r\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\r\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.", + "type": "connection_and_memento", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 348, + "fields": { + "name": "Adventures And Advancement", + "desc": ".You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.", + "type": "adventures_and_advancement", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 349, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 350, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either History or Performance.", + "type": "skill_proficiency", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 351, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, 10 days rations.", + "type": "equipment", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 352, + "fields": { + "name": "Fellow Traveler", + "desc": "You gain an expertise die on Persuasion checks against others who are away from their land of birth.", + "type": "feature", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 353, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Exile Connections**\r\n1. The companions who shared your exile.\r\n2. The kindly local who taught you Common.\r\n3. The shopkeeper or innkeeper who took you in and gave you work.\r\n4. The hunters from your native land who pursue you.\r\n5. The distant ruler who banished you until you redeem yourself.\r\n6. The community of fellow exiles who have banded together in a city neighborhood.\r\n7. The acting or carnival troupe which took you in.\r\n8. The suspicious authorities who were convinced you were a spy.\r\n9. Your first friend after your exile: a grizzled adventurer who traveled with you.\r\n10. A well-connected and unscrupulous celebrity who hails from your homeland.\r\n\r\n### **Exile Mementos**\r\n\r\n1. A musical instrument which was common in your homeland.\r\n2. A memorized collection of poems or sagas.\r\n3. A locket containing a picture of your betrothed from whom you are separated.\r\n4. Trade, state, or culinary secrets from your native land.\r\n5. A piece of jewelry given to you by someone you will never see again.\r\n6. An inaccurate, ancient map of the land you now live in.\r\n7. Your incomplete travel journals.\r\n8. A letter from a relative directing you to someone who might be able to help you.\r\n9. A precious cultural artifact you must protect.\r\n10. An arrow meant for the heart of your betrayer.", + "type": "connection_and_memento", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 354, + "fields": { + "name": "Adventures And Advancement", + "desc": "You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as scouts.", + "type": "adventures_and_advancement", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 358, + "fields": { + "name": "Guttersnipe", + "desc": "When you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.", + "type": "feature", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 361, + "fields": { + "name": "Connection and Memento", + "desc": "### **Urchin Connections**\r\n\r\n1. The disreputable thief who taught you thieving skills.\r\n2. The saintly orphanage matron who’s so proud of how you’ve grown.\r\n3. The miserly and cruel orphanage administrator who rounds up urchins and runaways.\r\n4. The drunken thief who shared with you what little they could steal. \r\n5. The fellow urchin who has some power to make “bad stuff” happen to their enemies.\r\n6. The thieves’ guild contact who will pay well for small folk to wriggle through a window or chimney to unlock a front door.\r\n7. The philanthropist (or charlatan?) who took you in, dressed you properly, and tried to teach you upper-class manners.\r\n8. The spymaster or detective who sent you on investigation missions.\r\n9. The noble whose horse trampled you or a friend.\r\n10. The rich family you ran away from.\r\n\r\n### **Urchin Mementos**\r\n\r\n1. A locket containing pictures of your parents.\r\n2. A set of (stolen?) fine clothes.\r\n3. A small trained animal, such as a mouse, parrot, or monkey.\r\n4. A map of the sewers.\r\n5. The key or signet ring that was around your neck when you were discovered as a foundling.\r\n6. A battered one-eyed doll.\r\n7. A portfolio of papers given to you by a fleeing, wounded courier.\r\n8. A gold tooth (not yours, and not in your mouth).\r\n9. The flowers or trinkets that you sell.\r\n10. A dangerous secret overheard while at play.", + "type": "connection_and_memento", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 362, + "fields": { + "name": "Tool Proficiencies", + "desc": "One Vehicle", + "type": "tool_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 363, + "fields": { + "name": "Tool Proficiencies", + "desc": "Disguise kit, thieves’ tools.", + "type": "tool_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 364, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 365, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Animal Handling or Intimidation.", + "type": "skill_proficiency", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 366, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set.", + "type": "tool_proficiency", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 367, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 368, + "fields": { + "name": "Suggested Equipment", + "desc": "Uniform, common clothes, 7 days rations.", + "type": "equipment", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 369, + "fields": { + "name": "Military Bearing", + "desc": "Soldiers recognize their own. Off duty soldiers are usually willing to trade tales and gossip with you. On duty soldiers, while not obeying your orders, are likely to answer your questions and treat you respectfully on the off chance that you’re an unfamiliar officer who can get them in trouble.", + "type": "feature", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 370, + "fields": { + "name": "Adventures and Advancement", + "desc": "You will occasionally run into old comrades, some of whom may need favors. If you perform a few celebrated martial deeds your old military outfit (or a new one) is likely to offer you an officer’s rank. You gain the free service of up to 8 guards. Your new commanders will occasionally give you objectives: you will be expected to act independently in order to achieve these objectives.", + "type": "adventures_and_advancement", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 371, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Soldier Connections**\r\n\r\n1. Your old commanding officer who still wants you to rejoin.\r\n2. The commander who callously sent your unit into a slaughter.\r\n3. Your shady war buddy who can get their hands on anything with no questions asked.\r\n4. Your best friend who went missing on the battlefield. \r\n5. The comrade who saved your life at the risk of their own.\r\n6. The ghost who haunts you. \r\n7. The superior officer you punched (for abusing civilians? For insulting your honor? For preventing you from looting?)\r\n8. The scary experimental war construct you accompanied on a dangerous mission.\r\n9. The golden-armored knight with ridiculously good teeth who was always giving inspiring speeches.\r\n10. The enemy officer who captured you.\r\n\r\n### **Soldier Mementos**\r\n\r\n1. A broken horn, tooth, or other trophy salvaged from a monster’s corpse.\r\n2. A trophy won in a battle (a tattered banner, a ceremonial sword, or similar).\r\n3. A gaming set.\r\n4. A letter from your sweetheart.\r\n5. An old wound that twinges in bad weather.\r\n6. A letter you’re supposed to deliver to a dead comrade’s family.\r\n7. A horrifying memory you can’t escape.\r\n8. A horned or plumed helmet.\r\n9. The sword you broke over your knee rather than fight for those bastards another day.\r\n10. A medal for valor.", + "type": "connection_and_memento", + "background": "soldier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 372, + "fields": { + "name": "Tool Proficiencies", + "desc": "Navigator’s tools, water vehicles.", + "type": "tool_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 373, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 374, + "fields": { + "name": "Skill Proficiencies", + "desc": "Culture, History, and either Animal Handling or Persuasion.", + "type": "skill_proficiency", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 375, + "fields": { + "name": "Tool Proficiencies", + "desc": "One gaming set.", + "type": "tool_proficiency", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 376, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 377, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, signet ring, writ detailing your family tree.", + "type": "equipment", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 378, + "fields": { + "name": "High Society", + "desc": "You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.", + "type": "feature", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 379, + "fields": { + "name": "Adventures and Advancement", + "desc": "Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards", + "type": "adventures_and_advancement", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 380, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Noble Connections**\r\n1. Your perfect elder sibling to whom you never seem to measure up.\r\n2. The treacherous noble who slaughtered or scattered your family and is now living in your ancestral home.\r\n3. Your family servant, a retired adventurer who taught you more about battle than any fancy dueling master.\r\n4. The foppish friend you carouse with.\r\n5. The common-born sweetheart that your family forbid you from seeing again.\r\n6. The fugitive head of your family whose rebellion caused your family’s lands to be seized and titles to be redistributed.\r\n7. Your foe, the heir of a rival house, with whom you have dueled twice.\r\n8. The crime boss to whom your family is in massive debt.\r\n9. The scion of an allied family to whom you were betrothed from birth.\r\n10. The eccentric knight for whom you trained as a squire or page.\r\n\r\n### **Noble Mementos**\r\n1. A shield or tabard bearing your coat of arms.\r\n2. A keepsake or love letter from a high-born sweetheart.\r\n3. An heirloom weapon—though it’s not magical, it has a name and was used for mighty deeds.\r\n4. A letter of recommendation to a royal court.\r\n5. Perfumed handkerchiefs suitable for blocking the smell of commoners.\r\n6. An extremely fashionable and excessively large hat.\r\n7. A visible scar earned in battle or in a duel.\r\n8. A set of common clothes and a secret commoner identity.\r\n9. IOUs of dubious value that were earned in games of chance against other nobles.\r\n10. A letter from a friend begging for help.", + "type": "connection_and_memento", + "background": "noble" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 381, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools or vehicle.", + "type": "tool_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 382, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalism kit.", + "type": "tool_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 383, + "fields": { + "name": "Tool Proficiencies", + "desc": "Either one type of artisan’s tools, musical instrument, or vehicle.", + "type": "tool_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 384, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Strength and one other ability score.", + "type": "ability_score_increase", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 385, + "fields": { + "name": "Skill Proficiencies", + "desc": "Intimidation, and either Athletics or Investigation.", + "type": "skill_proficiency", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 386, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 387, + "fields": { + "name": "Equipment", + "desc": "Common clothes, halberd, uniform.", + "type": "equipment", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 388, + "fields": { + "name": "Natural Authority", + "desc": "Commoners and civilians sometimes assume you are part of a local constabulary force and defer to you.", + "type": "feature", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 389, + "fields": { + "name": "Adventures and Advancement", + "desc": "When you visit the city or countryside you once patrolled you’re sure to get embroiled in the same politics that drove you out. Should you stick around righting wrongs, you might accidentally find yourself in a position of responsibility.", + "type": "adventures_and_advancement", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 390, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Guard Connections**\r\n1. The corrupt guard captain who framed you.\r\n2. The by-the-book guard captain who found you in violation of a regulation.\r\n3. The mighty guard captain who taught you all you know. \r\n4. The informant who tipped you off about criminal activity.\r\n5. The noble or merchant you protected.\r\n6. The comrade or superior officer you admired.\r\n7. The villain who kidnapped the person you were charged to protect.\r\n8. Your betrayer, the one person you didn’t think to mistrust.\r\n9. The noble or merchant who had everyone in their pocket.\r\n10. The diviner wizard who could usually provide you with the missing piece of a puzzle.\r\n\r\n### **Guard Mementos**\r\n1. Your badge of office, a symbol of an ideal few could live up to.\r\n2. Your badge of office, a symbol of a corrupt system you could no longer stomach.\r\n3. The arrow-damaged prayer book or playing card deck that saved your life.\r\n4. The whiskey flask that stood you in good stead on many cold patrols. \r\n5. Notes about a series of disappearances you would have liked to put a stop to. \r\n6. A broken sword, torn insignia, or other symbol of your disgrace and banishment.\r\n7. A tattoo or insignia marking you as part of an organization of which you are the last member.\r\n8. The fellow guard’s last words which you will never forget. \r\n9. A letter you were asked to deliver. \r\n10. A bloodstained duty roster.", + "type": "connection_and_memento", + "background": "guard" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 391, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan’s tools, one vehicle.", + "type": "tool_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 392, + "fields": { + "name": "Tool Proficiencies", + "desc": "Land vehicles.", + "type": "tool_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 393, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 394, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Arcana or Deception.", + "type": "skill_proficiency", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 395, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 396, + "fields": { + "name": "Equipment", + "desc": "Holy symbol (amulet or reliquary), common clothes, robes, 5 torches.", + "type": "equipment", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 397, + "fields": { + "name": "Forbidden Lore", + "desc": "When you fail an Arcana or Religion check, you know what being or book holds the knowledge you seek finding the book or paying the being’s price is another matter.", + "type": "feature", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 398, + "fields": { + "name": "Adventures and Advancement", + "desc": "Members of your former order may be hunting you for reenlistment, punishment, or both.\r\nAdditionally, your cult still seeks to open a portal, effect an apotheosis, or otherwise cause catastrophe. Eventually you may have to face the leader of your cult and perhaps even the being you once worshiped.", + "type": "adventures_and_advancement", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 399, + "fields": { + "name": "Connection and Memento", + "desc": "Roll 1d10, choose, or make up your own.\r\n\r\n### **Cultist Connections\r\n1. The cult leader whom you left for dead.\r\n2. The cleric or herald who showed you the error of your ways.\r\n3. The voice which still speaks to you in dreams.\r\n4. The charismatic cultist whose honeyed words and promises first tempted you.\r\n5. The friend or loved one still in the cult.\r\n6. Your former best friend who now hunts you for your desertion of the cult.\r\n7. The relentless inquisitor who hunts you for your past heresy.\r\n8. The demon which you and your compatriots accidentally unleashed.\r\n9. The self-proclaimed deity who barely escaped from their angry disciples after their magic tricks and fakeries were revealed.\r\n10. The masked cult leader whose identity you never learned, but whose cruel voice you would recognize anywhere.\r\n\r\n### **Cultist Mementos**\r\n1. The sinister tattoo which occasionally speaks to you.\r\n2. The cursed holy symbol which appears in your possession each morning no matter how you try to rid yourself of it.\r\n3. The scar on your palm which aches with pain when you disobey the will of your former master.\r\n4. The curved dagger that carries a secret enchantment able only to destroy the being you once worshiped.\r\n5. The amulet which is said to grant command of a powerful construct. \r\n6. A forbidden tome which your cult would kill to retrieve. \r\n7. An incriminating letter to your cult leader from their master (a noted noble or politician).\r\n8. A compass which points to some distant location or object.\r\n9. A talisman which is said to open a gateway to the realm of a forgotten god.\r\n10. The birthmark which distinguishes you as the chosen vessel of a reborn god.", + "type": "connection_and_memento", + "background": "cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 400, + "fields": { + "name": "Tool Proficiencies", + "desc": "Gaming set, thieves' tools.", + "type": "tool_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 401, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 402, + "fields": { + "name": "Skill Proficiencies", + "desc": "Stealth, and either Deception or Intimidation.", + "type": "skill_proficiency", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 403, + "fields": { + "name": "Equipment", + "desc": "Common clothes, dark cloak, thieves' tools.", + "type": "equipment", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 404, + "fields": { + "name": "Thieves' Cant", + "desc": "You know thieves' cant: a set of slang, hand signals, and code terms used by professional criminals. A creature that knows thieves' cant can hide a short message within a seemingly innocent statement. A listener who knows thieves' cant understands the message.", + "type": "feature", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 405, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Criminal Mementos**\n\n1. A golden key to which you haven't discovered the lock.\n2. A brand that was burned into your shoulder as punishment for a crime.\n3. A scar for which you have sworn revenge.\n4. The distinctive mask that gives you your nickname (for instance, the Black Mask or the Red Fox).\n5. A gold coin which reappears in your possession a week after you've gotten rid of it.\n6. The stolen symbol of a sinister organization; not even your fence will take it off your hands.\n7. Documents that incriminate a dangerous noble or politician.\n8. The floor plan of a palace.\n9. The calling cards you leave after (or before) you strike.\n10. A manuscript written by your mentor: *Secret Exits of the World's Most Secure Prisons*.", + "type": "suggested_characteristics", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 406, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off several successful jobs or heists, you may be promoted (or reinstated) as a leader in your gang. You may gain the free service of up to 8", + "type": "adventures-and-advancement", + "background": "criminal" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 407, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 408, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, and either Animal Handling or Survival.", + "type": "skill_proficiency", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 409, + "fields": { + "name": "Equipment", + "desc": "Common clothes, shovel, mule with saddlebags, 5 Supply.", + "type": "equipment", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 410, + "fields": { + "name": "Bit and Bridle", + "desc": "You know how to stow and transport food. You and one animal under your care can each carry additional", + "type": "feature", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 411, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Farmer Mementos**\n\n1. A strange item you dug up in a field: a key, a lump of unmeltable metal, a glass dagger.\n2. The bag of beans your mother warned you not to plant.\n3. The shovel, pickaxe, pitchfork, or other tool you used for labor. For you it's a one-handed simple melee weapon that deals 1d6 piercing, slashing, or bludgeoning damage.\n4. A debt you must pay.\n5. A mastiff.\n6. Your trusty fishing pole.\n7. A corncob pipe.\n8. A dried flower from your family garden.\n9. Half of a locket given to you by a missing sweetheart.\n10. A family weapon said to have magic powers, though it exhibits none at the moment.", + "type": "suggested_characteristics", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 412, + "fields": { + "name": "Adventures And Advancement", + "desc": "You left the farm for a reason but you still have an eye for land. If you acquire farming property, estates, or domains, you can earn twice as much as you otherwise would from their harvests, or be supported by your lands at a lifestyle one level higher than you otherwise would be.", + "type": "adventures-and-advancement", + "background": "farmer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 413, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 414, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Athletics or Intimidation.", + "type": "skill_proficiency", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 415, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, waterskin, healer's kit, 7 days rations.", + "type": "equipment", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 416, + "fields": { + "name": "Trader", + "desc": "If you're in or near the wilderness and have a trading relationship with a tribe, settlement, or other nearby group, you can maintain a moderate lifestyle for yourself and your companions by trading the products of your hunting and gathering.", + "type": "feature", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 417, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Outlander Mementos**\n\n1. A trophy from the hunt of a mighty beast, such as an phase monster-horn helmet.\n2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.\n3. A stone from a holy druidic shrine.\n4. Tools appropriate to your home terrain, such as pitons or snowshoes.\n5. Hand-crafted leather armor, hide armor, or clothing.\n6. The handaxe you made yourself.\n7. A gift from a dryad or faun.\n8. Trading goods worth 30 gold, such as furs or rare herbs.\n9. A tiny whistle given to you by a sprite.\n10. An incomplete map.", + "type": "suggested_characteristics", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 418, + "fields": { + "name": "Adventures And Advancement", + "desc": "During your travels, wilderness dwellers may come to you for help battling monsters and other dangers. If you succeed in several such adventures, you may earn the freely given aid of up to 8", + "type": "adventures-and-advancement", + "background": "outlander" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 419, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 420, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Culture, Deception, or Insight.", + "type": "skill_proficiency", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 421, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, abacus, merchant's scale.", + "type": "equipment", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 422, + "fields": { + "name": "Supply and Demand", + "desc": "When you buy a trade good and sell it elsewhere to a community in need of that good, you gain a 10% bonus to its sale price for every 100 miles between the buy and sell location (maximum of 50%).", + "type": "feature", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 423, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Trader Mementos**\n\n1. The first gold piece you earned.\n2. Thousands of shares in a failed venture.\n3. A letter of introduction to a rich merchant in a distant city.\n4. A sample of an improved version of a common tool.\n5. Scars from a wound sustained when you tried to collect a debt from a vicious noble.\n6. A love letter from the heir of a rival trading family.\n7. A signet ring bearing your family crest, which is famous in the mercantile world.\n8. A contract binding you to a particular trading company for the next few years.\n9. A letter from a friend imploring you to invest in an opportunity that can't miss.\n10. A trusted family member's travel journals that mix useful geographical knowledge with tall tales.", + "type": "suggested_characteristics", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 424, + "fields": { + "name": "Adventures And Advancement", + "desc": "Because of your commercial contacts you may be offered money to lead or escort trade caravans. You'll receive a fee from each trader that reaches their destination safely.", + "type": "adventures-and-advancement", + "background": "trader" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 425, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 426, + "fields": { + "name": "Skill Proficiencies", + "desc": "Persuasion, and either Insight or History.", + "type": "skill_proficiency", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 427, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools, traveler's clothes.", + "type": "equipment", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 428, + "fields": { + "name": "Trade Mark", + "desc": "* When in a city or town, you have access to a fully-stocked workshop with everything you need to ply your trade. Furthermore, you can expect to earn full price when you sell items you have crafted (though there is no guarantee of a buyer).", + "type": "feature", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 429, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Artisan Mementos**\n\n1. *Jeweler:* A 10,000 gold commission for a ruby ring (now all you need is a ruby worth 5,000 gold).\n2. *Smith:* Your blacksmith's hammer (treat as a light hammer).\n3. *Cook:* A well-seasoned skillet (treat as a mace).\n4. *Alchemist:* A formula with exotic ingredients that will produce...something.\n5. *Leatherworker:* An exotic monster hide which could be turned into striking-looking leather armor.\n6. *Mason:* Your trusty sledgehammer (treat as a warhammer).\n7. *Potter:* Your secret technique for vivid colors which is sure to disrupt Big Pottery.\n8. *Weaver:* A set of fine clothes (your own work).\n9. *Woodcarver:* A longbow, shortbow, or crossbow (your own work).\n10. *Calligrapher:* Strange notes you copied from a rambling manifesto. Do they mean something?", + "type": "suggested_characteristics", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 430, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you participate in the creation of a magic item (a “master work”), you will gain the services of up to 8 commoner apprentices with the appropriate tool proficiency.", + "type": "adventures-and-advancement", + "background": "artisan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 431, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 432, + "fields": { + "name": "Skill Proficiencies", + "desc": "Performance, and either Acrobatics, Culture, or Persuasion.", + "type": "skill_proficiency", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 433, + "fields": { + "name": "Equipment", + "desc": "Lute or other musical instrument, costume.", + "type": "equipment", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 434, + "fields": { + "name": "Pay the Piper", + "desc": "In any settlement in which you haven't made yourself unpopular, your performances can earn enough money to support yourself and your companions: the bigger the settlement, the higher your standard of living, up to a moderate lifestyle in a city.", + "type": "feature", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 435, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Entertainer Mementos**\n\n1. Your unfinished masterpiece—if you can find inspiration to overcome your writer's block.\n2. Fine clothing suitable for a noble and some reasonably convincing costume jewelry.\n3. A love letter from a rich admirer.\n4. A broken instrument of masterwork quality—if repaired, what music you could make on it!\n5. A stack of slim poetry volumes you just can't sell.\n6. Jingling jester's motley.\n7. A disguise kit.\n8. Water-squirting wands, knotted scarves, trick handcuffs, and other tools of a bizarre new entertainment trend: a nonmagical magic show.\n9. A stage dagger.\n10. A letter of recommendation from your mentor to a noble or royal court.", + "type": "suggested_characteristics", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 436, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Some of your admirers will pay you to plead a cause or smear an enemy. If you succeed at several such quests, your fame will grow. You will be welcome at royal courts, which will support you at a rich lifestyle.", + "type": "adventures-and-advancement", + "background": "entertainer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 437, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 438, + "fields": { + "name": "Skill Proficiencies", + "desc": "Two of your choice.", + "type": "skill_proficiency", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 439, + "fields": { + "name": "Equipment", + "desc": "One set of artisan's tools or one instrument, traveler's clothes, guild badge.", + "type": "equipment", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 440, + "fields": { + "name": "Guild Business", + "desc": "While in a city or town, you can maintain a moderate lifestyle by plying your trade. Furthermore, the guild occasionally informs you of jobs that need doing. Completing such a job might require performing a downtime activity, or it might require a full adventure. The guild provides a modest reward if you're successful.", + "type": "feature", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 441, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Guildmember Mementos**\n\n1. *Artisans Guild:* An incomplete masterpiece which your mentor never finished.\n2. *Entertainers Guild:* An incomplete masterpiece which your mentor never finished.\n3. *Explorers Guild:* A roll of incomplete maps each with a reward for completion.\n4. *Laborers Guild:* A badge entitling you to a free round of drinks at most inns and taverns.\n5. *Adventurers Guild:* A request from a circus to obtain live exotic animals.\n6. *Bounty Hunters Guild:* A set of manacles and a bounty on a fugitive who has already eluded you once.\n7. *Mages Guild:* The name of a wizard who has created a rare version of a spell that the guild covets.\n8. *Monster Hunters Guild:* A bounty, with no time limit, on a monster far beyond your capability.\n9. *Archaeologists Guild:* A map marking the entrance of a distant dungeon.\n10. *Thieves Guild:* Blueprints of a bank, casino, mint, or other rich locale.", + "type": "suggested_characteristics", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 442, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you have completed several quests or endeavors advancing guild business, you may be promoted to guild officer. You gain access to more lucrative contracts. In addition, the guild supports you at a moderate lifestyle without you having to work.", + "type": "adventures-and-advancement", + "background": "guildmember" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 443, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Intelligence and one other ability score.", + "type": "ability_score_increase", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 444, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, and either Arcana, Culture, Engineering, or Religion.", + "type": "skill_proficiency", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 445, + "fields": { + "name": "Equipment", + "desc": "Bottle of ink, pen, 50 sheets of parchment, common clothes.", + "type": "equipment", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 446, + "fields": { + "name": "Library Privileges", + "desc": "As a fellow or friend of several universities you have visiting access to the great libraries, most of which are off-limits to the general public. With enough time spent in a library, you can uncover most of the answers you seek (any question answerable with a DC 20 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "feature", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 447, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Sage Mementos**\n\n1. A letter from a colleague asking for research help.\n2. Your incomplete manuscript.\n3. An ancient scroll in a language that no magic can decipher.\n4. A copy of your highly unorthodox theoretical work that got you in so much trouble.\n5. A list of the forbidden books that may answer your equally forbidden question.\n6. A formula for a legendary magic item for which you have no ingredients.\n7. An ancient manuscript of a famous literary work believed to have been lost; only you believe that it is genuine.\n8. Your mentor's incomplete bestiary, encyclopedia, or other work that you vowed to complete.\n9. Your prize possession: a magic quill pen that takes dictation.\n10. The name of a book you need for your research that seems to be missing from every library you've visited.", + "type": "suggested_characteristics", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 448, + "fields": { + "name": "Adventures And Advancement", + "desc": "When you visit libraries and universities you tend to be asked for help in your role as a comparatively rough-and-tumble adventurer. After fetching a few bits of esoteric knowledge and settling a few academic disputes, you may be granted access to the restricted areas of the library (which contain darker secrets and deeper mysteries, such as those answerable with a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check).", + "type": "adventures-and-advancement", + "background": "sage" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 449, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 450, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Animal Handling or Nature.", + "type": "skill_proficiency", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 451, + "fields": { + "name": "Equipment", + "desc": "Any artisan's tools except alchemist's supplies, common clothes.", + "type": "equipment", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 452, + "fields": { + "name": "Local Fame", + "desc": "Unless you conceal your identity, you're universally recognized and admired near the site of your exploits. You and your companions are treated to a moderate lifestyle in any settlement within 100 miles of your Prestige Center.", + "type": "feature", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 453, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Folk Hero Mementos**\n\n1. The mask you used to conceal your identity while fighting oppression (you are only recognized as a folk hero while wearing the mask).\n2. A necklace bearing a horn, tooth, or claw from the monster you defeated.\n3. A ring given to you by the dead relative whose death you avenged.\n4. The weapon you wrestled from the leader of the raid on your village.\n5. The trophy, wrestling belt, silver pie plate, or other prize marking you as the county champion.\n6. The famous scar you earned in your struggle against your foe.\n7. The signature weapon which provides you with your nickname.\n8. The injury or physical difference by which your admirers and foes recognize you.\n9. The signal whistle or instrument which you used to summon allies and spook enemies.\n10. Copies of the ballads and poems written in your honor.", + "type": "suggested_characteristics", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 454, + "fields": { + "name": "Adventures And Advancement", + "desc": "Common folk come to you with all sorts of problems. If you fought an oppressive regime, they bring you tales of injustice. If you fought a monster, they seek you out with monster problems. If you solve many such predicaments, you become universally famous, gaining the benefits of your Local Fame feature in every settled land.", + "type": "adventures-and-advancement", + "background": "folk-hero" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 455, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 456, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Culture, Insight, or Sleight of Hand.", + "type": "skill_proficiency", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 457, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit, forgery kit.", + "type": "equipment", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 458, + "fields": { + "name": "Many Identities", + "desc": "You have a bundle of forged papers of all kinds—property deeds, identification papers, love letters, arrest warrants, and letters of recommendation—all needing only a few signatures and flourishes to meet the current need. When you encounter a new document or letter, you can add a forged and modified copy to your bundle. If your bundle is lost, you can recreate it with a forgery kit and a day's work.", + "type": "feature", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 459, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Charlatan Mementos**\n\n1. A die that always comes up 6.\n2. A dozen brightly-colored “potions”.\n3. A magical staff that emits a harmless shower of sparks when vigorously thumped.\n4. A set of fine clothes suitable for nobility.\n5. A genuine document allowing its holder one free release from prison for a non-capital crime.\n6. A genuine deed to a valuable property that is, unfortunately, quite haunted.\n7. An ornate harlequin mask.\n8. Counterfeit gold coins or costume jewelry apparently worth 100 gold (DC 15Investigationcheck to notice they're fake).\n9. A sword that appears more magical than it really is (its blade is enchanted with *continual flame* and it is a mundane weapon).\n10. A nonmagical crystal ball.", + "type": "suggested_characteristics", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 460, + "fields": { + "name": "Adventures And Advancement", + "desc": "If you pull off a long-standing impersonation or false identity with exceptional success, you may eventually legally become that person. If you're impersonating a real person, they might be considered the impostor. You gain any property and servants associated with your identity.", + "type": "adventures-and-advancement", + "background": "charlatan" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 461, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Charisma and one other ability score.", + "type": "ability_score_increase", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 462, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, and either Insight or Sleight of Hand.", + "type": "skill_proficiency", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 463, + "fields": { + "name": "Equipment", + "desc": "Fine clothes, dice set, playing card set.", + "type": "equipment", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 464, + "fields": { + "name": "Lady Luck", + "desc": "Each week you may attempt a “lucky throw” to support yourself by gambling. Roll a d6 to determine the lifestyle you can afford with your week's winnings (1–2: poor, 3–5: moderate, 6: rich).", + "type": "feature", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 465, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Gambler Mementos**\n\n1. Gambling debts owed you by someone who's gone missing.\n2. Your lucky coin that you've always won back after gambling it away.\n3. The deeds to a monster-infested copper mine, a castle on another plane of existence, and several other valueless properties.\n4. A pawn shop ticket for a valuable item—if you can gather enough money to redeem it.\n5. The hard-to-sell heirloom that someone really wants back.\n6. Loaded dice or marked cards. They grant advantage on gambling checks when used, but can be discovered when carefully examined by someone with the appropriate tool proficiency (dice or cards).\n7. An invitation to an annual high-stakes game to which you can't even afford the ante.\n8. A two-faced coin.\n9. A torn half of a card—a long-lost relative is said to hold the other half.\n10. An ugly trinket that its former owner claimed had hidden magical powers.", + "type": "suggested_characteristics", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 466, + "fields": { + "name": "Adventures And Advancement", + "desc": "Once you've had more than your fair share of lucky throws, you attract the attention of richer opponents. You add +1 to all your lucky throws. Additionally, you and your friends may be invited to exclusive games with more at stake than money.", + "type": "adventures-and-advancement", + "background": "gambler" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 467, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 468, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either Intimidation or Stealth.", + "type": "skill_proficiency", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 469, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, signal whistle, tent (one person).", + "type": "equipment", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 470, + "fields": { + "name": "Secret Ways", + "desc": "When you navigate while traveling, pursuers have", + "type": "feature", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 471, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Marauder Mementos**\n\n1. The eerie mask by which your victims know you.\n2. The one item that you wish you hadn't stolen.\n3. A signet ring marking you as heir to a seized estate.\n4. A locket containing a picture of the one who betrayed you.\n5. A broken compass.\n6. A love token from the young heir to a fortune.\n7. Half of a torn officer's insignia.\n8. The hunter's horn which members of your band use to call allies.\n9. A wanted poster bearing your face.\n10. Your unfinished thesis from your previous life as an honest scholar.", + "type": "suggested_characteristics", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 472, + "fields": { + "name": "Adventures And Advancement", + "desc": "Allies and informants occasionally give you tips about the whereabouts of poorly-guarded loot. After a few such scores, you may gain the free service of up to 8", + "type": "adventures-and-advancement", + "background": "marauder" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 473, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 474, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion, and either Medicine or Survival.", + "type": "skill_proficiency", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 475, + "fields": { + "name": "Equipment", + "desc": "Healer's satchel, herbalism kit, common clothes, 7 days rations, and a prayer book, prayer wheel, or prayer beads.", + "type": "equipment", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 476, + "fields": { + "name": "Inner Voice", + "desc": "You occasionally hear a voice—perhaps your conscience, perhaps a higher power—which you have come to trust. It told you to go into seclusion, and then it advised you when to rejoin the world. You think it is leading you to your destiny (consult with your Narrator about this feature.)", + "type": "feature", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 477, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Hermit Mementos**\n\n1. The (possibly unhinged) manifesto, encyclopedia, or theoretical work that you spent so much time on.\n2. The faded set of fine clothes you preserved for so many years.\n3. The signet ring bearing the family crest that you were ashamed of for so long.\n4. The book of forbidden secrets that led you to your isolated refuge.\n5. The beetle, mouse, or other small creature which was your only companion for so long.\n6. The seemingly nonmagical item that your inner voice says is important.\n7. The magic-defying clay tablets you spent years translating.\n8. The holy relic you were duty bound to protect.\n9. The meteor metal you found in a crater the day you first heard your inner voice.\n10. Your ridiculous-looking sun hat.", + "type": "suggested_characteristics", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 478, + "fields": { + "name": "Adventures And Advancement", + "desc": "Your inner voice may occasionally prompt you to accept certain adventure opportunities or to avoid certain actions. You are free to obey or disobey this voice. Eventually however it may lead you to a special revelation, adventure, or treasure.", + "type": "adventures-and-advancement", + "background": "hermit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 479, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Constitution and one other ability score.", + "type": "ability_score_increase", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 480, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, and either Acrobatics or Perception.", + "type": "skill_proficiency", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 481, + "fields": { + "name": "Equipment", + "desc": "Common clothes, navigator's tools, 50 feet of rope.", + "type": "equipment", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 482, + "fields": { + "name": "Sea Salt", + "desc": "Your nautical jargon and rolling gait mark you unmistakably as a mariner. You can easily enter into shop talk with any sailors that are not hostile to you, learning nautical gossip and ships' comings and goings. You also recognize most large ships by sight and by name, and can make a History orCulturecheck to recall their most recent captain and allegiance.", + "type": "feature", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 483, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Sailor Mementos**\n\n1. A dagger with a handle carved from a dragon turtle's tooth.\n2. A scroll tube filled with nautical charts.\n3. A harpoon (treat as a javelin with its butt end fastened to a rope).\n4. A scar with a famous tale behind it.\n5. A treasure map.\n6. A codebook which lets you decipher a certain faction's signal flags.\n7. A necklace bearing a scale, shell, tooth, or other nautical trinket.\n8. Several bottles of alcohol.\n9. A tale of an eerie encounter with a strange monster, a ghost ship, or other mystery.\n10. A half-finished manuscript outlining an untested theory about how to rerig a ship to maximize speed.", + "type": "suggested_characteristics", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 484, + "fields": { + "name": "Adventures And Advancement", + "desc": ".You and your companions will be able to take passage for free on nearly any commercial ship in exchange for occasional ship duties when all hands are called. In addition, after you have a few naval exploits under your belt your fame makes sailors eager to sail under you. You can hire a ship's crew at half the usual price.", + "type": "adventures-and-advancement", + "background": "sailor" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 485, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Wisdom and one other ability score.", + "type": "ability_score_increase", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 486, + "fields": { + "name": "Skill Proficiencies", + "desc": "Survival, and either History or Performance.", + "type": "skill_proficiency", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 487, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, 10 days rations.", + "type": "equipment", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 488, + "fields": { + "name": "Fellow Traveler", + "desc": "You gain an", + "type": "feature", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 489, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Exile Mementos**\n\n1. A musical instrument which was common in your homeland.\n2. A memorized collection of poems or sagas.\n3. A locket containing a picture of your betrothed from whom you are separated.\n4. Trade, state, or culinary secrets from your native land.\n5. A piece of jewelry given to you by someone you will never see again.\n6. An inaccurate, ancient map of the land you now live in.\n7. Your incomplete travel journals.\n8. A letter from a relative directing you to someone who might be able to help you.\n9. A precious cultural artifact you must protect.\n10. An arrow meant for the heart of your betrayer.", + "type": "suggested_characteristics", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 490, + "fields": { + "name": "Adventures And Advancement", + "desc": "You may occasionally meet others from your native land. Some may be friends, and some dire enemies; few will be indifferent to you. After a few such encounters, you may become the leader of a faction of exiles. Your followers include up to three NPCs of Challenge Rating ½ or less, such as", + "type": "adventures-and-advancement", + "background": "exile" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 491, + "fields": { + "name": "Ability Score Increases", + "desc": "+1 to Dexterity and one other ability score.", + "type": "ability_score_increase", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 492, + "fields": { + "name": "Skill Proficiencies", + "desc": "Sleight of Hand, and either Deception or Stealth.", + "type": "skill_proficiency", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 493, + "fields": { + "name": "Equipment", + "desc": "Common clothes, disguise kit.", + "type": "equipment", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 494, + "fields": { + "name": "Guttersnipe", + "desc": "When you're in a town or city, you can provide a poor lifestyle for yourself and your companions. Also, you know how to get anywhere in town without being spotted by gangs, gossips, or guard patrols.", + "type": "feature", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 495, + "fields": { + "name": "Suggested Characteristics", + "desc": "### **Urchin Mementos**\n\n1. A locket containing pictures of your parents.\n2. A set of (stolen?) fine clothes.\n3. A small trained animal, such as a mouse, parrot, or monkey.\n4. A map of the sewers.\n5. The key or signet ring that was around your neck when you were discovered as a foundling.\n6. A battered one-eyed doll.\n7. A portfolio of papers given to you by a fleeing, wounded courier.\n8. A gold tooth (not yours, and not in your mouth).\n9. The flowers or trinkets that you sell.\n10. A dangerous secret overheard while at play.", + "type": "suggested_characteristics", + "background": "urchin" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 496, + "fields": { + "name": "Adventures And Advancement", + "desc": ".Street kids are among a settlement's most vulnerable people, especially in cities with lycanthropes, vampires, and other supernatural threats. After you help out a few urchins in trouble, word gets out and you'll be able to consult the street network to gather information. If you roll lower than a 15 on an Investigation check to gather information in a city or town, your roll is treated as a 15.", + "type": "adventures-and-advancement", + "background": "urchin" + } +} +] diff --git a/data/v2/en-publishing/a5esrd/FeatBenefit.json b/data/v2/en-publishing/a5esrd/FeatBenefit.json new file mode 100644 index 00000000..86f3ca59 --- /dev/null +++ b/data/v2/en-publishing/a5esrd/FeatBenefit.json @@ -0,0 +1,2372 @@ +[ +{ + "model": "api_v2.featbenefit", + "pk": 1, + "fields": { + "name": "", + "desc": "You gain proficiency with the herbalism kit, navigator’s kit, a simple ranged weapon, or a martial ranged weapon.", + "type": null, + "feat": "woodcraft-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 2, + "fields": { + "name": "", + "desc": "You gain two exploration knacks of your choice from the ranger class.", + "type": null, + "feat": "woodcraft-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 3, + "fields": { + "name": "", + "desc": "While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury.", + "type": null, + "feat": "wild-rioter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 4, + "fields": { + "name": "", + "desc": "When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creature’s turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is immune to it for the remainder of your rage.", + "type": null, + "feat": "wild-rioter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 5, + "fields": { + "name": "", + "desc": "You are treated as royalty (or as closely as possible) by most commoners and traders, and as an equal when meeting other authority figures (who make time in their schedule to see you when requested to do so).", + "type": null, + "feat": "well-heeled" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 6, + "fields": { + "name": "", + "desc": "You have passive investments and income that allow you to maintain a high quality of living. You have a rich lifestyle and do not need to pay for it.", + "type": null, + "feat": "well-heeled" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 7, + "fields": { + "name": "", + "desc": "You gain a second Prestige Center. This must be an area where you have spent at least a week of time.", + "type": null, + "feat": "well-heeled" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 8, + "fields": { + "name": "", + "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20.", + "type": null, + "feat": "weapons-specialist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 9, + "fields": { + "name": "", + "desc": "You gain proficiency with four weapons of your choice. Three of these must be a simple or a martial weapon. The fourth choice can be a simple, martial, or rare weapon.", + "type": null, + "feat": "weapons-specialist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 10, + "fields": { + "name": "", + "desc": "Your Wisdom or Dexterity score increases by 1, to a maximum of 20.", + "type": null, + "feat": "vigilante" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 11, + "fields": { + "name": "", + "desc": "You have an alter ego, an identity associated with a costume or disguise. This alter ego can be as complicated as a full outfit with a history or legends surrounding it or a simple mask or cowl. You can assume or remove this alter ego as an action and it can be worn with all types of armor.", + "type": null, + "feat": "vigilante" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 12, + "fields": { + "name": "", + "desc": "You gain a 1d8 expertise die and advantage on Deception checks made regarding your alter ego, Persuasion checks made to dissuade others from connecting you to your alter ego, and on disguise kit checks.", + "type": null, + "feat": "vigilante" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 13, + "fields": { + "name": "", + "desc": "Your alter ego has its own Prestige rating that may increase or decrease as you perform deeds while in your alter ego. In addition, while in your alter ego you gain a 1d8 expertise die on Prestige checks.", + "type": null, + "feat": "vigilante" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 14, + "fields": { + "name": "", + "desc": "While in your alter ego, you may make a Prestige check and use that result in place of any Intimidation or Persuasion check you would otherwise make.", + "type": null, + "feat": "vigilante" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 15, + "fields": { + "name": "", + "desc": "You gain proficiency with shields as weapons.", + "type": null, + "feat": "vengeful-protector" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 16, + "fields": { + "name": "", + "desc": "You gain proficiency with the Double Team maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "vengeful-protector" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 17, + "fields": { + "name": "", + "desc": "When a creature reduces a party member (not including animal companions, familiars, or followers) to 0 hit points, you gain an expertise die on attacks made against it until the end of combat.", + "type": null, + "feat": "vengeful-protector" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 18, + "fields": { + "name": "", + "desc": "You gain an expertise die on attack rolls and initiative checks made against creatures that are part of your\r\nvendetta, and when making a saving throw to resist an attack, feature, maneuver, spell, or trait from a creature that is part of your vendetta. Whether or not a creature is part of your vendetta is at the Narrator’s discretion.", + "type": null, + "feat": "vendetta" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 19, + "fields": { + "name": "", + "desc": "Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish any\r\nrest.", + "type": null, + "feat": "vampire-spawn" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 20, + "fields": { + "name": "", + "desc": "You also gain the Spider Climb and Vampiric Regeneration features.\r\n**Spider Climb.** You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.\r\n**Vampiric Regeneration.** Whenever you start your turn with at least 1 hit point and you haven’t taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus. When you end your turn in contact with running water, you take 20 radiant damage.", + "type": null, + "feat": "vampire-spawn" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 21, + "fields": { + "name": "", + "desc": "Your Speed increases by 10 feet.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 22, + "fields": { + "name": "", + "desc": "You gain an expertise die on Stealth checks.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 23, + "fields": { + "name": "", + "desc": "The range of your darkvision increases to 120 feet.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 24, + "fields": { + "name": "", + "desc": "Your bite damage increases to 1d10.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 25, + "fields": { + "name": "", + "desc": "You can use Charming Gaze twice between rests.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 26, + "fields": { + "name": "", + "desc": "When using Charming Gaze, a target with at least one level of strife makes its saving throw with disadvantage.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 27, + "fields": { + "name": "", + "desc": "You also gain the Vampiric Shapechange feature.\r\n\r\n**Vampiric Shapechange.** You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form. While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you. While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 28, + "fields": { + "name": "", + "desc": "Additionally, you gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.", + "type": null, + "feat": "vampire-lord" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 29, + "fields": { + "name": "", + "desc": "Your Strength or Wisdom score increases by 1, to a maximum of 20.", + "type": null, + "feat": "untamed" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 30, + "fields": { + "name": "", + "desc": "You may enter a rage and assume a wild shape using the same bonus action.", + "type": null, + "feat": "untamed" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 31, + "fields": { + "name": "", + "desc": "While using a wild shape, you can use Furious Critical with attacks made using natural weapons.", + "type": null, + "feat": "untamed" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 32, + "fields": { + "name": "", + "desc": "Any temporary hit points you gain from assuming a wild shape while raging become rage hit points instead.", + "type": null, + "feat": "untamed" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 33, + "fields": { + "name": "", + "desc": "You may cast and concentrate on druid spells with a range of Self or Touch while raging.", + "type": null, + "feat": "untamed" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 34, + "fields": { + "name": "", + "desc": "You cannot be charmed, fatigued, frightened, paralyzed, or stunned.", + "type": null, + "feat": "true-revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 35, + "fields": { + "name": "", + "desc": "You have advantage on saving throws against spells and other magical effects.", + "type": null, + "feat": "true-revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 36, + "fields": { + "name": "", + "desc": "You regain all of your hit points after you do not take any damage for 1 minute.", + "type": null, + "feat": "true-revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 37, + "fields": { + "name": "", + "desc": "In addition, you also gain the Fearsome Pursuit and Burning Hatred features. \r\n**Fearsome Pursuit.** You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.\r\n**Burning Hatred.** You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its\r\nnext turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.", + "type": null, + "feat": "true-revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 38, + "fields": { + "name": "", + "desc": "Your Charisma score increases by 1, to a maximum of 20.", + "type": null, + "feat": "thespian" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 39, + "fields": { + "name": "", + "desc": "You have advantage on Deception and Performance checks made when attempting to mimic another creature’s looks, mannerisms, or speech.", + "type": null, + "feat": "thespian" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 40, + "fields": { + "name": "", + "desc": "You have a natural talent for perfectly mimicking the sounds of other creatures you’ve heard make sound for at least 1 minute. A suspicious listener can see through your perfect mimicry by succeeding on a Wisdom (Insight) check opposed by your Charisma (Deception) check.", + "type": null, + "feat": "thespian" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 41, + "fields": { + "name": "", + "desc": "Choose one ability score. The chosen ability score increases by 1, to a maximum of 20, and you gain proficiency in saving throws using it.", + "type": null, + "feat": "tenacious" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 42, + "fields": { + "name": "", + "desc": "When using the Help action to aid an ally in attacking a creature, the targeted creature can be up to 30 feet away instead of 5 feet.", + "type": null, + "feat": "tactical-support" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 43, + "fields": { + "name": "", + "desc": "If an ally benefiting from your Help action scores a critical hit on the targeted creature, you can use your reaction to make a single weapon attack against that creature. Your attack scores a critical hit on a roll of 19–20. If you already have a feature that increases the range of your critical hits, your critical hit range\r\nfor that attack is increased by 1 (maximum 17–20).", + "type": null, + "feat": "tactical-support" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 44, + "fields": { + "name": "", + "desc": "When a creature is damaged by an attack that was aided by the use of your Help action, you don’t provoke opportunity attacks from that creature until the end of your next turn.", + "type": null, + "feat": "tactical-support" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 45, + "fields": { + "name": "", + "desc": "Your Speed increases by 5 feet.", + "type": null, + "feat": "swift-combatant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 46, + "fields": { + "name": "", + "desc": "You gain proficiency with the Charge, Rapid Drink, and Swift Stance maneuvers, and do not have to spend exertion to activate them.", + "type": null, + "feat": "swift-combatant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 47, + "fields": { + "name": "", + "desc": "When you are reduced to 0 or fewer hit points, you can use your reaction to move up to your Speed before falling unconscious. Moving in this way doesn’t provoke opportunity attacks.", + "type": null, + "feat": "survivor" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 48, + "fields": { + "name": "", + "desc": "On the first turn that you start with 0 hit points and must make a death saving throw, you make that saving throw with advantage.", + "type": null, + "feat": "survivor" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 49, + "fields": { + "name": "", + "desc": "When you take massive damage that would kill you instantly, you can use your reaction to make a death saving throw. If the saving throw succeeds, you instead fall unconscious and are dying.", + "type": null, + "feat": "survivor" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 50, + "fields": { + "name": "", + "desc": "Medicine checks made to stabilize you have advantage.", + "type": null, + "feat": "survivor" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 51, + "fields": { + "name": "", + "desc": "Once between long rests, when a creature successfully stabilizes you, at the start of your next turn you regain 1 hit point.", + "type": null, + "feat": "survivor" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 52, + "fields": { + "name": "", + "desc": "You gain proficiency with the Dangerous Strikes maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "surgical-combatant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 53, + "fields": { + "name": "", + "desc": "You gain proficiency in Medicine. If you are already proficient, you instead gain an expertise die.", + "type": null, + "feat": "surgical-combatant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 54, + "fields": { + "name": "", + "desc": "You gain an expertise die on Medicine checks made to diagnose the cause of or treat wounds.", + "type": null, + "feat": "surgical-combatant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 55, + "fields": { + "name": "", + "desc": "You can add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks.", + "type": null, + "feat": "subtly-skilled" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 56, + "fields": { + "name": "", + "desc": "Your Strength or Constitution score increases by 1, to a maximum of 20.", + "type": null, + "feat": "street-fighter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 57, + "fields": { + "name": "", + "desc": "You can roll 1d4 in place of your normal damage for unarmed strikes.", + "type": null, + "feat": "street-fighter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 58, + "fields": { + "name": "", + "desc": "You are proficient with improvised weapons.", + "type": null, + "feat": "street-fighter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 59, + "fields": { + "name": "", + "desc": "You can use a bonus action to make a Grapple maneuver against a target you hit with an unarmed strike or improvised weapon on your turn.", + "type": null, + "feat": "street-fighter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 60, + "fields": { + "name": "", + "desc": "You can try to hide from a creature even while you are only lightly obscured from that creature.", + "type": null, + "feat": "stealth-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 61, + "fields": { + "name": "", + "desc": "Your position isn’t revealed when you miss with a ranged weapon attack against a creature you are hidden from.", + "type": null, + "feat": "stealth-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 62, + "fields": { + "name": "", + "desc": "Dim light does not impose disadvantage when you make Perception checks.", + "type": null, + "feat": "stealth-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 63, + "fields": { + "name": "", + "desc": "Your Constitution score increases by 1, to a maximum of 20.", + "type": null, + "feat": "stalwart" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 64, + "fields": { + "name": "", + "desc": "You regain an additional number of hit points equal to double your Constitution modifier (minimum 2) whenever you roll a hit die to regain hit points.", + "type": null, + "feat": "stalwart" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 65, + "fields": { + "name": "", + "desc": "You gain proficiency with the Purge Magic maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "spellbreaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 66, + "fields": { + "name": "", + "desc": "When a creature concentrating on a spell is damaged by you, it has disadvantage on its concentration check to maintain the spell it is concentrating on.", + "type": null, + "feat": "spellbreaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 67, + "fields": { + "name": "", + "desc": "You have advantage on saving throws made against spells cast within 30 feet of you.", + "type": null, + "feat": "spellbreaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 68, + "fields": { + "name": "", + "desc": "Your Speed increases by 10 feet.", + "type": null, + "feat": "skirmisher" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 69, + "fields": { + "name": "", + "desc": "You can Dash through difficult terrain without requiring additional movement.", + "type": null, + "feat": "skirmisher" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 70, + "fields": { + "name": "", + "desc": "Whenever you attack a creature, for the rest of your turn you don’t provoke opportunity attacks from that creature.", + "type": null, + "feat": "skirmisher" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 71, + "fields": { + "name": "", + "desc": "Choose three skills, tools, languages, or any combination of these. You gain proficiency with each of your three choices. If you already have proficiency in a chosen skill, you instead gain a skill specialty with that skill.", + "type": null, + "feat": "skillful" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 72, + "fields": { + "name": "", + "desc": "When you take the Attack action on your turn, as a bonus action you can make a Shove maneuver against a creature within 5 feet of you.", + "type": null, + "feat": "shield-focus" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 73, + "fields": { + "name": "", + "desc": "When you make a Dexterity saving throw against a spell or harmful effect that only targets you, if you aren’t incapacitated you gain a bonus equal to your shield’s Armor Class bonus.", + "type": null, + "feat": "shield-focus" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 74, + "fields": { + "name": "", + "desc": "When you succeed on a Dexterity saving throw against an effect that deals half damage on a success, you can use your reaction to take no damage by protecting yourself with your shield.", + "type": null, + "feat": "shield-focus" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 75, + "fields": { + "name": "", + "desc": "You regain 1 spell point whenever you cast a spell from the shadow school.", + "type": null, + "feat": "shadowmancer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 76, + "fields": { + "name": "", + "desc": "You gain a Stealth skill specialty for hiding while in areas of darkness or dim light, and you have advantage on Dexterity (Stealth) checks made to hide while in areas of darkness or dim light.", + "type": null, + "feat": "shadowmancer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 77, + "fields": { + "name": "", + "desc": "Whenever you use your Shadowdancer ability to teleport, after teleporting you can use your reaction to take the Dodge action.", + "type": null, + "feat": "shadowmancer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 78, + "fields": { + "name": "", + "desc": "You gain darkvision to a range of 60 feet. Unlike other forms of darkvision you can see color in this way as if you were seeing normally. If you already had darkvision or would gain it later from another feature, its range increases by 30 feet.", + "type": null, + "feat": "shadowdancer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 79, + "fields": { + "name": "", + "desc": "You can use a bonus action and spend 1 spell point to teleport up to 30 feet to an unoccupied area of darkness or dim light you can see. You must currently be in an area of darkness or dim light to teleport in this way. You can bring along objects if their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn’t carrying gear beyond its carrying capacity and is within 5 feet. You can increase the range of this teleport by 30 additional feet per each additional spell point you spend.", + "type": null, + "feat": "shadowdancer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 80, + "fields": { + "name": "", + "desc": "While you are hidden from a target and are in an area of darkness or dim light, you can apply your Sneak Attack damage to an eldritch blast.", + "type": null, + "feat": "shadow-assassin" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 81, + "fields": { + "name": "", + "desc": "You gain a ritual book containing spells that you can cast as rituals while holding it.", + "type": null, + "feat": "rite-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 82, + "fields": { + "name": "", + "desc": "Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell\r\nlist. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or\r\nsorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.", + "type": null, + "feat": "rite-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 83, + "fields": { + "name": "", + "desc": "If you come across a written spell with the ritual tag (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell.", + "type": null, + "feat": "rite-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 84, + "fields": { + "name": "", + "desc": "Your destiny changes to Revenge.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 85, + "fields": { + "name": "", + "desc": "You gain resistance to necrotic and psychic damage.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 86, + "fields": { + "name": "", + "desc": "You gain darkvision to a range of 60 feet (or if you already have it, its range increases by 30 feet).", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 87, + "fields": { + "name": "", + "desc": "You become immune to poison damage and the poisoned condition.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 88, + "fields": { + "name": "", + "desc": "If your vendetta has not ended, you regain all of your hit points when you finish a short rest or 1 hour after you are reduced to 0 hit points.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 89, + "fields": { + "name": "", + "desc": "You gain an expertise die on saving throws made against spells and other magical effects, and on saving throws made to resist being charmed, fatigued, frightened, paralyzed, or stunned.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 90, + "fields": { + "name": "", + "desc": "You gain an expertise die on ability checks made to find or track a creature that is part of your vendetta.", + "type": null, + "feat": "revenant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 91, + "fields": { + "name": "", + "desc": "If the resonant item requires attunement and you meet the prerequisites to do so, you become attuned to the item. If you don’t meet the prerequisites, both the attunement and resonance with the item fails. \r\n\r\nThis attunement doesn’t count toward the maximum number of items you can be attuned to. Unlike other\r\nattuned items, your attunement to this item doesn’t end from being more than 100 feet away from it for 24 hours.", + "type": null, + "feat": "resonant-bond" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 92, + "fields": { + "name": "", + "desc": "Once per rest, as a bonus action, you can summon a resonant item, which appears instantly in your hand so long as it is located on the same plane of existence. You must have a free hand to use this feature and be able to hold the item.", + "type": null, + "feat": "resonant-bond" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 93, + "fields": { + "name": "", + "desc": "If the resonant item is sentient, you have advantage on Charisma checks and saving throws made when resolving a conflict with the item.", + "type": null, + "feat": "resonant-bond" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 94, + "fields": { + "name": "", + "desc": "If the resonant item is an artifact, you can ignore the effects of one minor detrimental property.", + "type": null, + "feat": "resonant-bond" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 95, + "fields": { + "name": "", + "desc": "You lose resonance with an item if another creature attunes to it or gains resonance with it. You can also voluntarily end the resonance by focusing on the item during a short rest, or during a long rest if the item is not in your possession.", + "type": null, + "feat": "resonant-bond" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 96, + "fields": { + "name": "", + "desc": "When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a rest.", + "type": null, + "feat": "rallying-speaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 97, + "fields": { + "name": "", + "desc": "**Divine (Radiant).** When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level.", + "type": null, + "feat": "pure-arcanist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 98, + "fields": { + "name": "", + "desc": "**Pure Arcanum (Force).** When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.", + "type": null, + "feat": "pure-arcanist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 99, + "fields": { + "name": "", + "desc": "Whenever the Narrator calls for you to roll for initiative, you may activate a use of your Divine Sense feature to warn yourself and up to a number of creatures equal to your Charisma modifier within 30 feet, granting advantage on the initiative check.", + "type": null, + "feat": "proclaimer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 100, + "fields": { + "name": "", + "desc": "You can use your voice Art Specialty to cast herald spells.", + "type": null, + "feat": "proclaimer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 101, + "fields": { + "name": "", + "desc": "You can spend exertion to cast spells from the divination school that you know at a cost of 1 exertion per spell level.", + "type": null, + "feat": "proclaimer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 102, + "fields": { + "name": "", + "desc": "When you gain this feat, you gain one of the following alignment traits: Chaotic, Evil, Good, or Lawful. Once chosen your alignment trait cannot be changed, but you can gain a second alignment trait that is not opposed.", + "type": null, + "feat": "proclaimer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 103, + "fields": { + "name": "", + "desc": "Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.\r\n\r\nWhen you cast a spell that deals damage, your spell’s damage ignores damage resistance to the chosen type.", + "type": null, + "feat": "primordial-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 104, + "fields": { + "name": "", + "desc": "When you cast a spell that deals damage of the chosen type, you deal 1 additional damage for every damage die with a result of 1.", + "type": null, + "feat": "primordial-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 105, + "fields": { + "name": "", + "desc": "This feat can be selected multiple times, choosing a different damage type each time.", + "type": null, + "feat": "primordial-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 106, + "fields": { + "name": "", + "desc": "You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it. In addition, you can use Cleaving Swing with a versatile weapon wielded with two hands.", + "type": null, + "feat": "powerful-attacker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 107, + "fields": { + "name": "", + "desc": "Before you make a melee attack with a two-handed weapon or versatile weapon wielded with two hands, if you are proficient with the weapon and do not have disadvantage you can declare a powerful attack. A\r\npowerful attack has disadvantage, but on a hit deals 10 extra damage.", + "type": null, + "feat": "powerful-attacker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 108, + "fields": { + "name": "", + "desc": "The range is doubled for any spell you cast that requires a spell attack roll.", + "type": null, + "feat": "power-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 109, + "fields": { + "name": "", + "desc": "You ignore half cover and three-quarters cover when making a ranged spell attack.", + "type": null, + "feat": "power-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 110, + "fields": { + "name": "", + "desc": "Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends\r\non the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.", + "type": null, + "feat": "power-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 111, + "fields": { + "name": "", + "desc": "When you attack with a glaive, halberd, quarterstaff, or spear and no other weapon using the Attack action, as a bonus action you can make a melee attack with the weapon’s opposite end. This attack uses the same ability modifier as the primary attack, dealing 1d4 bludgeoning damage on a hit.", + "type": null, + "feat": "polearm-savant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 112, + "fields": { + "name": "", + "desc": "While you are wielding a glaive, halberd, pike, quarterstaff, or spear, a creature that enters your reach provokes an opportunity attack from you. A creature can use its reaction to avoid provoking an opportunity attack from you in this way.", + "type": null, + "feat": "polearm-savant" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 113, + "fields": { + "name": "", + "desc": "When you use a healer’s satchel to stabilize a dying creature, it regains a number of\r\nhit points equal to your Wisdom modifier.", + "type": null, + "feat": "physician" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 114, + "fields": { + "name": "", + "desc": "You can spend an action and one use of a healer’s satchel to tend to a creature. The creature regains 1d6 + 4 hit points, plus one hit point for each of its hit dice. The creature can’t regain hit points from this feat again until it finishes a rest.", + "type": null, + "feat": "physician" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 115, + "fields": { + "name": "", + "desc": "Your Dexterity or Wisdom score increases by 1, to a maximum of 20.", + "type": null, + "feat": "nightstalker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 116, + "fields": { + "name": "", + "desc": "You can deal Sneak Attack damage when making attacks using unarmed strikes or adept weapons.", + "type": null, + "feat": "nightstalker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 117, + "fields": { + "name": "", + "desc": "You gain a bonus equal to your Wisdom modifier on Acrobatics, Deception, and Stealth checks.", + "type": null, + "feat": "nightstalker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 118, + "fields": { + "name": "", + "desc": "In addition, you gain the following special focus feature:\r\n**Twilight Vanish.** On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear: after moving this way you may immediately take the Hide action.", + "type": null, + "feat": "nightstalker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 119, + "fields": { + "name": "", + "desc": "You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.", + "type": null, + "feat": "night-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 120, + "fields": { + "name": "", + "desc": "You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet).", + "type": null, + "feat": "newblood" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 121, + "fields": { + "name": "", + "desc": "You also gain a bite natural weapon and the Charming Gaze feature.\r\n\r\n**Bite.** You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). In addition, once per turn you can choose for your bite to also deal 1d6\r\nnecrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.\r\n**Charming Gaze.** Once between long rests, you magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours.", + "type": null, + "feat": "newblood" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 122, + "fields": { + "name": "", + "desc": "Additionally, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.", + "type": null, + "feat": "newblood" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 123, + "fields": { + "name": "", + "desc": "Your Speed increases by 5 feet.", + "type": null, + "feat": "natural-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 124, + "fields": { + "name": "", + "desc": "When making an Acrobatics or Athletics check during combat, you can choose to use your Strength or Dexterity modifier for either skill.", + "type": null, + "feat": "natural-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 125, + "fields": { + "name": "", + "desc": "You gain proficiency with the Bounding Strike maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "natural-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 126, + "fields": { + "name": "", + "desc": "You can roll 1d4 in place of your normal damage for unarmed strikes. When rolling damage for your unarmed strikes, you can choose to deal bludgeoning, piercing, or slashing damage.", + "type": null, + "feat": "natural-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 127, + "fields": { + "name": "", + "desc": "You learn two cantrips of your choice from the class’s spell list.", + "type": null, + "feat": "mystical-talent" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 128, + "fields": { + "name": "", + "desc": "Choose a 1st-level spell to learn from that spell list. Once between long rests, you can cast this spell without expending a spell slot. You can also cast this spell using a spell slot of the appropriate level (or the appropriate number of spell points if you have warlock levels).\r\n\r\nYour spellcasting ability for these spells is Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.", + "type": null, + "feat": "mystical-talent" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 129, + "fields": { + "name": "", + "desc": "Your Wisdom or Charisma score increases by 1, to a maximum of 20.", + "type": null, + "feat": "mystic-arcanist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 130, + "fields": { + "name": "", + "desc": "When you cast a spell that restores hit points, you restore an additional number of hit points equal to your Charisma modifier.", + "type": null, + "feat": "mystic-arcanist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 131, + "fields": { + "name": "", + "desc": "You can spend sorcery points to temporarily gain a spell from the cleric or sorcerer spell lists. Gaining a spell in this way costs a number of sorcery points equal to the spell’s level. You cannot gain a spell that has a level higher than your highest level spell slot. When you gain a cleric spell in this way, it is considered prepared for the day. When you gain a sorcerer spell in this way, it is considered a spell you know for the day. You lose all spells gained in this way whenever you finish a long rest.", + "type": null, + "feat": "mystic-arcanist" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 132, + "fields": { + "name": "", + "desc": "You gain proficiency with the Lancer Strike maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "mounted-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 133, + "fields": { + "name": "", + "desc": "When your mount is targeted by an attack, you can instead make yourself the attack’s target.", + "type": null, + "feat": "mounted-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 134, + "fields": { + "name": "", + "desc": "When your mount makes a Dexterity saving throw against an effect that deals half damage on a success, it takes no damage on a success and half damage on a failure.", + "type": null, + "feat": "mounted-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 135, + "fields": { + "name": "", + "desc": "You gain an expertise die on checks made to learn legends and lore about a creature you can see.", + "type": null, + "feat": "monster-hunter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 136, + "fields": { + "name": "", + "desc": "You learn the altered strike cantrip.", + "type": null, + "feat": "monster-hunter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 137, + "fields": { + "name": "", + "desc": "You gain proficiency with the Douse maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "monster-hunter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 138, + "fields": { + "name": "", + "desc": "You gain the tracking skill specialty in Survival.", + "type": null, + "feat": "monster-hunter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 139, + "fields": { + "name": "", + "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20.", + "type": null, + "feat": "moderately-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 140, + "fields": { + "name": "", + "desc": "You gain proficiency with medium armor and shields.", + "type": null, + "feat": "moderately-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 141, + "fields": { + "name": "", + "desc": "Medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.", + "type": null, + "feat": "medium-armor-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 142, + "fields": { + "name": "", + "desc": "When you are wearing medium armor, the maximum Dexterity modifier you can add to your Armor Class increases to 3.", + "type": null, + "feat": "medium-armor-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 143, + "fields": { + "name": "", + "desc": "You gain proficiency in a combat tradition of your choice.", + "type": null, + "feat": "martial-scholar" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 144, + "fields": { + "name": "", + "desc": "You learn two combat maneuvers from a combat tradition you know. If you don’t already know any combat maneuvers, both must be 1st degree. Combat maneuvers gained from this feat do not count toward the maximum number of combat maneuvers you know.", + "type": null, + "feat": "martial-scholar" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 145, + "fields": { + "name": "", + "desc": "Your exertion pool increases by 3. If you do not have an exertion pool, you gain an exertion pool with 3 exertion, regaining your exertion whenever you finish a rest.", + "type": null, + "feat": "martial-scholar" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 146, + "fields": { + "name": "", + "desc": "Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:\r\n* Advantage on Strength checks and Strength saving throws.\r\n* Resistance to bludgeoning, piercing, and slashing damage.\r\n* Temporary hit points equal to your level.\r\n* A bonus to damage rolls equal to your proficiency bonus.", + "type": null, + "feat": "living-stampede" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 147, + "fields": { + "name": "", + "desc": "Your Intelligence score increases by 1, to a maximum of 20.", + "type": null, + "feat": "linguistics-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 148, + "fields": { + "name": "", + "desc": "You learn three languages of your choice.", + "type": null, + "feat": "linguistics-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 149, + "fields": { + "name": "", + "desc": "You can invent ciphers and are able to teach a cipher you create to others. Anyone who knows the cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message. A creature can detect the cipher’s presence if it spends a minute examining it and succeeds on an Investigation check against a DC of 8+ your proficiency bonus + your Intelligence modifier. If the check succeeds by 5 or more, they can read the hidden message.", + "type": null, + "feat": "linguistics-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 150, + "fields": { + "name": "", + "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20.", + "type": null, + "feat": "lightly-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 151, + "fields": { + "name": "", + "desc": "You gain proficiency with light armor.", + "type": null, + "feat": "lightly-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 152, + "fields": { + "name": "", + "desc": "Your Intelligence score increases by 1, to a maximum of 20.", + "type": null, + "feat": "keen-intellect" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 153, + "fields": { + "name": "", + "desc": "You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence modifier.", + "type": null, + "feat": "keen-intellect" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 154, + "fields": { + "name": "", + "desc": "You know how long it will be before the next sunset or sunrise.", + "type": null, + "feat": "keen-intellect" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 155, + "fields": { + "name": "", + "desc": "You know which way is north.", + "type": null, + "feat": "keen-intellect" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 156, + "fields": { + "name": "", + "desc": "Your Intelligence or Wisdom score increases by 1, to a maximum of 20.", + "type": null, + "feat": "intuitive" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 157, + "fields": { + "name": "", + "desc": "Your passive Perception and passive Investigation scores increase by 5.", + "type": null, + "feat": "intuitive" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 158, + "fields": { + "name": "", + "desc": "If you can see a creature’s mouth while it is speaking a language you know, you can read its lips.", + "type": null, + "feat": "intuitive" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 159, + "fields": { + "name": "", + "desc": "Any stronghold you have or buy that is of frugal quality is automatically upgraded to average quality at no additional cost.", + "type": null, + "feat": "idealistic-leader" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 160, + "fields": { + "name": "", + "desc": "You gain a new follower for every 50 staff you have in your stronghold, rather than every 100 staff.", + "type": null, + "feat": "idealistic-leader" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 161, + "fields": { + "name": "", + "desc": "When you fulfill your destiny, choose a number of followers equal to your proficiency bonus. Each is upgraded to their most expensive version.", + "type": null, + "feat": "idealistic-leader" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 162, + "fields": { + "name": "", + "desc": "You gain proficiency in your choice of one martial weapon, one rare weapon, or shields.", + "type": null, + "feat": "heraldic-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 163, + "fields": { + "name": "", + "desc": "You gain two divine lessons of your choice from the herald class.", + "type": null, + "feat": "heraldic-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 164, + "fields": { + "name": "", + "desc": "Your Strength score increases by 1, to a maximum of 20.", + "type": null, + "feat": "heavy-armor-expertise" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 165, + "fields": { + "name": "", + "desc": "While wearing heavy armor, you reduce all bludgeoning, piercing, and slashing damage from nonmagical weapons by 3.", + "type": null, + "feat": "heavy-armor-expertise" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 166, + "fields": { + "name": "", + "desc": "Your Strength score increases by 1, to a maximum of 20.", + "type": null, + "feat": "heavily-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 167, + "fields": { + "name": "", + "desc": "You gain proficiency with heavy armor.", + "type": null, + "feat": "heavily-outfitted" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 168, + "fields": { + "name": "", + "desc": "When you take this feat, you gain a number of hit points equal to twice your level.", + "type": null, + "feat": "hardy-adventurer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 169, + "fields": { + "name": "", + "desc": "Whenever you gain a new level, you gain an additional 2 hit points to your hit point maximum.", + "type": null, + "feat": "hardy-adventurer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 170, + "fields": { + "name": "", + "desc": "During a short rest, you regain 1 additional hit point per hit die spent to heal.", + "type": null, + "feat": "hardy-adventurer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 171, + "fields": { + "name": "", + "desc": "You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Preach Despair.** A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.\r\n**Preach Hope.** Creatures of your choice within 60 feet of you gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.", + "type": null, + "feat": "harbinger-of-things-to-come" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 172, + "fields": { + "name": "", + "desc": "A creature that takes the Disengage action still provokes opportunity attacks from you.", + "type": null, + "feat": "guarded-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 173, + "fields": { + "name": "", + "desc": "You gain proficiency with the Warning Strike maneuver and do not have to spend exertion to activate it.", + "type": null, + "feat": "guarded-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 174, + "fields": { + "name": "", + "desc": "You can use your reaction to make a melee weapon attack against a creature within 5 feet that makes an attack against a target other than you if the target does not also have this feat.", + "type": null, + "feat": "guarded-warrior" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 177, + "fields": { + "name": "", + "desc": "You gain 3 fate points.", + "type": null, + "feat": "fortunate" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 178, + "fields": { + "name": "", + "desc": "Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you can spend a fate point to roll an additional d20 and choose whichever result you wish. \r\nYou may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.", + "type": null, + "feat": "fortunate" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 179, + "fields": { + "name": "", + "desc": "Alternatively, when you are attacked, you can choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.", + "type": null, + "feat": "fortunate" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 180, + "fields": { + "name": "", + "desc": "You regain all expended fate points when you finish a long rest.", + "type": null, + "feat": "fortunate" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 181, + "fields": { + "name": "", + "desc": "You gain proficiency with the Victory Pose maneuver and do not have to spend exertion to activate it. In addition, you may use this maneuver with up to three different weapons you select instead of just one, and\r\naffect allies within 60 feet.", + "type": null, + "feat": "fear-breaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 182, + "fields": { + "name": "", + "desc": "An ally affected by your Victory Pose gains an expertise die on their next saving throw against fear, and if they are rattled the condition ends for them.", + "type": null, + "feat": "fear-breaker" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 183, + "fields": { + "name": "", + "desc": "You gain proficiency with all types of artisan’s tools and miscellaneous tools. If you already have proficiency with any of these tools, you instead gain an expertise die with those tools.", + "type": null, + "feat": "equipped-for-justice" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 184, + "fields": { + "name": "", + "desc": "You gain proficiency with Engineering and a 1d8 expertise die on Engineering checks. In addition, you build a nonmagical grappling gun that only functions in your hands. Replacing your grappling gun requires 3 days of crafting and 500 gp.", + "type": null, + "feat": "equipped-for-justice" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 185, + "fields": { + "name": "", + "desc": "You may add your Wisdom modifier to the DC of any saving throws used for miscellaneous adventuring gear items and to attack rolls made using miscellaneous adventuring gear items.", + "type": null, + "feat": "equipped-for-justice" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 186, + "fields": { + "name": "", + "desc": "Your Wisdom or Charisma score increases by 1.", + "type": null, + "feat": "empathic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 187, + "fields": { + "name": "", + "desc": "You gain an expertise die on Insight checks made against other creatures.", + "type": null, + "feat": "empathic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 188, + "fields": { + "name": "", + "desc": "When using a social skill and making a Charisma check another creature, you score a critical success on a roll of 19–20.", + "type": null, + "feat": "empathic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 189, + "fields": { + "name": "", + "desc": "Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.", + "type": null, + "feat": "eldritch-volley-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 190, + "fields": { + "name": "", + "desc": "Whenever you make a ranged weapon attack you can choose to conjure magical ammunition and select one of the following damage types: acid, cold, fire, or lightning. Your ranged weapon attacks using this conjured ammunition deal the chosen damage type instead of whatever damage type they would normally deal, and are considered magical for the purpose of overcoming resistance and immunity. Ammunition conjured in this way disappears at the end of the turn it was fired.", + "type": null, + "feat": "eldritch-archer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 191, + "fields": { + "name": "", + "desc": "When you hit a target with a ranged weapon attack, you can use your reaction and choose a spell of 1st-level or higher, casting it through your ammunition. The spell must have a casting time of 1 action, and target a single creature or have a range of Touch. If a spell cast in this way requires an attack roll and targets the same target as the triggering ranged weapon attack, it also hits as part of that attack. You may\r\nchoose not to deal damage with a ranged weapon attack used to cast a spell.", + "type": null, + "feat": "eldritch-archer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 192, + "fields": { + "name": "", + "desc": "You have advantage on Investigation and Perception checks made to detect secret doors.", + "type": null, + "feat": "dungeoneer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 193, + "fields": { + "name": "", + "desc": "You have advantage on saving throws made against traps.", + "type": null, + "feat": "dungeoneer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 194, + "fields": { + "name": "", + "desc": "You have resistance to damage dealt by traps.", + "type": null, + "feat": "dungeoneer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 195, + "fields": { + "name": "", + "desc": "You don’t take a −5 penalty on your passive Perception score from traveling at a fast pace.", + "type": null, + "feat": "dungeoneer" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 196, + "fields": { + "name": "", + "desc": "While wielding a separate melee weapon in each hand, you gain a +1 bonus to Armor Class.", + "type": null, + "feat": "dual-wielding-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 197, + "fields": { + "name": "", + "desc": "You can use two-weapon fighting with any two one-handed melee weapons so long as neither has the heavy property.", + "type": null, + "feat": "dual-wielding-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 198, + "fields": { + "name": "", + "desc": "When you would normally draw or sheathe a one-handed weapon, you can instead draw or sheathe two one-handed weapons.", + "type": null, + "feat": "dual-wielding-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 199, + "fields": { + "name": "", + "desc": "You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.\r\n**Divine Inspiration.** When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.\r\n**Persuasive Speech.** Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed\r\nby you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has\r\nyour alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.", + "type": null, + "feat": "divine-orator" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 200, + "fields": { + "name": "", + "desc": "An ability score of your choice increases by 1.", + "type": null, + "feat": "destinys-call" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 201, + "fields": { + "name": "", + "desc": "When you gain inspiration through your destiny’s source of inspiration, you can choose one party member within 30 feet of you. That party member gains inspiration if they don’t have it already. Once you inspire a party member in this way, you can’t use this feature again on that party member until you finish a long rest.", + "type": null, + "feat": "destinys-call" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 202, + "fields": { + "name": "", + "desc": "When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack.", + "type": null, + "feat": "deflector" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 203, + "fields": { + "name": "", + "desc": "You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.", + "type": null, + "feat": "deadeye" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 204, + "fields": { + "name": "", + "desc": "Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll equal to your proficiency bonus. If the attack hits, you deal extra damage equal to double your proficiency bonus. This extra damage does not double on a critical hit.", + "type": null, + "feat": "deadeye" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 205, + "fields": { + "name": "", + "desc": "You ignore half cover and three-quarters cover when making a ranged weapon attack.", + "type": null, + "feat": "deadeye" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 206, + "fields": { + "name": "", + "desc": "If proficient with a crossbow, you ignore its loading property.", + "type": null, + "feat": "crossbow-expertise" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 207, + "fields": { + "name": "", + "desc": "You do not have disadvantage on ranged attack rolls from being within 5 feet of a hostile creature.", + "type": null, + "feat": "crossbow-expertise" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 208, + "fields": { + "name": "", + "desc": "When you attack with a one-handed weapon using the Attack action, you can use a bonus action to \r\nattack with a hand crossbow wielded in your off-hand.", + "type": null, + "feat": "crossbow-expertise" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 209, + "fields": { + "name": "", + "desc": "Choose one of the following types of crafted item: armor, engineered items, potions, rings and rods, staves and wands, weapons, wondrous items.\r\n\r\nThis feat can be selected multiple times, choosing a different type of crafted item each time.", + "type": null, + "feat": "crafting-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 210, + "fields": { + "name": "", + "desc": "You gain advantage on checks made to craft, maintain, and repair that type of item.", + "type": null, + "feat": "crafting-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 211, + "fields": { + "name": "", + "desc": "You gain an expertise die on checks made to craft, maintain, and repair items.", + "type": null, + "feat": "crafting-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 212, + "fields": { + "name": "", + "desc": "You gain proficiency with two tools of your choice.", + "type": null, + "feat": "crafting-expert" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 213, + "fields": { + "name": "", + "desc": "You gain proficiency with thieves' tools, the poisoner's kit, or a rare weapon with the stealthy property.", + "type": null, + "feat": "covert-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 214, + "fields": { + "name": "", + "desc": "You gain two skill tricks of your choice from the rogue class.", + "type": null, + "feat": "covert-training" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 215, + "fields": { + "name": "", + "desc": "You gain proficiency with the Deceptive Stance and Painful Pickpocket maneuvers, and do not have to spend exertion to activate them.", + "type": null, + "feat": "combat-thievery" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 216, + "fields": { + "name": "", + "desc": "You gain an expertise die on Sleight of Hand checks.", + "type": null, + "feat": "combat-thievery" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 217, + "fields": { + "name": "", + "desc": "After dashing (with the Dash Action) at least ten feet towards a foe, you may perform a bonus action to select one of the following options.\r\n**Attack.** Make one melee weapon attack, dealing an extra 5 damage on a hit. \r\n**Shove.** Use the Shove maneuver, pushing the target 10 feet directly away on a success.", + "type": null, + "feat": "bull-rush" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 218, + "fields": { + "name": "", + "desc": "After making a melee attack, you may reroll any weapon damage and choose the better result. This feat can be used no more than once per turn.", + "type": null, + "feat": "brutal-attack" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 219, + "fields": { + "name": "", + "desc": "You gain a 1d6 expertise die on concentration checks to maintain spells you have cast.", + "type": null, + "feat": "battle-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 220, + "fields": { + "name": "", + "desc": "While wielding weapons and shields, you may cast spells with a seen component.", + "type": null, + "feat": "battle-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 221, + "fields": { + "name": "", + "desc": "Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action. The spell must be one that only targets that creature.", + "type": null, + "feat": "battle-caster" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 222, + "fields": { + "name": "", + "desc": "When rolling initiative you gain a +5 bonus.", + "type": null, + "feat": "attentive" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 223, + "fields": { + "name": "", + "desc": "You can only be surprised if you are unconscious. A creature attacking you does not gain advantage from being hidden from you or unseen by you.", + "type": null, + "feat": "attentive" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 224, + "fields": { + "name": "", + "desc": "Your Strength or Dexterity score increases by 1, to a maximum of 20.", + "type": null, + "feat": "athletic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 225, + "fields": { + "name": "", + "desc": "When you are prone, standing up uses only 5 feet of your movement (instead of half).", + "type": null, + "feat": "athletic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 226, + "fields": { + "name": "", + "desc": "Your speed is not halved from climbing.", + "type": null, + "feat": "athletic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 227, + "fields": { + "name": "", + "desc": "You can make a running long jump or a running high jump after moving 5 feet on foot (instead of 10 feet).", + "type": null, + "feat": "athletic" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 228, + "fields": { + "name": "", + "desc": "Whenever you make a ranged weapon attack, you can choose to expend a 1st-level or higher spell slot to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a\r\nturn in this way. \r\n**Empowered.** The shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st. \r\n**Unerring.** The shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st.", + "type": null, + "feat": "arrow-enchanter" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 229, + "fields": { + "name": "", + "desc": "Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects.", + "type": null, + "feat": "arcanum-master" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 230, + "fields": { + "name": "", + "desc": "You gain an expertise die on ability checks made to drive or pilot a vehicle.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 231, + "fields": { + "name": "", + "desc": "While piloting a vehicle, you can use your reaction to take the Brake or Maneuver vehicle actions.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 232, + "fields": { + "name": "", + "desc": "A vehicle you load can carry 25% more cargo than normal.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 233, + "fields": { + "name": "", + "desc": "Vehicles you are piloting only suffer a malfunction when reduced to 25% of their hit points, not 50%. In addition, when the vehicle does suffer a malfunction, you roll twice on the maneuver table and choose which die to use for the result.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 234, + "fields": { + "name": "", + "desc": "Vehicles you are piloting gain a bonus to their Armor Class equal to half your proficiency bonus.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 235, + "fields": { + "name": "", + "desc": "When you Brake, you can choose to immediately stop the vehicle without traveling half of its movement speed directly forward.", + "type": null, + "feat": "ace-driver" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 236, + "fields": { + "name": "", + "desc": "You gain advantage on attack rolls against a creature you are grappling.", + "type": null, + "feat": "a5e-grappler" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 237, + "fields": { + "name": "", + "desc": "You can use your action to try to pin a creature you are grappling. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends.", + "type": null, + "feat": "a5e-grappler" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 238, + "fields": { + "name": "", + "desc": "Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego.", + "type": null, + "feat": "a-symbol-that-strikes-fear" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 239, + "fields": { + "name": "", + "desc": "In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.", + "type": null, + "feat": "a-symbol-that-strikes-fear" + } +} +] diff --git a/data/v2/green-ronin/Publisher.json b/data/v2/green-ronin/Publisher.json new file mode 100644 index 00000000..2bc51f2e --- /dev/null +++ b/data/v2/green-ronin/Publisher.json @@ -0,0 +1,9 @@ +[ +{ + "model": "api_v2.publisher", + "pk": "green-ronin", + "fields": { + "name": "Green Ronin Publishing" + } +} +] diff --git a/data/v2/green-ronin/taldorei/Background.json b/data/v2/green-ronin/taldorei/Background.json new file mode 100644 index 00000000..55e590c4 --- /dev/null +++ b/data/v2/green-ronin/taldorei/Background.json @@ -0,0 +1,47 @@ +[ +{ + "model": "api_v2.background", + "pk": "crime-syndicate-member", + "fields": { + "name": "Crime Syndicate Member", + "desc": "Whether you grew up in the slum-run streets bamboozling foolish gamblers out of their fortune, or spent your youth pilfering loose coin from the pockets of less-attentive travelers, your lifestyle of deceiving-to-survive eventually drew the attention of an organized and dangerous crime syndicate. Offering protection, a modicum of kinship, and a number of useful resources to further develop your craft as a criminal, you agree to receive the syndicate’s brand and join their ranks.\nYou might have been working the guild’s lower ranks, wandering the alleys as a simple cutpurse to fill the meager coffers with wayward gold until the opportunity arose to climb the professional ladder. Or you may have become a clever actor and liar whose skill in blending in with all facets of society has made you an indispensable agent of information gathering. Perhaps your technique with a blade and swiftness of action led you to become a feared hitman for a syndicate boss, sending you on the occasional contract to snuff the life of some unfortunate soul who crossed them. Regardless, while the threat of the law is ever looming, the advantages to having a foot in such a powerful cartel can greatly outweigh the paranoia.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "elemental-warden", + "fields": { + "name": "Elemental Warden", + "desc": "Away from the complex political struggles of the massive cities, you’ve instead been raised to revere and uphold the protection of the natural world, while policing, bending, and guiding the elemental powers that either foster life or destroy it. Living among smaller bands of tribal societies means you have stronger ties to your neigh- bors than most, and the protection of this way of life is of cardinal importance. Each elemental warden is tethered to one of the four elemental tribes and their villages. You must select one: Fire, Water, Earth, or Wind.\nYour upbringing may have prepared you to be a fierce warrior, trained in combat to defend your culture and charge as protectors of the rifts. It’s possible your meditation on the balance of the elements has brought you peace of mind with strength of body as a monk. Perhaps you found strength in bending the elements yourself, joining the ranks of the powerful elemental druids. Regardless, your loyalties ultimately lie with the continued safety of your tribe, and you’ve set out to gather allies to your cause and learn more about the world around you.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "fate-touched", + "fields": { + "name": "Fate-Touched", + "desc": "Many lives and many souls find their ways through the patterns of fate and destiny, their threads following the path meant for them, oblivious and eager to be a part of the woven essence of history meant for them. Some souls, however, glide forth with mysterious influence, their threads bending the weave around them, toward them, unknowingly guiding history itself wherever they walk. Events both magnificent and catastrophic tend to follow such individuals. These souls often become great rulers and terrible tyrants, powerful mages, religious leaders, and legendary heroes of lore. These are the fate-touched.\nFew fate-touched ever become aware of their prominent nature. Outside of powerful divination magics, it’s extremely difficult to confirm one as fate-touched. There are many communities that regard the status as a terrible omen, treating a confirmed fate-touched with mistrust and fear. Others seek them as a blessing, rallying around them for guidance. Some of renown and power grow jealous, wishing to bend a fate-touched beneath their will, and some stories speak of mages of old attempting to extract or transfer the essence itself.\nPlayers are not intended to select this background, but this is instead provided for the dungeon master to consider for one or more of their players, or perhaps a prominent NPC, as their campaign unfolds. It provides very minor mechanical benefit, but instead adds an element of lore, importance, and fate-bearing responsibility to a character within your story. Being fate-touched overlaps and co-exists with the character’s current background, only adding to their mystique. Consider it for a player character who would benefit from being put more central to the coming conflicts of your adventure, or for an NPC who may require protection as they come into their destiny. Perhaps consider a powerful villain discovering their fate-twisting nature and using it to wreak havoc. All of these possibilities and more can be explored should you choose to include a fate-touched within your campaign.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "lyceum-student", + "fields": { + "name": "Lyceum Student", + "desc": "You most likely came up through money or a family of social prestige somewhere in the world, as tuition at a lyceum is not inexpensive. Your interests and pursuits have brought you to the glittering halls of a place of learning, soaking in all and every lesson you can to better make your mark on the world (or at least you should be, but every class has its slackers). However, the call to adventure threatens to pull you from your studies, and now the challenge of balancing your education with the tide of destiny sweeping you away is looming.\nYou may have come to better research and understand the history and lore of the lands you now call home, perhaps seeking a future here at the lyceum as a professor. You could also have been drawn by the promise of prosperity in politics, learning the inner workings of government and alliances to better position yourself as a future writer of history. Perhaps you’ve discovered a knack for the arcane, coming here to focus on refining your spellcraft in the footsteps of some of the finest wizards and sorcerers in days of yore.", + "document": "taldorei" + } +}, +{ + "model": "api_v2.background", + "pk": "recovered-cultist", + "fields": { + "name": "Recovered Cultist", + "desc": "The rise of cults are scattered and separated, with little to no unity between the greater evils. Hidden hierarchies of power-hungry mortals corrupt and seduce, promising a sliver of the same power they had been promised when the time comes to reap their harvest.\nYou once belonged to such a cult. Perhaps it was brief, embracing the rebellious spirit of youth and curious where this path may take you. You also may have felt alone and lost, this community offering a welcome you had been subconsciously seeking. It’s possible you were raised from the beginning to pray to the gods of shadow and death. Then one day the veil was lifted and the cruel truth shook your faith, sending you running from the false promises and seeking redemption.\nYou have been freed from the bindings of these dangerous philosophies, but few secret societies find comfort until those who abandon their way are rotting beneath the soil.", + "document": "taldorei" + } +} +] diff --git a/data/v2/green-ronin/taldorei/BackgroundBenefit.json b/data/v2/green-ronin/taldorei/BackgroundBenefit.json new file mode 100644 index 00000000..aaa4498b --- /dev/null +++ b/data/v2/green-ronin/taldorei/BackgroundBenefit.json @@ -0,0 +1,232 @@ +[ +{ + "model": "api_v2.backgroundbenefit", + "pk": 497, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, plus your choice of one between Sleight of Hand or Stealth.", + "type": "skill_proficiency", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 498, + "fields": { + "name": "Languages", + "desc": "Thieves’ Cant", + "type": "language", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 499, + "fields": { + "name": "Tool Proficiencies", + "desc": "Your choice of one from Thieves’ Tools, Forgery Kit, or Disguise Kit.", + "type": "tool_proficiency", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 500, + "fields": { + "name": "Equipment", + "desc": "A set of dark common clothes including a hood, a set of tools to match your choice of tool proficiency, and a belt pouch containing 10g.", + "type": "equipment", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 501, + "fields": { + "name": "A Favor In Turn", + "desc": "You have gained enough clout within the syndicate that you can call in a favor from your contacts, should you be close enough to a center of criminal activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed syndicate boss for approval. This favor can take a shape up to the DM’s discretion depending on the request, with varying speeds of fulfillment: If muscle is requested, an NPC syndicate minion can temporarily aid the party. If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer.\nThe turn comes when a favor is asked to be repaid. The favor debt can be called in without warning, and many times with intended immediacy. Perhaps the player is called to commit a specific burglary without the option to decline. Maybe they must press a dignitary for a specific secret at an upcoming ball. The syndicate could even request a hit on an NPC, no questions asked or answered. The DM is to provide a debt call proportionate to the favor fulfilled. If a favor is not repaid within a reasonable period of time, membership to the crime syndicate can be revoked, and if the debt is large enough, the player may become the next hit contract to make the rounds.", + "type": "feature", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 502, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Criminal background in the PHB as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a crime syndicate. Your bond is likely associated with your fellow syndicate members or the individual who introduced you to the organization. Your ideal probably involves establishing your importance and indispensability within the syndicate. You joined to improve your livelihood and sense of purpose.", + "type": "suggested_characteristics", + "background": "crime-syndicate-member" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 503, + "fields": { + "name": "Skill Proficiencies", + "desc": "Your choice of two from among Arcana, History, and Persuasion.", + "type": "skill_proficiency", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 504, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 505, + "fields": { + "name": "Equipment", + "desc": "A set of fine clothes, a lyceum student uniform, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), and a belt pouch containing 10g.", + "type": "equipment", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 506, + "fields": { + "name": "Student Privilege", + "desc": "You’ve cleared enough lessons, and gained an ally or two on staff, to have access to certain chambers within the lyceum (and some other allied universities) that outsiders would not. This allows use of any Tool Kit, so long as the Tool Kit is used on the grounds of the lyceum and is not removed from its respective chamber (each tool kit is magically marked and will sound an alarm if removed). More dangerous kits and advanced crafts (such as use of a Poisoner’s Kit, or the enchanting of a magical item) might require staff supervision. You may also have access to free crafting materials and enchanting tables, so long as they are relatively inexpensive, or your argument for them is convincing (up to the staff’s approval and DM’s discretion).", + "type": "feature", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 507, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Sage background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your pursuits at the lyceum. Your bond is likely associated with your goals as a student, and eventually a graduate. Your ideal probably involves your hopes in using the knowledge you gain at the lyceum, and your travels as an adventurer, to tailor the world to your liking.", + "type": "suggested_characteristics", + "background": "lyceum-student" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 508, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, plus your choice of one between Arcana or Survival.", + "type": "skill_proficiency", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 509, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 510, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalism Kit", + "type": "tool_proficiency", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 511, + "fields": { + "name": "Equipment", + "desc": "A staff, hunting gear (a shortbow with 20 arrows, or a hunting trap), a set of traveler’s clothes, a belt pouch containing 10 gp.", + "type": "equipment", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 512, + "fields": { + "name": "Elemental Harmony", + "desc": "Your upbringing surrounded by such strong, wild elemental magics has attuned your senses to the very nature of their chaotic forces, enabling you to subtly bend them to your will in small amounts. You learn the _Prestidigitation_ Cantrip, but can only produce the extremely minor effects below that involve the element of your chosen elemental tribe: \n* You create an instantaneous puff of wind strong enough to blow papers off a desk, or mess up someone’s hair (Wind). \n* You instantaneously create and control a burst of flame small enough to light or snuff out a candle, a torch, or a small campfire. (Fire). \n* You instantaneously create a small rock within your hand, no larger than a gold coin, that turns to dust after a minute (Earth). \n* You instantaneously create enough hot or cold water to fill a small glass (Water).", + "type": "feature", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 513, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Outlander background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your upbringing. Your bond is likely associated with those you respect whom you grew up around. Your ideal probably involves your wanting to understand your place in the world, not just the tribe, and whether you feel your destiny reaches beyond just watching the rift.", + "type": "suggested_characteristics", + "background": "elemental-warden" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 514, + "fields": { + "name": "Skill Proficiencies", + "desc": "Religion and Deception.", + "type": "skill_proficiency", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 515, + "fields": { + "name": "Languages", + "desc": "One of your choice.", + "type": "language", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 516, + "fields": { + "name": "Equipment", + "desc": "Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp.", + "type": "equipment", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 517, + "fields": { + "name": "Wicked Awareness", + "desc": "Your time worshipping in secrecy and shadow at the altar of malevolent forces has left you with insight and keen awareness to those who still operate in such ways. You can often spot hidden signs, messages, and signals left in populated places. If actively seeking signs of a cult or dark following, you have an easier time locating and decoding the signs or social interactions that signify cult activity, gaining advantage on any ability checks to discover such details.", + "type": "feature", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 518, + "fields": { + "name": "Suggested Characteristics", + "desc": "Use the tables for the Acolyte background in the Player’s Handbook as the basis for your traits and motivations, modifying the entries when appropriate to match your ties to your intent on fleeing your past and rectifying your future. Your bond is likely associated with those who gave you the insight and strength to flee your old ways. Your ideal probably involves your wishing to take down and destroy those who promote the dark ways you escaped, and perhaps finding new faith in a forgiving god.", + "type": "suggested_characteristics", + "background": "recovered-cultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 519, + "fields": { + "name": "Fortune’s Grace", + "desc": "Your fate-touched essence occasionally leads surrounding events to shift in your favor. You gain 1 Luck point, as per the Lucky feat outlined within the Player’s Handbook pg 167. This luck point is used in the same fashion as the feat, and you regain this expended luck point when you finish a long rest. If you already have the Lucky feat, you add this luck point to your total for the feat.", + "type": "feature", + "background": "fate-touched" + } +} +] diff --git a/data/v2/green-ronin/taldorei/Document.json b/data/v2/green-ronin/taldorei/Document.json new file mode 100644 index 00000000..39417f5b --- /dev/null +++ b/data/v2/green-ronin/taldorei/Document.json @@ -0,0 +1,18 @@ +[ +{ + "model": "api_v2.document", + "pk": "taldorei", + "fields": { + "name": "Tal'dorei Campaign Setting", + "desc": "Critical Role: Tal'Dorei Campaign Setting is a sourcebook that details the continent of Tal'Dorei from the Critical Role campaign setting for the 5th edition of the Dungeons & Dragons fantasy role-playing game. It was published by Green Ronin Publishing and released on August 17, 2017.", + "publisher": "green-ronin", + "ruleset": "5e", + "author": "Matthew Mercer, James Haeck", + "published_at": "2017-08-17T00:00:00", + "permalink": "https://en.wikipedia.org/wiki/Critical_Role%3A_Tal'Dorei_Campaign_Setting", + "licenses": [ + "ogl10a" + ] + } +} +] diff --git a/data/v2/kobold-press/toh/Background.json b/data/v2/kobold-press/toh/Background.json new file mode 100644 index 00000000..20b97e63 --- /dev/null +++ b/data/v2/kobold-press/toh/Background.json @@ -0,0 +1,173 @@ +[ +{ + "model": "api_v2.background", + "pk": "court-servant", + "fields": { + "name": "Court Servant", + "desc": "Even though you are independent now, you were once a servant to a merchant, noble, regent, or other person of high station. You are an expert in complex social dynamics and knowledgeable in the history and customs of courtly life. Work with your GM to determine whom you served and why you are no longer a servant: did your master or masters retire and no longer require servants, did you resign from the service of a harsh master, did the court you served fall to a neighboring empire, or did something else happen?", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "desert-runner", + "fields": { + "name": "Desert Runner", + "desc": "You grew up in the desert. As a nomad, you moved from place to place, following the caravan trails. Your upbringing makes you more than just accustomed to desert living—you thrive there. Your family has lived in the desert for centuries, and you know more about desert survival than life in the towns and cities.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "destined", + "fields": { + "name": "Destined", + "desc": "Duty is a complicated, tangled affair, be it filial, political, or civil. Sometimes, there's wealth and intrigue involved, but more often than not, there's also obligation and responsibility. You are a person with just such a responsibility. This could involve a noble title, an arranged marriage, a family business you're expected to administer, or an inherited civil office. You promised to fulfill this responsibility, you are desperately trying to avoid this duty, or you might even be seeking the person intended to be at your side. Regardless of the reason, you're on the road, heading toward or away from your destiny.\n\n***Destiny***\nYou're a person who's running from something or hurtling headfirst towards something, but just what is it? The responsibility or event might be happily anticipated or simply dreaded; either way, you're committed to the path. Choose a destiny or roll a d8 and consult the table below.\n\n| d8 | Destiny |\n|----|---------------------------------------------------------------------------------------------------------------------------|\n| 1 | You are running away from a marriage. |\n| 2 | You are seeking your runaway betrothed. |\n| 3 | You don't want to take over your famous family business. |\n| 4 | You need to arrive at a religious site at a specific time to complete an event or prophecy. |\n| 5 | Your noble relative died, and you're required to take their vacant position. |\n| 6 | You are the reincarnation of a famous figure, and you're expected to live in an isolated temple. |\n| 7 | You were supposed to serve an honorary but dangerous position in your people's military. |\n| 8 | Members of your family have occupied a civil office (court scribe, sheriff, census official, or similar) for generations. |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "diplomat", + "fields": { + "name": "Diplomat", + "desc": "You have always found harmonious solutions to conflict. You might have started mediating family conflicts as a child. When you were old enough to recognize aggression, you sought to defuse it. You often resolved disputes among neighbors, arriving at a fair middle ground satisfactory to all parties.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "forest-dweller", + "fields": { + "name": "Forest Dweller", + "desc": "You are a creature of the forest, born and reared under a canopy of green. You expected to live all your days in the forest, at one with the green things of the world, until an unforeseen occurrence, traumatic or transformative, drove you from your familiar home and into the larger world. Civilization is strange to you, the open sky unfamiliar, and the bizarre ways of the so-called civilized world run counter to the truths of the natural world.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "former-adventurer", + "fields": { + "name": "Former Adventurer", + "desc": "As you belted on your weapons and hoisted the pack onto your back, you never thought you'd become an adventurer again. But the heroic call couldn't be ignored. You've tried this once before—perhaps it showered you in wealth and glory or perhaps it ended with sorrow and regret. No one ever said adventuring came with a guarantee of success.\n Now, the time has come to set off toward danger once again. The reasons for picking up adventuring again vary. Could it be a calamitous threat to the town? The region? The world? Was the settled life not what you expected? Or did your past finally catch up to you? In the end, all that matters is diving back into danger. And it's time to show these new folks how it's done.\n\n***Reason for Retirement***\nGiving up your first adventuring career was a turning point in your life. Triumph or tragedy, the reason why you gave it up might still haunt you and may shape your actions as you reenter the adventuring life. Choose the event that led you to stop adventuring or roll a d12 and consult the table below.\n\n| d12 | Event |\n|------|------------------------------------------------------------------------------------------------------------|\n| 1 | Your love perished on one of your adventures, and you quit in despair. |\n| 2 | You were the only survivor after an ambush by a hideous beast. |\n| 3 | Legal entanglements forced you to quit, and they may cause you trouble again. |\n| 4 | A death in the family required you to return home. |\n| 5 | Your old group disowned you for some reason. |\n| 6 | A fabulous treasure allowed you to have a life of luxury, until the money ran out. |\n| 7 | An injury forced you to give up adventuring. |\n| 8 | You suffered a curse which doomed your former group, but the curse has finally faded away. |\n| 9 | You rescued a young child or creature and promised to care for them. They have since grown up and left. |\n| 10 | You couldn't master your fear and fled from a dangerous encounter, never to return. |\n| 11 | As a reward for helping an area, you were offered a position with the local authorities, and you accepted. |\n| 12 | You killed or defeated your nemesis. Now they are back, and you must finish the job. |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "freebooter", + "fields": { + "name": "Freebooter", + "desc": "You sailed the seas as a freebooter, part of a pirate crew. You should come up with a name for your former ship and its captain, as well as its hunting ground and the type of ships you preyed on. Did you sail under the flag of a bloodthirsty captain, raiding coastal communities and putting everyone to the sword? Or were you part of a group of former slaves turned pirates, who battle to end the vile slave trade? Whatever ship you sailed on, you feel at home on board a seafaring vessel, and you have difficulty adjusting to long periods on dry land.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "gamekeeper", + "fields": { + "name": "Gamekeeper", + "desc": "You are at home in natural environments, chasing prey or directing less skilled hunters in the best ways to track game through the brush. You know the requirements for encouraging a herd to grow, and you know what sustainable harvesting from a herd involves. You can train a hunting beast to recognize an owner and perform a half-dozen commands, given the time. You also know the etiquette for engaging nobility or other members of the upper classes, as they regularly seek your services, and you can carry yourself in a professional manner in such social circles.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "innkeeper", + "fields": { + "name": "Innkeeper", + "desc": "You spent some time as an innkeeper, tavern keeper, or perhaps a bartender. It might have been in a small crossroads town, a fishing community, a fine caravanserai, or a large cosmopolitan community. You did it all; preparing food, tracking supplies, tapping kegs, and everything in between. All the while, you listened to the adventurers plan their quests, heard their tales, saw their amazing trophies, marveled at their terrible scars, and eyed their full purses. You watched them come and go, thinking, “one day, I will have my chance.” Your time is now.\n\n***Place of Employment***\nWhere did you work before turning to the adventuring life? Choose an establishment or roll a d6 and consult the table below. Once you have this information, think about who worked with you, what sort of customers you served, and what sort of reputation your establishment had.\n\n| d6 | Establishment |\n|----|------------------------------------------------------------|\n| 1 | Busy crossroads inn |\n| 2 | Disreputable tavern full of scum and villainy |\n| 3 | Caravanserai on a wide-ranging trade route |\n| 4 | Rough seaside pub |\n| 5 | Hostel serving only the wealthiest clientele |\n| 6 | Saloon catering to expensive and sometimes dangerous tastes |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "mercenary-company-scion", + "fields": { + "name": "Mercenary Company Scion", + "desc": "You descend from a famous line of free company veterans, and your first memory is playing among the tents, training yards, and war rooms of one campaign or another. Adored or perhaps ignored by your parents, you spent your formative years learning weapons and armor skills from brave captains, camp discipline from burly sergeants, and a host of virtues and vices from the common foot soldiers. You've always been told you are special and destined to glory. The weight of your family's legacy, honor, or reputation can weigh heavily, inspiring you to great deeds, or it can be a factor you try to leave behind.\r\n\r\n***Mercenary Company Reputation***\r\nYour family is part of or associated with a mercenary company. The company has a certain reputation that may or may not continue to impact your life. Roll a d8 or choose from the options in the Mercenary Company Reputation table to determine the reputation of this free company.\r\n\r\n| d8 | Mercenary Company Reputation |\r\n|----|--------------------------------------------------------------------------------------------|\r\n| 1 | Infamous. The company's evil deeds follow any who are known to consort with them. |\r\n| 2 | Honest. An upstanding company whose words and oaths are trusted. |\r\n| 3 | Unknown. Few know of this company. Its deeds have yet to be written. |\r\n| 4 | Feared. For good or ill, this company is generally feared on the battlefield. |\r\n| 5 | Mocked. Though it tries hard, the company is the butt of many jokes and derision. |\r\n| 6 | Specialized. This company is known for a specific type of skill on or off the battlefield. |\r\n| 7 | Disliked. For well-known reasons, this company has a bad reputation. |\r\n| 8 | Famous. The company's great feats and accomplishments are known far and wide. |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "mercenary-recruit", + "fields": { + "name": "Mercenary Recruit", + "desc": "Every year, the hopeful strive to earn a place in one of the great mercenary companies. Some of these would-be heroes received training from a mercenary company but needed more training before gaining membership. Others are full members but were selected to venture abroad to gain more experience before gaining a rank. You are one of these hopeful warriors, just beginning to carve your place in the world with blade, spell, or skill.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "monstrous-adoptee", + "fields": { + "name": "Monstrous Adoptee", + "desc": "Songs and sagas tell of heroes who, as children, were raised by creatures most view as monsters. You were one such child. Found, taken, left, or otherwise given to your monstrous parents, you were raised as one of their own species. Life with your adopted family could not have been easy for you, but the adversity and hardships you experienced only made you stronger. Perhaps you were “rescued” from your adopted family after only a short time with them, or perhaps only now have you realized the truth of your heritage. Maybe you've since learned enough civilized behavior to get by, or perhaps your “monstrous” tendencies are more evident. As you set out to make your way in the world, the time you spent with your adopted parents continues to shape your present and your future.\n\n***Adopted***\nPrior to becoming an adventurer, you defined your history by the creatures who raised you. Choose a type of creature for your adopted parents or roll a d10 and consult the table below. Work with your GM to determine which specific creature of that type adopted you. If you are of a particular race or species that matches a result on the table, your adopted parent can't be of the same race or species as you, as this background represents an individual raised by a creature or in a culture vastly different or even alien to their birth parents.\n\n| d10 | Creature Type |\n|-----|-------------------------------------------------------------------------------|\n| 1 | Humanoid (such as gnoll, goblin, kobold, or merfolk) |\n| 2 | Aberration (such as aboleth, chuul, cloaker, or otyugh) |\n| 3 | Beast (such as ape, bear, tyrannosaurus rex, or wolf) |\n| 4 | Celestial or fiend (such as balor, bearded devil, couatl, deva, or unicorn) |\n| 5 | Dragon (such as dragon turtle, pseudodragon, red dragon, or wyvern) |\n| 6 | Elemental (such as efreeti, gargoyle, salamander, or water elemental) |\n| 7 | Fey (such as dryad, green hag, satyr, or sprite) |\n| 8 | Giant (such as ettin, fire giant, ogre, or troll) |\n| 9 | Plant or ooze (such as awakened shrub, gray ooze, shambling mound, or treant) |\n| 10 | Monstrosity (such as behir, chimera, griffon, mimic, or minotaur) |\n\n", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "mysterious-origins", + "fields": { + "name": "Mysterious Origins", + "desc": "Your origins are a mystery even to you. You might recall fragments of your previous life, or you might dream of events that could be memories, but you can't be sure of what is remembered and what is imagined. You recall practical information and facts about the world and perhaps even your name, but your upbringing and life before you lost your memories now exist only in dreams or sudden flashes of familiarity.\n You can leave the details of your character's past up to your GM or give the GM a specific backstory that your character can't remember. Were you the victim of a spell gone awry, or did you voluntarily sacrifice your memories in exchange for power? Is your amnesia the result of a natural accident, or did you purposefully have your mind wiped in order to forget a memory you couldn't live with? Perhaps you have family or friends that are searching for you or enemies you can't even remember.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "northern-minstrel", + "fields": { + "name": "Northern Minstrel", + "desc": "While the tribal warriors residing in other parts of the wintry north consider you to be soft and cowardly, you know the truth: life in northern cities and mead halls is not for the faint of heart. Whether you are a larger-than-life performer hailing from one of the skaldic schools, a contemplative scholar attempting to puzzle out the mysteries of the north, or a doughty warrior hoping to stave off the bleakness of the north, you have successfully navigated alleys and stages as treacherous as any ice-slicked ruin. You adventure for the thrill of adding new songs to your repertoire, adding new lore to your catalog, and proving false the claims of those so-called true northerners.\n\n***Skaldic Specialty***\nEvery minstrel excels at certain types of performance. Choose one specialty or roll a d8 and consult the table below to determine your preferred type of performance.\n\n| d8 | Specialty |\n|----|---------------------------------|\n| 1 | Recitation of epic poetry |\n| 2 | Singing |\n| 3 | Tale-telling |\n| 4 | Flyting (insult flinging) |\n| 5 | Yodeling |\n| 6 | Axe throwing |\n| 7 | Playing an instrument |\n| 8 | Fire eating or sword swallowing |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "occultist", + "fields": { + "name": "Occultist", + "desc": "At your core, you are a believer in things others dismiss. The signs abound if you know where to look. Questions beget answers that spur further questions. The cycle is endless as you uncover layer after layer of mystery and secrets.\n Piercing the veil hiding beyond the surface of reality is an irresistible lure spurring you to delve into forgotten and dangerous places in the world. Perhaps you've always yearned toward the occult, or it could be that you encountered something or someone who opened your eyes to the possibilities. You may belong to some esoteric organization determined to uncover the mystery, a cult bent on using the secrets for a dark purpose, or you may be searching for answers on your own. As an occultist, you ask the questions reality doesn't want to answer.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "parfumier", + "fields": { + "name": "Parfumier", + "desc": "You are educated and ambitious. You spent your youth apprenticed among a city's more reputable greenhouses, laboratories, and perfumeries. There, you studied botany and chemistry and explored properties and interactions with fine crystal, rare metals, and magic. You quickly mastered the skills to identify and process rare and complex botanical and alchemical samples and the proper extractions and infusions of essential oils, pollens, and other fragrant chemical compounds—natural or otherwise.\n Not all (dramatic) changes to one's lifestyle, calling, or ambitions are a result of social or financial decline. Some are simply decided upon. Regardless of your motivation or incentive for change, you have accepted that a comfortable life of research, science and business is—at least for now—a part of your past.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "scoundrel", + "fields": { + "name": "Scoundrel", + "desc": "You were brought up in a poor neighborhood in a crowded town or city. You may have been lucky enough to have a leaky roof over your head, or perhaps you grew up sleeping in doorways or on the rooftops. Either way, you didn't have it easy, and you lived by your wits. While never a hardened criminal, you fell in with the wrong crowd, or you ended up in trouble for stealing food from an orange cart or clean clothes from a washing line. You're no stranger to the city watch in your hometown and have outwitted or outrun them many times.", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "sentry", + "fields": { + "name": "Sentry", + "desc": "In your youth, the defense of the city, the community, the caravan, or your patron was how you earned your coin. You might have been trained by an old, grizzled city watchman, or you might have been pressed into service by the local magistrate for your superior skills, size, or intellect. However you came to the role, you excelled at defending others.\n You have a nose for trouble, a keen eye for spotting threats, a strong arm to back it up, and you are canny enough to know when to act. Most importantly, though, you were a peace officer or a protector and not a member of an army which might march to war.\n\n***Specialization***\nEach person or location that hires a sentry comes with its own set of unique needs and responsibilities. As a sentry, you fulfilled one of these unique roles. Choose a specialization or roll a d6 and consult the table below to define your expertise as a sentry.\n\n| d6 | Specialization |\n|----|--------------------------------|\n| 1 | City or gate watch |\n| 2 | Bodyguard or jailor |\n| 3 | Caravan guard |\n| 4 | Palace or judicial sentry |\n| 5 | Shop guard |\n| 6 | Ecclesiastical or temple guard |", + "document": "toh" + } +}, +{ + "model": "api_v2.background", + "pk": "trophy-hunter", + "fields": { + "name": "Trophy Hunter", + "desc": "You hunt the mightiest beasts in the harshest environments, claiming their pelts as trophies and returning them to settled lands for a profit or to decorate your abode. You likely were set on this path since birth, following your parents on safaris and learning from their actions, but you may have instead come to this path as an adult after being swept away by the thrill of dominating the natural world.\n Many big game hunters pursue their quarry purely for pleasure, as a calming avocation, but others sell their skills to the highest bidder to amass wealth and reputation as a trophy hunter.", + "document": "toh" + } +} +] diff --git a/data/v2/kobold-press/toh/BackgroundBenefit.json b/data/v2/kobold-press/toh/BackgroundBenefit.json new file mode 100644 index 00000000..2f31901d --- /dev/null +++ b/data/v2/kobold-press/toh/BackgroundBenefit.json @@ -0,0 +1,1262 @@ +[ +{ + "model": "api_v2.backgroundbenefit", + "pk": 18, + "fields": { + "name": "Skill Proficiencies", + "desc": "Perception, Survival", + "type": "skill_proficiency", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 19, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalist kit", + "type": "tool_proficiency", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 20, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 21, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, herbalist kit, waterskin, pouch with 10 gp", + "type": "equipment", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 22, + "fields": { + "name": "Nomad", + "desc": "Living in the open desert has allowed your body to adapt to a range of environmental conditions. You can survive on 1 gallon of water in hot conditions (or 1/2 gallon in normal conditions) without being forced to make Constitution saving throws, and you are considered naturally adapted to hot climates. While in a desert, you can read the environment to predict natural weather patterns and temperatures for the next 24 hours, allowing you to cross dangerous terrain at the best times. The accuracy of your predictions is up to the GM, but they should be reliable unless affected by magic or unforeseeable events, such as distant earthquakes or volcanic eruptions.", + "type": "feature", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 23, + "fields": { + "name": "Suggested Characteristics", + "desc": "Those raised in the desert can be the friendliest of humanoids—knowing allies are better than enemies in that harsh environment—or territorial and warlike, believing that protecting food and water sources by force is the only way to survive.\r\n\r\n| d8 | Personality Trait |\r\n| --- | --- |\r\n| 1 | I'm much happier sleeping under the stars than in a bed in a stuffy caravanserai. |\r\n| 2 | It's always best to help a traveler in need; one day it might be you. | \r\n| 3 | I am slow to trust strangers, but I'm extremely loyal to my friends. | \r\n| 4 | If there's a camel race, I'm the first to saddle up! | \r\n| 5 | I always have a tale or poem to share at the campfire. | \r\n| 6 | I don't like sleeping in the same place more than two nights in a row. | \r\n| 7 | I've been troubled by dreams for the last month. I am determined to uncover their meaning. | \r\n| 8 | I feel lonelier in a crowded city than I do out on the empty desert sands. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Greater Good.** The needs of the whole tribe outweigh those of the individuals who are part of it. (Good) |\r\n| 2 | **Nature.** I must do what I can to protect the beautiful wilderness from those who would do it harm. (Neutral) |\r\n| 3 | **Tradition.** I am duty-bound to follow my tribe's age-old route through the desert. (Lawful) |\r\n 4 | **Change.** Things seldom stay the same and we must always be prepared to go with the flow. (Chaotic) |\r\n| 5 | **Honor.** If I behave dishonorably, my actions will bring shame upon the entire tribe. (Lawful) |\r\n| 6 | **Greed.** Seize what you want if no one gives it to you freely. (Evil) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I am the last living member of my tribe, and I cannot let their deaths go unavenged. |\r\n| 2 | I follow the spiritual path of my tribe; it will bring me to the best afterlife when the time comes. |\r\n| 3 | My best friend has been sold into slavery to devils, and I need to rescue them before it is too late. |\r\n| 4 | A nature spirit saved my life when I was dying of thirst in the desert. |\r\n| 5 | My takoba sword is my most prized possession; for over two centuries, it's been handed down from generation to generation. |\r\n| 6 | I have sworn revenge on the sheikh who unjustly banished me from the tribe. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I enjoy the company of camels more than people. |\r\n| 2 | I can be loud and boorish after a few wineskins. |\r\n| 3 | If I feel insulted, I'll refuse to speak to anyone for several hours. |\r\n| 4 | I enjoy violence and mayhem a bit too much. |\r\n| 5 | You can't rely on me in a crisis. |\r\n| 6 | I betrayed my brother to cultists to save my own skin. |", + "type": "suggested_characteristics", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 35, + "fields": { + "name": "Skill Proficiencies", + "desc": "Skill Proficiencies", + "type": "skill_proficiency", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 36, + "fields": { + "name": "Tool Proficiencies", + "desc": "One artisan's tools set of your choice", + "type": "tool_proficiency", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 37, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 38, + "fields": { + "name": "Equipment", + "desc": "A set of artisan's tools of your choice, a unique piece of jewelry, a set of fine clothes, a handcrafted pipe, and a belt pouch containing 20 gp", + "type": "equipment", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 39, + "fields": { + "name": "Servant's Invisibility", + "desc": "The art of excellent service requires a balance struck between being always available and yet unobtrusive, and you've mastered it. If you don't perform a visible action, speak or be spoken to, or otherwise have attention drawn to you for at least 1 minute, creatures nearby have trouble remembering you are even in the room. Until you speak, perform a visible action, or have someone draw attention to you, creatures must succeed on a Wisdom (Perception) check (DC equal to 8 + your Charisma modifier + your proficiency bonus) to notice you. Otherwise, they conduct themselves as though you aren't present until either attention is drawn to you or one of their actions would take them into or within 5 feet of the space you occupy.", + "type": "feature", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 40, + "fields": { + "name": "Suggested Characteristics", + "desc": "Court servants tend to be outwardly quiet and soft-spoken, but their insight into the nuances of conversation and societal happenings is unparalleled. When in crowds or around strangers, most court servants keep to themselves, quietly observing their surroundings and later sharing such observations with those they trust.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | Unless I must speak, I hold my breath while serving others. |\r\n| 2 | It takes all my effort not to show the effusive emotions I feel when I help others. Best to quietly serve. |\r\n| 3 | It's getting harder to tolerate the prejudices of those I serve daily. |\r\n| 4 | Though the old ways are hard to give up, I want to be my own boss. I'll decide my path. |\r\n| 5 | Serving my family and friends is the only thing I truly care about. |\r\n| 6 | City life is killing my soul. I long for the old courtly ways. |\r\n| 7 | It's time for my fellows to wake up and be taken advantage of no longer. |\r\n| 8 | It's the small things that make it all worthwhile. I try to be present in every moment. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Family. My family, whether the one I come from or the one I make, is the thing in this world most worth protecting. (Any) |\r\n| 2 | Service. I am most rewarded when I know I have performed a valuable service for another. (Good) |\r\n| 3 | Sloth. What's the point of helping anyone now that I've been discarded? (Chaotic) |\r\n| 4 | Compassion. I can't resist helping anyone in need. (Good) |\r\n| 5 | Tradition. Life under my master's rule was best, and things should be kept as close to their ideals as possible. (Lawful) |\r\n| 6 | Joy. The pursuit of happiness is the only thing worth serving anymore. (Neutral) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My family needs me to provide for them. They mean everything to me, which means I'll do whatever it takes. |\r\n| 2 | My kin have served this holding and its lords and ladies for generations. I serve them faithfully to make my lineage proud. |\r\n| 3 | I can't read the inscriptions on this odd ring, but it's all I have left of my family and our history of loyal service. |\r\n| 4 | I'm with the best friends a person can ask for, so why do I feel so lonesome and homesick? |\r\n| 5 | I've found a profession where my skills are put to good use, and I won't let anyone bring me down. |\r\n| 6 | I found peace in a special garden filled with beautiful life, but I only have this flower to remind me. Someday I'll remember where to find that garden. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 |\r\n| 2 | I'm afraid of taking risks that might be good for me. |\r\n| 3 | I believe my master's people are superior to all others, and I'm not afraid to share that truth. |\r\n| 4 | I always do as I'm told, even though sometimes I don't think I should. |\r\n| 5 | I know what's best for everyone, and they'd all be better off if they'd follow my advice. |\r\n| 6 | I can't stand seeing ugly or depressing things. I'd much rather think happy thoughts. |", + "type": "suggested_characteristics", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 55, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, Insight", + "type": "skill_proficiency", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 56, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 57, + "fields": { + "name": "Tool Proficiencies", + "desc": "One artisan's tools set of your choice", + "type": "tool_proficiency", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 58, + "fields": { + "name": "Equipment", + "desc": "A set of artisan's tools of your choice, a unique piece of jewelry, a set of fine clothes, a handcrafted pipe, and a belt pouch containing 20 gp", + "type": "equipment", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 59, + "fields": { + "name": "Servant's Invisibility", + "desc": "The art of excellent service requires a balance struck between being always available and yet unobtrusive, and you've mastered it. If you don't perform a visible action, speak or be spoken to, or otherwise have attention drawn to you for at least 1 minute, creatures nearby have trouble remembering you are even in the room. Until you speak, perform a visible action, or have someone draw attention to you, creatures must succeed on a Wisdom (Perception) check (DC equal to 8 + your Charisma modifier + your proficiency bonus) to notice you. Otherwise, they conduct themselves as though you aren't present until either attention is drawn to you or one of their actions would take them into or within 5 feet of the space you occupy.", + "type": "feature", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 60, + "fields": { + "name": "Suggested Characteristics", + "desc": "Court servants tend to be outwardly quiet and soft-spoken, but their insight into the nuances of conversation and societal happenings is unparalleled. When in crowds or around strangers, most court servants keep to themselves, quietly observing their surroundings and later sharing such observations with those they trust.\n\n | d8 | Personality Trait |\n|----|------------------------------------------------------------------------------------------------------------|\n| 1 | Unless I must speak, I hold my breath while serving others. |\n| 2 | It takes all my effort not to show the effusive emotions I feel when I help others. Best to quietly serve. |\n| 3 | It's getting harder to tolerate the prejudices of those I serve daily. |\n| 4 | Though the old ways are hard to give up, I want to be my own boss. I'll decide my path. |\n | 5 | Serving my family and friends is the only thing I truly care about. |\n| 6 | City life is killing my soul. I long for the old courtly ways. |\n| 7 | It's time for my fellows to wake up and be taken advantage of no longer. |\n| 8 | It's the small things that make it all worthwhile. I try to be present in every moment. |\n\n| d6 | Ideal |\n|----|---------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Family.** My family, whether the one I come from or the one I make, is the thing in this world most worth protecting. (Any) |\n| 2 | **Service.** I am most rewarded when I know I have performed a valuable service for another. (Good) |\n| 3 | **Sloth.** What's the point of helping anyone now that I've been discarded? (Chaotic) |\n| 4 | **Compassion.** I can't resist helping anyone in need. (Good) |\n| 5 | **Tradition.** Life under my master's rule was best, and things should be kept as close to their ideals as possible. (Lawful) |\n| 6 | **Joy.** The pursuit of happiness is the only thing worth serving anymore. (Neutral) |\n\n| d6 | Bond |\n|----|----------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | My family needs me to provide for them. They mean everything to me, which means I'll do whatever it takes. |\n| 2 | My kin have served this holding and its lords and ladies for generations. I serve them faithfully to make my lineage proud. |\n| 3 | I can't read the inscriptions on this odd ring, but it's all I have left of my family and our history of loyal service. |\n| 4 | I'm with the best friends a person can ask for, so why do I feel so lonesome and homesick? |\n| 5 | I've found a profession where my skills are put to good use, and I won't let anyone bring me down. |\n| 6 | I found peace in a special garden filled with beautiful life, but I only have this flower to remind me. Someday I'll remember where to find that garden. |\n\n| d6 | Flaw |\n|----|--------------------------------------------------------------------------------------------------|\n | 1 | I would rather serve darkness than serve no one. |\n| 2 | I'm afraid of taking risks that might be good for me. |\n| 3 | I believe my master's people are superior to all others, and I'm not afraid to share that truth. |\n| 4 | I always do as I'm told, even though sometimes I don't think I should. |\n| 5 | I know what's best for everyone, and they'd all be better off if they'd follow my advice. |\n| 6 | I can't stand seeing ugly or depressing things. I'd much rather think happy thoughts. |", + "type": "suggested_characteristics", + "background": "court-servant" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 61, + "fields": { + "name": "Skill Proficiencies", + "desc": "Perception, Survival", + "type": "skill_proficiency", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 62, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 63, + "fields": { + "name": "Tool Proficiencies", + "desc": "Herbalist kit", + "type": "tool_proficiency", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 64, + "fields": { + "name": "Equipment", + "desc": "Traveler's clothes, herbalist kit, waterskin, pouch with 10 gp", + "type": "equipment", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 65, + "fields": { + "name": "Nomad", + "desc": "Living in the open desert has allowed your body to adapt to a range of environmental conditions. You can survive on 1 gallon of water in hot conditions (or 1/2 gallon in normal conditions) without being forced to make Constitution saving throws, and you are considered naturally adapted to hot climates. While in a desert, you can read the environment to predict natural weather patterns and temperatures for the next 24 hours, allowing you to cross dangerous terrain at the best times. The accuracy of your predictions is up to the GM, but they should be reliable unless affected by magic or unforeseeable events, such as distant earthquakes or volcanic eruptions.", + "type": "feature", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 66, + "fields": { + "name": "Suggested Characteristics", + "desc": "Those raised in the desert can be the friendliest of humanoids—knowing allies are better than enemies in that harsh environment—or territorial and warlike, believing that protecting food and water sources by force is the only way to survive.\n\n| d8 | Personality Trait |\n|----|--------------------------------------------------------------------------------------------|\n| 1 | I'm much happier sleeping under the stars than in a bed in a stuffy caravanserai. |\n| 2 | It's always best to help a traveler in need; one day it might be you. |\n| 3 | I am slow to trust strangers, but I'm extremely loyal to my friends. |\n| 4 | If there's a camel race, I'm the first to saddle up! |\n| 5 | I always have a tale or poem to share at the campfire. |\n| 6 | I don't like sleeping in the same place more than two nights in a row. |\n| 7 | I've been troubled by dreams for the last month. I am determined to uncover their meaning. |\n| 8 | I feel lonelier in a crowded city than I do out on the empty desert sands. |\n\n| d6 | Ideal |\n|----|-------------------------------------------------------------------------------------------------------------|\n| 1 | **Greater Good.** The needs of the whole tribe outweigh those of the individuals who are part of it. (Good) |\n| 2 | **Nature.** I must do what I can to protect the beautiful wilderness from those who would do it harm. (Neutral) |\n| 3 | **Tradition.** I am duty-bound to follow my tribe's age-old route through the desert. (Lawful) |\n| 4 | **Change.** Things seldom stay the same and we must always be prepared to go with the flow. (Chaotic) |\n| 5 | **Honor.** If I behave dishonorably, my actions will bring shame upon the entire tribe. (Lawful) |\n| 6 | **Greed.** Seize what you want if no one gives it to you freely. (Evil) |\n\n| d6 | Bond |\n|----|----------------------------------------------------------------------------------------------------------------------------|\n| 1 | I am the last living member of my tribe, and I cannot let their deaths go unavenged. |\n| 2 | I follow the spiritual path of my tribe; it will bring me to the best afterlife when the time comes. |\n| 3 | My best friend has been sold into slavery to devils, and I need to rescue them before it is too late. |\n| 4 | A nature spirit saved my life when I was dying of thirst in the desert. |\n| 5 | My takoba sword is my most prized possession; for over two centuries, it's been handed down from generation to generation. |\n| 6 | I have sworn revenge on the sheikh who unjustly banished me from the tribe. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------|\n| 1 | I enjoy the company of camels more than people. |\n| 2 | I can be loud and boorish after a few wineskins. |\n| 3 | If I feel insulted, I'll refuse to speak to anyone for several hours. |\n| 4 | I enjoy violence and mayhem a bit too much. |\n| 5 | You can't rely on me in a crisis. |\n| 6 | I betrayed my brother to cultists to save my own skin. |", + "type": "suggested_characteristics", + "background": "desert-runner" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 67, + "fields": { + "name": "Skill Proficiencies", + "desc": "History, Insight", + "type": "skill_proficiency", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 68, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 69, + "fields": { + "name": "Tool Proficiencies", + "desc": "No additional tool proficiencies", + "type": "tool_proficiency", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 70, + "fields": { + "name": "Equipment", + "desc": "A dagger, quarterstaff, or spear, a set of traveler's clothes, a memento of your destiny (a keepsake from your betrothed, the seal of your destined office, your family signet ring, or similar), a belt pouch containing 15 gp", + "type": "equipment", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 71, + "fields": { + "name": "Reputation of Opportunity", + "desc": "Your story precedes you, as does your quest to claim—or run away from—your destiny. Those in positions of power, such as nobles, bureaucrats, rich merchants, and even mercenaries and brigands, all look to either help or hinder you, based on what they think they may get out of it. They're always willing to meet with you briefly to see just how worthwhile such aid or interference might be. This might mean a traveler pays for your passage on a ferry, a generous benefactor covers your group's meals at a tavern, or a local governor invites your adventuring entourage to enjoy a night's stay in their guest quarters. However, the aid often includes an implied threat or request. Some might consider delaying you as long as politely possible, some might consider taking you prisoner for ransom or to do “what's best” for you, and others might decide to help you on your quest in exchange for some future assistance. You're never exactly sure of the associated “cost” of the person's aid until the moment arrives. In the meantime, the open road awaits.", + "type": "feature", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 72, + "fields": { + "name": "Suggested Characteristics", + "desc": "Destined characters might be running toward or away from destiny, but whatever the case, their destiny has shaped them. Think about the impact of your destiny on you and the kind of relationship you have with your destiny. Do you embrace it? Accept it as inevitable? Or do you fight it every step of the way?\n\n| d8 | Personality Trait |\n|----|----------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I'm eager to find this destiny and move on with the next stage in my life. |\n| 2 | I keep the fire of my hope burning bright. I'm sure this will work out for the best. |\n| 3 | Fate has a way of finding you no matter what you do. I'm resigned to whatever they have planned for me, but I'll enjoy my time on the way. |\n| 4 | I owe it to myself or to those who helped establish this destiny. I'm determined to follow this through to the end. |\n| 5 | I don't know what this path means for me or my future. I'm more afraid of going back to that destiny than of seeing what's out in the world. |\n| 6 | I didn't ask for this, and I don't want it. I'm bitter that I must change my life for it. |\n| 7 | Few have been chosen to complete this lifepath, and I'm proud to be one of them. |\n| 8 | Who can say how this will work out? The world is an uncertain place, and I'll find my destiny when it finds me. |\n\n| d6 | Ideal |\n|----|----------------------------------------------------------------------------------------------------------------|\n| 1 | **Inevitability.** What's coming can't be stopped, and I'm dedicated to making it happen. (Evil) |\n| 2 | **Tradition.** I'm part of a cycle that has repeated for generations. I can't deny that. (Any) |\n| 3 | **Defiance.** No one can make me be something I don't want to be. (Any) |\n| 4 | **Greater Good.** Completing my duty ensures the betterment of my family, community, or region. (Good) |\n| 5 | **Power.** If I can take this role and be successful, I'll have opportunities to do whatever I want. (Chaotic) |\n| 6 | **Responsibility.** It doesn't matter if I want it or not; it's what I'm supposed to do. (Lawful) |\n\n| d6 | Bond |\n|----|-----------------------------------------------------------------------------------------------------------------------|\n| 1 | The true gift of my destiny is the friendships I make along the way to it. |\n| 2 | The benefits of completing this destiny will strengthen my family for years to come. |\n| 3 | Trying to alter my decision regarding my destiny is an unthinkable affront to me. |\n| 4 | How I reach my destiny is just as important as how I accomplish my destiny. |\n| 5 | People expect me to complete this task. I don't know how I feel about succeeding or failing, but I'm committed to it. |\n| 6 | Without this role fulfilled, the people of my home region will suffer, and that's not acceptable. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------------------------------|\n| 1 | If you don't have a destiny, are you really special? |\n| 2 | But I am the “Chosen One.” |\n| 3 | I fear commitment; that's what this boils down to in the end. |\n| 4 | What if I follow through with this and I fail? |\n| 5 | It doesn't matter what someone else sacrificed for this. I only care about my feelings. |\n| 6 | Occasionally—ok, maybe “often”—I make poor decisions in life, like running from this destiny. |", + "type": "suggested_characteristics", + "background": "destined" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 73, + "fields": { + "name": "Skill Proficiencies", + "desc": "Insight, Persuasion", + "type": "skill_proficiency", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 74, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 75, + "fields": { + "name": "Tool Proficiencies", + "desc": "No additional tool proficiencies", + "type": "tool_proficiency", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 76, + "fields": { + "name": "Equipment", + "desc": "A set of fine clothes, a letter of passage from a local minor authority or traveling papers that signify you as a traveling diplomat, and a belt pouch containing 20 gp", + "type": "equipment", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 77, + "fields": { + "name": "A Friend in Every Port", + "desc": "Your reputation as a peacemaker precedes you, or people recognize your easy demeanor, typically allowing you to attain food and lodging at a discount. In addition, people are predisposed to warn you about dangers in a location, alert you when a threat approaches you, or seek out your help for resolving conflicts between locals.", + "type": "feature", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 78, + "fields": { + "name": "Suggested Characteristics", + "desc": "Diplomats always have kind words and encourage their companions to think positively when encountering upsetting situations or people. Diplomats have their limits, however, and are quick to discover when someone is negotiating in bad faith.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------------------------------------|\n| 1 | I like to travel, meet new people, and learn about different customs. |\n| 2 | I intercede in minor squabbles to find common ground on all sides. |\n| 3 | I never disparage others, even when they might deserve such treatment. |\n| 4 | I always try to make a new friend wherever I travel, and when I return to those areas, I seek out my friends. |\n| 5 | I have learned how to damn with faint praise, but I only use it when someone has irked me. |\n| 6 | I am not opposed to throwing a bit of coin around to ensure a good first impression. |\n| 7 | Even when words fail at the outset, I still try to calm tempers. |\n| 8 | I treat everyone as an equal, and I encourage others to do likewise. |\n\n| d6 | Ideal |\n|----|------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Harmony.** I want everyone to get along. (Good) |\n| 2 | **Contractual.** When I resolve a conflict, I ensure all parties formally acknowledge the resolution. (Lawful) |\n| 3 | **Selfishness.** I use my way with words to benefit myself the most. (Evil) 4 Freedom. Tyranny is a roadblock to compromise. (Chaotic) |\n| 4 | **Freedom.** Tyranny is a roadblock to compromise. (Chaotic) |\n| 5 | **Avoidance.** A kind word is preferable to the drawing of a sword. (Any) |\n| 6 | **Unity.** It is possible to achieve a world without borders and without conflict. (Any) |\n\n| d6 | Bond |\n|----|------|\n| 1 | I want to engineer a treaty with far-reaching effects in the world. |\n| 2 | I am carrying out someone else's agenda and making favorable arrangements for my benefactor. |\n| 3 | A deal I brokered went sour, and I am trying to make amends for my mistake. |\n| 4 | My nation treats everyone equitably, and I'd like to bring that enlightenment to other nations. |\n| 5 | A traveling orator taught me the power of words, and I want to emulate that person. |\n| 6 | I fear a worldwide conflict is imminent, and I want to do all I can to stop it. |\n\n| d6 | Flaw |\n|----|------|\n| 1 | I always start by appealing to a better nature from those I face, regardless of their apparent hostility. |\n| 2 | I assume the best in everyone, even if I have been betrayed by that trust in the past. |\n| 3 | I will stand in the way of an ally to ensure conflicts don't start. |\n| 4 | I believe I can always talk my way out of a problem. |\n| 5 | I chastise those who are rude or use vulgar language. |\n| 6 | When I feel I am on the verge of a successful negotiation, I often push my luck to obtain further concessions. |", + "type": "suggested_characteristics", + "background": "diplomat" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 79, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, Survival", + "type": "skill_proficiency", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 80, + "fields": { + "name": "Languages", + "desc": "Sylvan", + "type": "language", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 81, + "fields": { + "name": "Tool Proficiencies", + "desc": "Woodcarver's tools, Herbalism kit", + "type": "tool_proficiency", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 82, + "fields": { + "name": "Equipment", + "desc": "A set of common clothes, a hunting trap, a wood staff, a whetstone, an explorer's pack, and a pouch containing 5 gp", + "type": "equipment", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 83, + "fields": { + "name": "Forester", + "desc": "Your experience living, hunting, and foraging in the woods gives you a wealth of experience to draw upon when you are traveling within a forest. If you spend 1 hour observing, examining, and exploring your surroundings while in a forest, you are able to identify a safe location to rest. The area is protected from all but the most extreme elements and from the nonmagical native beasts of the forest. In addition, you are able to find sufficient kindling for a small fire throughout the night.\r\n\r\n ***Life-Changing Event***\r\nYou have lived a simple life deep in the sheltering boughs of the forest, be it as a trapper, farmer, or villager eking out a simple existence in the forest. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that caused you to leave your home for the wider world. \r\n\r\n**Event Options (table)**\r\n\r\n| d8 | Event |\r\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | You were living within the forest when cesspools of magical refuse from a nearby city expanded and drove away the game that sustained you. You had to move to avoid the prospect of a long, slow demise via starvation. |\r\n| 2 | Your village was razed by a contingent of undead. For reasons of its own, the forest and its denizens protected and hid you from their raid. |\r\n| 3 | A roving band of skeletons and zombies attacked your family while you were hunting. |\r\n| 4 | You are an ardent believer in the preservation of the forest and the natural world. When the people of your village abandoned those beliefs, you were cast out and expelled into the forest. |\r\n| 5 | You wandered into the forest as a child and became lost. For inexplicable reasons, the forest took an interest in you. You have faint memories of a village and have had no contact with civilization in many years. |\r\n| 6 | You were your village's premier hunter. They relied on you for game and without your contributions their survival in the winter was questionable. Upon returning from your last hunt, you found your village in ruins, as if decades had passed overnight. |\r\n| 7 | Your quiet, peaceful, and solitary existence has been interrupted with dreams of the forest's destruction, and the urge to leave your home compels you to seek answers. |\r\n| 8 | Once in a hidden glen, you danced with golden fey and forgotten gods. Nothing in your life since approaches that transcendent moment, cursing you with a wanderlust to seek something that could. |", + "type": "feature", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 84, + "fields": { + "name": "Suggested Characteristics", + "desc": "Forest dwellers tend toward solitude, introspection, and self-sufficiency. You keep your own council, and you are more likely to watch from a distance than get involved in the affairs of others. You are wary, slow to trust, and cautious of depending on outsiders.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I will never forget being hungry in the winter. I field dress beasts that fall to blade or arrow so that I am never hungry again. |\r\n| 2 | I may be alone in the forest, but I am only ever lonely in cities. |\r\n| 3 | Walking barefoot allows me to interact more intuitively with the natural world. |\r\n| 4 | The road is just another kind of wall. I make my own paths and go where I will. |\r\n| 5 | Others seek the gods in temples and shrines, but I know their will is only revealed in the natural world, not an edifice constructed by socalled worshippers. I pray in the woods, never indoors. |\r\n| 6 | What you call personal hygiene, I call an artificially imposed distraction from natural living. |\r\n| 7 | No forged weapon can replace the sheer joy of a kill accomplished only with hands and teeth. |\r\n| 8 | Time lived alone has made me accustomed to talking loudly to myself, something I still do even when others are present. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Change. As the seasons shift, so too does the world around us. To resist is futile and anathema to the natural order. (Chaotic) |\r\n| 2 | Conservation. All life should be preserved and, if needed, protected. (Good) |\r\n| 3 | Acceptance. I am a part of my forest, no different from any other flora and fauna. To think otherwise is arrogance and folly. When I die, it will be as a leaf falling in the woods. (Neutral) |\r\n| 4 | Cull. The weak must be removed for the strong to thrive. (Evil) |\r\n| 5 | Candor. I am open, plain, and simple in life, word, and actions. (Any) |\r\n| 6 | Balance. The forest does not lie. The beasts do not create war. Equity in all things is the way of nature. (Neutral) |\r\n\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | When I lose a trusted friend or companion, I plant a tree upon their grave. |\r\n| 2 | The voice of the forest guides me, comforts me, and protects me. |\r\n| 3 | The hermit who raised me and taught me the ways of the forest is the most important person in my life. |\r\n| 4 | I have a wooden doll, a tiny wickerman, that I made as a child and carry with me at all times. |\r\n| 5 | I know the ways of civilizations rise and fall. The forest and the Old Ways are eternal. |\r\n| 6 | I am driven to protect the natural order from those that would disrupt it. |\r\n\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I am accustomed to doing what I like when I like. I'm bad at compromising, and I must exert real effort to make even basic conversation with other people. |\r\n| 2 | I won't harm a beast without just cause or provocation. |\r\n| 3 | Years of isolated living has left me blind to the nuances of social interaction. It is a struggle not to view every new encounter through the lens of fight or flight. |\r\n| 4 | The decay after death is merely the loam from which new growth springs—and I enjoy nurturing new growth. |\r\n| 5 | An accident that I caused incurred great damage upon my forest, and, as penance, I have placed myself in self-imposed exile. |\r\n| 6 | I distrust the undead and the unliving, and I refuse to work with them. |", + "type": "suggested_characteristics", + "background": "forest-dweller" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 85, + "fields": { + "name": "Skill Proficiencies", + "desc": "Perception, Survival", + "type": "skill_proficiency", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 86, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 87, + "fields": { + "name": "Tool Proficiencies", + "desc": "No additional tool proficiencies", + "type": "tool_proficiency", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 88, + "fields": { + "name": "Equipment", + "desc": "A dagger, quarterstaff, or shortsword (if proficient), an old souvenir from your previous adventuring days, a set of traveler's clothes, 50 feet of hempen rope, and a belt pouch containing 15 gp", + "type": "equipment", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 89, + "fields": { + "name": "Old Friends and Enemies", + "desc": "Your previous career as an adventurer might have been brief or long. Either way, you certainly journeyed far and met people along the way. Some of these acquaintances might remember you fondly for aiding them in their time of need. On the other hand, others may be suspicious, or even hostile, because of your past actions. When you least expect it, or maybe just when you need it, you might encounter someone who knows you from your previous adventuring career. These people work in places high and low, their fortunes varying widely. The individual responds appropriately based on your mutual history, helping or hindering you at the GM's discretion.", + "type": "feature", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 90, + "fields": { + "name": "Suggested Characteristics", + "desc": "Former adventurers bring a level of practical experience that fledgling heroes can't match. However, the decisions, outcomes, successes, and failures of your previous career often weigh heavily on your mind. The past seldom remains in the past. How you rise to these new (or old) challenges determines the outcome of your new career.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------|\n| 1 | I have a thousand stories about every aspect of the adventuring life. |\n| 2 | My past is my own, and to the pit with anyone who pushes me about it. |\n| 3 | I can endure any hardship without complaint. |\n| 4 | I have a list of rules for surviving adventures, and I refer to them often. |\n| 5 | It's a dangerous job, and I take my pleasures when I can. |\n| 6 | I can't help mentioning all the famous friends I've met before. |\n| 7 | Anyone who doesn't recognize me is clearly not someone worth knowing. |\n| 8 | I've seen it all. If you don't listen to me, you're going to get us all killed. |\n\n| d6 | Ideal |\n|----|---------------------------------------------------------------------------------------------|\n| 1 | **Strength.** Experience tells me there are no rules to war. Only victory matters. (Evil) |\n| 2 | **Growth.** I strive to improve myself and prove my worth to my companions—and to myself. (Any) |\n| 3 | **Thrill.** I am only happy when I am facing danger with my life on the line. (Any) |\n| 4 | **Generous.** If I can help someone in danger, I will. (Good) |\n| 5 | **Ambition.** I may have lost my renown, but nothing will stop me from reclaiming it. (Chaotic) |\n| 6 | **Responsibility.** Any cost to myself is far less than the price of doing nothing. (Lawful) |\n\n| d6 | Bond |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I will end the monsters who killed my family and pulled me back into the adventuring life. |\n| 2 | A disaster made me retire once. Now I will stop it from happening to anyone else. |\n| 3 | My old weapon has been my trusted companion for years. It's my lucky charm. |\n| 4 | My family doesn't understand why I became an adventurer again, which is why I send them souvenirs, letters, or sketches of exciting encounters in my travels. |\n| 5 | I was a famous adventurer once. This time, I will be even more famous, or die trying. |\n| 6 | Someone is impersonating me. I will hunt them down and restore my reputation. |\n\n| d6 | Flaw |\n|----|-------------------------------------------------------------------------------------|\n| 1 | It's all about me! Haven't you learned that by now? |\n| 2 | I can identify every weapon and item with a look. |\n| 3 | You think this is bad? Let me tell you about something really frightening. |\n| 4 | Sure, I have old foes around every corner, but who doesn't? |\n| 5 | I'm getting too old for this. |\n| 6 | Seeing the bad side in everything just protects you from inevitable disappointment. |", + "type": "suggested_characteristics", + "background": "former-adventurer" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 91, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, Survival", + "type": "skill_proficiency", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 92, + "fields": { + "name": "Languages", + "desc": "No additional languages", + "type": "language", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 93, + "fields": { + "name": "Tool Proficiencies", + "desc": "Navigator's tools, vehicles (water)", + "type": "tool_proficiency", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 94, + "fields": { + "name": "Equipment", + "desc": "A pirate flag from your ship, several tattoos, 50 feet of rope, a set of traveler's clothes, and a belt pouch containing 10 gp", + "type": "equipment", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 95, + "fields": { + "name": "A Friendly Face in Every Port", + "desc": "Your reputation precedes you. Whenever you visit a port city, you can always find someone who knows of (or has sailed on) your former ship and is familiar with its captain and crew. They are willing to provide you and your traveling companions with a roof over your head, a bed for the night, and a decent meal. If you have a reputation for cruelty and savagery, your host is probably afraid of you and will be keen for you to leave as soon as possible. Otherwise, you receive a warm welcome, and your host keeps your presence a secret, if needed. They may also provide you with useful information about recent goings-on in the city, including which ships have been in and out of port.", + "type": "feature", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 96, + "fields": { + "name": "Suggested Characteristics", + "desc": "Freebooters are a boisterous lot, but their personalities include freedom-loving mavericks and mindless thugs. Nonetheless, sailing a ship requires discipline, and freebooters tend to be reliable and aware of their role on board, even if they do their own thing once fighting breaks out. Most still yearn for the sea, and some feel shame or regret for past deeds.\n\n| d8 | Personality Trait |\n|----|----------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I'm happiest when I'm on a gently rocking vessel, staring at the distant horizon. |\n| 2 | Every time we hoisted the mainsail and raised the pirate flag, I felt butterflies in my stomach. |\n| 3 | I have lovers in a dozen different ports. Most of them don't know about the others. |\n| 4 | Being a pirate has taught me more swear words and bawdy jokes than I ever knew existed. I like to try them out when I meet new people. |\n| 5 | One day I hope to have enough gold to fill a tub so I can bathe in it. |\n| 6 | There's nothing I enjoy more than a good scrap—the bloodier, the better. |\n| 7 | When a storm is blowing and the rain is lashing the deck, I'll be out there getting drenched. It makes me feel so alive! |\n| 8 | Nothing makes me more annoyed than a badly tied knot. |\n\n| d6 | Ideal |\n|----|-------------------------------------------------------------------------------------------------------|\n| 1 | **Freedom.** No one tells me what to do or where to go. Apart from the captain. (Chaotic) |\n| 2 | **Greed.** I'm only in it for the booty. I'll gladly stab anyone stupid enough to stand in my way. (Evil) |\n| 3 | **Comradery.** My former shipmates are my family. I'll do anything for them. (Neutral) |\n| 4 | **Greater Good.** No man has the right to enslave another, or to profit from slavery. (Good) |\n| 5 | **Code.** I may be on dry land now, but I still stick to the Freebooter's Code. (Lawful) |\n| 6 | **Aspiration.** One day I'll return to the sea as the captain of my own ship. (Any) |\n\n| d6 | Bond |\n|----|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Anti-slavery pirates rescued me from a slave ship. I owe them my life. |\n| 2 | I still feel a deep attachment to my ship. Some nights I dream her figurehead is talking to me. |\n| 3 | I was the ship's captain until the crew mutinied and threw me overboard to feed the sharks. I swam to a small island and survived. Vengeance will be mine! |\n| 4 | Years ago, when my city was attacked, I fled the city on a small fleet bound for a neighboring city. I arrived back in the ruined city a few weeks ago on the same ship and can remember nothing of the voyage. |\n| 5 | I fell asleep when I was supposed to be on watch, allowing our ship to be taken by surprise. I still have nightmares about my shipmates who died in the fighting. |\n| 6 | One of my shipmates was captured and sold into slavery. I need to rescue them. |\n\n| d6 | Flaw |\n|----|-------------------------------------------------------------------|\n| 1 | I'm terrified by the desert. Not enough water, far too much sand. |\n| 2 | I drink too much and end up starting barroom brawls. |\n| 3 | I killed one of my shipmates and took his share of the loot. |\n| 4 | I take unnecessary risks and often put my friends in danger. |\n| 5 | I sold captives taken at sea to traders. |\n| 6 | Most of the time, I find it impossible to tell the truth. |", + "type": "suggested_characteristics", + "background": "freebooter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 97, + "fields": { + "name": "Skill Proficiencies", + "desc": "Animal Handling, Persuasion", + "type": "skill_proficiency", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 98, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 99, + "fields": { + "name": "Tool Proficiencies", + "desc": "Leatherworker's tools", + "type": "tool_proficiency", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 100, + "fields": { + "name": "Equipment", + "desc": "A set of leatherworker's tools, a hunting trap, fishing tackle, a set of traveler's clothes, and a belt pouch containing 10 gp", + "type": "equipment", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 101, + "fields": { + "name": "Confirmed Guildmember", + "desc": "As a recognized member of the Gamekeepers' Guild, you are knowledgeable in the care, training, and habits of animals used for hunting. With 30 days' of work and at least 2 gp for each day, you can train a raptor, such as a hawk, falcon, or owl, or a hunting dog, such as a hound, terrier, or cur, to become a hunting companion. Use the statistics of an owl for the raptor and the statistics of a jackal for the hunting dog.\n A hunting companion is trained to obey and respond to a series of one-word commands or signals, communicating basic concepts such as “attack,” “protect,” “retrieve,” “find,” “hide,” or similar. The companion can know up to six such commands and can be trained to obey a number of creatures, other than you, equal to your proficiency bonus. A hunting companion travels with you wherever you go, unless you enter a particularly dangerous environment (such as a poisonous swamp), or you command the companion to stay elsewhere. A hunting companion doesn't join you in combat and stays on the edge of any conflict until it is safe to return to your side.\n When traveling overland with a hunting companion, you can use the companion to find sufficient food to sustain yourself and up to five other people each day. You can have only one hunting companion at a time.", + "type": "feature", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 102, + "fields": { + "name": "Suggested Characteristics", + "desc": "You are one of the capable people who maintains hunting preserves, trains coursing hounds and circling raptors, and plans the safe outings that allow fair nobles, rich merchants, visiting dignitaries, and their entourages to venture into preserves and forests to seek their quarry. You are as comfortable hunting quarry in the forest as you are conversing with members of the elite who have an interest in hunting.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Nature has lessons to teach us all, and I'm always happy to share them. |\n| 2 | Once while out on a hunt, something happened which was very relatable to our current situation. Let me tell you about it. |\n| 3 | My friends are my new charges, and I'll make sure they thrive. |\n| 4 | Preparation and knowledge are the key to any success. |\n| 5 | I've dealt with all sorts of wealthy and noble folk, and I've seen just how spoiled they can be. |\n| 6 | I feel like my animals are the only ones who really understand me. |\n| 7 | You can train yourself to accomplish anything you put your mind to accomplishing. |\n| 8 | The world shows you everything you need to know to understand a situation. You just have to be paying attention to the details. |\n\n| d6 | Ideal |\n|----|--------------------------------------------------------------------------------------------------------------|\n| 1 | Dedication. Your willingness to get the job done, no matter what the cost, is what is most important. (Evil) |\n| 2 | Training. You sink to the level of your training more often than you rise to the occasion. (Any) |\n| 3 | Prestige. Pride in your training, your work, and your results is what is best in life. (Any) |\n| 4 | Diligent. Hard work and attention to detail bring success more often than failure. (Good) |\n| 5 | Nature. The glory and majesty of the wild world outshine anything mortals create. (Chaotic) |\n| 6 | Responsibility. When you take an oath to protect and shepherd something, that oath is for life. (Lawful) |\n\n| d6 | Bond |\n|----|----------------------------------------------------------------------------------------|\n| 1 | I understand animals better than people, and the way of the hunter just makes sense. |\n| 2 | I take great pride in providing my services to the wealthy and influential. |\n| 3 | Natural spaces need to be tended and preserved, and I take joy in doing it when I can. |\n| 4 | I need to ensure people know how to manage nature rather than live in ignorance. |\n| 5 | Laws are important to prevent nature's overexploitation. |\n| 6 | I can be alone in the wilderness and not feel lonely. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------------|\n| 1 | Individuals can be all right, but civilization is the worst. |\n| 2 | The wealthy and nobility are a rot in society. |\n| 3 | Things die, either by predators or nature; get used to it. |\n| 4 | Everything can be managed if you want it badly enough. |\n| 5 | When you make exceptions, you allow unworthy or wasteful things to survive. |\n| 6 | If you don't work hard for something, is it worth anything? |", + "type": "suggested_characteristics", + "background": "gamekeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 103, + "fields": { + "name": "Skill Proficiencies", + "desc": "Insight plus one of your choice from among Intimidation or Persuasion", + "type": "skill_proficiency", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 104, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 105, + "fields": { + "name": "Tool Proficiencies", + "desc": "No additional tool proficiencies", + "type": "tool_proficiency", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 106, + "fields": { + "name": "Equipment", + "desc": "A set of either brewer's supplies or cook's utensils, a dagger or light hammer, traveler's clothes, and a pouch containing 20 gp", + "type": "equipment", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 107, + "fields": { + "name": "I Know Someone", + "desc": "In interacting with the wide variety of people who graced the tables and bars of your previous life, you gained an excellent knowledge of who might be able to perform a particular task, provide the right service, sell the perfect item, or be able to connect you with someone who can. You can spend a couple of hours in a town or city and identify a person or place of business capable of selling the product or service you seek, provided the product is nonmagical and isn't worth more than 250 gp. At the GM's discretion, these restrictions can be lifted in certain locations. The price might not always be what you hoped, the quality might not necessarily be the best, or the person's demeanor may be grating, but you can find the product or service. In addition, you know within the first hour if the product or service you desire doesn't exist in the community, such as a coldweather outfit in a tropical fishing village.", + "type": "feature", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 108, + "fields": { + "name": "Suggested Characteristics", + "desc": "The day-to-day operation of a tavern or inn teaches many lessons about people and how they interact. The nose for trouble, the keen eye on the kegs, and the ready hand on a truncheon translates well to the life of an adventurer.\n\n**Suggested Acolyte Characteristics (table)**\n\n| d8 | Personality Trait |\n|----|------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I insist on doing all the cooking, and I plan strategies like I cook—with proper measurements and all the right ingredients. |\n| 2 | Lending a sympathetic ear or a shoulder to cry on often yields unexpected benefits. |\n| 3 | I always have a story or tale to relate to any situation. |\n| 4 | There is a world of tastes and flavors to explore. |\n| 5 | Few problems can't be solved with judicious application of a stout cudgel. |\n| 6 | I never pass up the chance to bargain. Never. |\n| 7 | I demand the finest accommodations; I know what they're worth. |\n| 8 | I can defuse a situation with a joke, cutting remark, or arched eyebrow. |\n\n| d6 | Ideal |\n|----|-----------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Service.** If we serve others, they will serve us in turn. (Lawful) |\n| 2 | **Perspective.** People will tell you a great deal about themselves, their situations, and their desires, if you listen. (Any) |\n| 3 | **Determination.** Giving up is not in my nature. (Any) |\n| 4 | **Charity.** I try to have extra coins to buy a meal for someone in need. (Good) |\n| 5 | **Curiosity.** Staying safe never allows you to see the wonders of the world. (Chaotic) |\n| 6 | **Selfish.** We must make sure we bargain for what our skills are worth; people don't value what you give away for free. (Evil) |\n\n| d6 | Bond |\n|----|--------------------------------------------------------------------------------------|\n| 1 | I started my career in a tavern, and I'll end it running one of my very own. |\n| 2 | I try to ensure stories of my companions will live on forever. |\n| 3 | You want to take the measure of a person? Have a meal or drink with them. |\n| 4 | I've seen the dregs of life pass through my door, and I will never end up like them. |\n| 5 | A mysterious foe burned down my inn, and I will have my revenge. |\n| 6 | One day, I want my story to be sung in all the taverns of my home city. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------------------------------------|\n| 1 | I can't help teasing or criticizing those less intelligent than I. |\n| 2 | I love rich food and drink, and I never miss a chance at a good meal. |\n| 3 | I never trust anyone who won't drink with me. |\n| 4 | I hate it when people start fights in bars; they never consider the consequences. |\n| 5 | I can't stand to see someone go hungry or sleep in the cold if I can help it. |\n| 6 | I am quick to anger if anyone doesn't like my meals or brews. If you don't like it, do it yourself. |", + "type": "suggested_characteristics", + "background": "innkeeper" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 109, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, History", + "type": "skill_proficiency", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 110, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 111, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set, one musical instrument", + "type": "tool_proficiency", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 112, + "fields": { + "name": "Equipment", + "desc": "A backpack, a signet ring emblazoned with the symbol of your family's free company, a musical instrument of your choice, a mess kit, a set of traveler's clothes, and a belt pouch containing 20 gp", + "type": "equipment", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 113, + "fields": { + "name": "The Family Name", + "desc": "Your family name is well known in the closeknit world of mercenary companies. Members of mercenary companies readily recognize your name and will provide food, drink, and shelter with pleasure or out of fear, depending upon your family's reputation. You can also gain access to friendly military encampments, fortresses, or powerful political figures through your contacts among the mercenaries. Utilizing such connections might require the donation of money, magic items, or a great deal of drink.", + "type": "feature", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 114, + "fields": { + "name": "Suggested Characteristics", + "desc": "The turmoil of war, the drudgery of the camp, long days on the road, and the thrill of battle shape a Mercenary Company Scion to create strong bonds of loyalty, military discipline, and a practical mind. Yet this history can scar as well, leaving the scion open to guilt, pride, resentment, and hatred.\r\n\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I am ashamed of my family's reputation and seek to distance myself from their deeds. |\r\n| 2 | I have seen the world and know people everywhere. |\r\n| 3 | I expect the best life has to offer and won't settle for less. |\r\n| 4 | I know stories from a thousand campaigns and can apply them to any situation. |\r\n| 5 | After too many betrayals, I don't trust anyone. |\r\n| 6 | My parents were heroes, and I try to live up to their example. |\r\n| 7 | I have seen the horrors of war; nothing dis'turbs me anymore. |\r\n| 8 | I truly believe I have a destiny of glory and fame awaiting me. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | **Glory.** Only by fighting for the right causes can I achieve true fame and honor. (Good) |\r\n| 2 | **Dependable.** Once my oath is given, it cannot be broken. (Lawful) |\r\n| 3 | **Seeker.** Life can be short, so I will live it to the fullest before I die. (Chaotic) |\r\n| 4 | **Ruthless.** Only the strong survive. (Evil) |\r\n| 5 | **Mercenary.** If you have gold, I'm your blade. (Neutral) |\r\n| 6 | **Challenge.** Life is a test, and only by meeting life head on can I prove I am worthy. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | My parent's legacy is a tissue of lies. I will never stop until I uncover the truth. |\r\n| 2 | I am the only one who can uphold the family name. |\r\n| 3 | My companions are my life, and I would do anything to protect them. |\r\n| 4 | I will never forget the betrayal leading to my parent's murder, but I will avenge them. |\r\n| 5 | My honor and reputation are all that matter in life. |\r\n| 6 | I betrayed my family to protect my friend who was a soldier in another free company. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I have no respect for those who never signed on to a mercenary company or walked the battlefield. |\r\n| 2 | I cannot bear losing anyone close to me, so I keep everyone at a distance. |\r\n| 3 | Bloody violence is the only way to solve problems. |\r\n| 4 | I caused the downfall of my family's mercenary company. |\r\n| 5 | I am hiding a horrible secret about one of my family's patrons. |\r\n| 6 | I see insults to my honor or reputation in every whisper, veiled glance, and knowing look. |", + "type": "suggested_characteristics", + "background": "mercenary-company-scion" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 115, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, Persuasion", + "type": "skill_proficiency", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 116, + "fields": { + "name": "Languages", + "desc": "No additional languages", + "type": "language", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 117, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set", + "type": "tool_proficiency", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 118, + "fields": { + "name": "Equipment", + "desc": "A letter of introduction from an old teacher, a gaming set of your choice, traveling clothes, and a pouch containing 10 gp", + "type": "equipment", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 119, + "fields": { + "name": "Theoretical Experience", + "desc": "You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you.", + "type": "feature", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 120, + "fields": { + "name": "Suggested Characteristics", + "desc": "Recruits are eager to earn their place in the world of mercenaries. Sometimes humble, other times filled with false bravado, they are still untested by the joys and horrors awaiting them. Meaning well and driven to learn, recruits are generally plagued by their own fears, ignorance, and inexperience.\n\n| d8 | Personality Trait |\n|----|----------------------------------------------------------------------------------------------|\n| 1 | I am thrilled by the thought of an upcoming fight. |\n| 2 | Why wait until I'm famous to have songs written about me? I can write my own right now! |\n| 3 | I know many stories and legends of famous adventurers and compare everything to these tales. |\n| 4 | Humor is how I deal with fear. |\n| 5 | I always seek to learn new ways to use my weapons and love sharing my knowledge. |\n| 6 | The only way I can prove myself is to work hard and take risks. |\n| 7 | When you stop training, you sign your own death notice. |\n| 8 | I try to act braver than I actually am. |\n\n| d6 | Ideal |\n|----|--------------------------------------------------------------------------------------------------------|\n| 1 | **Respect.** To be treated with honor and trust, I must honor and trust people first. (Good) |\n| 2 | **Discipline.** A good soldier obeys orders. (Lawful) |\n| 3 | **Courage.** Sometimes doing the right thing means breaking the law. (Chaotic) |\n| 4 | **Excitement.** I live for the thrill of battle, the rush of the duel, and the glory of victory. (Neutral) |\n| 5 | **Power.** When I achieve fame and power, no one will give me orders anymore! (Evil) |\n| 6 | **Ambition.** I will make something of myself no matter what. (Any) |\n\n| d6 | Bond |\n|----|----------------------------------------------------------------------------------------------------------|\n| 1 | My first mentor was murdered, and I seek the skills to avenge that crime. |\n| 2 | I will become the greatest mercenary warrior ever. |\n| 3 | I value the lessons from my teachers and trust them implicitly. |\n| 4 | My family has sacrificed much to get me this far. I must repay their faith in me. |\n| 5 | I will face any danger to win the respect of my companions. |\n| 6 | I have hidden a map to an amazing and powerful magical treasure until I grow strong enough to follow it. |\n\n| d6 | Flaw |\n|----|-------------------------------------------------------------------------------------------|\n| 1 | I do not trust easily and question anyone who attempts to give me orders. |\n| 2 | I ridicule others to hide my insecurities. |\n| 3 | To seem brave and competent, I refuse to allow anyone to doubt my courage. |\n| 4 | I survived an attack by a monster as a child, and I have feared that creature ever since. |\n| 5 | I have a hard time thinking before I act. |\n| 6 | I hide my laziness by tricking others into doing my work for me. |", + "type": "suggested_characteristics", + "background": "mercenary-recruit" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 121, + "fields": { + "name": "Skill Proficiencies", + "desc": "Intimidation, Survival", + "type": "skill_proficiency", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 122, + "fields": { + "name": "Languages", + "desc": "One language of your choice, typically your adopted parents' language (if any)", + "type": "language", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 123, + "fields": { + "name": "Tool Proficiencies", + "desc": "No additional tool proficiencies", + "type": "tool_proficiency", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 124, + "fields": { + "name": "Equipment", + "desc": "A club, handaxe, or spear, a trinket from your life before you were adopted, a set of traveler's clothes, a collection of bones, shells, or other natural objects, and a belt pouch containing 5 gp", + "type": "equipment", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 125, + "fields": { + "name": "Abnormal Demeanor", + "desc": "Your time with your adopted parents taught you an entire lexicon of habits, behaviors, and intuitions suited to life in the wild among creatures of your parents' type. When you are in the same type of terrain your adopted parent inhabits, you can find food and fresh water for yourself and up to five other people each day. In addition, when you encounter a creature like your adopted parent or parents, the creature is disposed to hear your words instead of leaping directly into battle. Mindless or simple creatures might not respond to your overtures, but more intelligent creatures may be willing to treat instead of fight, if you approach them in an appropriate manner. For example, if your adopted parent was a cloaker, when you encounter a cloaker years later, you understand the appropriate words, body language, and motions for approaching the cloaker respectfully and peacefully.", + "type": "feature", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 126, + "fields": { + "name": "Suggested Characteristics", + "desc": "When monstrous adoptees leave their adopted parents for the wider world, they often have a hard time adapting. What is common or usual for many humanoids strikes them as surprising, frightening, or infuriating, depending on the individual. Most make an effort to adjust their habits and imitate those around them, but not all. Some lean into their differences, reveling in shocking those around them.\n When you choose a creature to be your character's adopted parent, think about how that might affect your character. Was your character treated kindly? Was your character traded by their birth parents to their adopted parents as part of some mysterious bargain? Did your character seek constant escape or do they miss their adopted parents?\n\n| d8 | Personality Trait |\n|----|----------------------------------------------------------------------------------------------|\n| 1 | I don't eat my friends (at least not while they are alive). My foes, on the other hand . . . |\n| 2 | Meeting another's gaze is a challenge for dominance that I never fail to answer. |\n| 3 | Monsters I understand; people are confusing. |\n| 4 | There are two types of creatures in life: prey or not-prey. |\n| 5 | I often use the growls, sounds, or calls of my adopted parents instead of words. |\n| 6 | Inconsequential items fascinate me. |\n| 7 | It's not my fault, I was raised by [insert parent's type here]. |\n| 8 | I may look fine, but I behave like a monster. |\n\n| d6 | Ideal |\n|----|----------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Wild.** After seeing the wider world, I want to be the monster that strikes fear in the hearts of people. (Evil) |\n| 2 | **Insight.** I want to understand the world of my adopted parents. (Neutral) |\n| 3 | **Revenge.** I want revenge for my lost childhood. Monsters must die! (Any) |\n| 4 | **Harmony.** With my unique perspective and upbringing, I hope to bring understanding between the different creatures of the world. (Good) |\n| 5 | **Freedom.** My past away from law-abiding society has shown me the ridiculousness of those laws. (Chaotic) |\n| 6 | **Redemption.** I will rise above the cruelty of my adopted parent and embrace the wider world. (Lawful) |\n\n| d6 | Bond |\n|----|-------------------------------------------------------------------------------------------------------------------------|\n| 1 | I want to experience every single aspect of the world. |\n| 2 | I rely on my companions to teach me how to behave appropriately in their society. |\n| 3 | I have a “sibling,” a child of my adopted parent that was raised alongside me, and now that sibling has been kidnapped! |\n| 4 | My monstrous family deserves a place in this world, too. |\n| 5 | I'm hiding from my monstrous family. They want me back! |\n| 6 | An old enemy of my adopted parents is on my trail. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------------------------------------------|\n| 1 | What? I like my meat raw. Is that so strange? |\n| 2 | I like to collect trophies from my defeated foes (ears, teeth, bones, or similar). It's how I keep score. |\n| 3 | I usually forget about pesky social conventions like “personal property” or “laws.” |\n| 4 | I am easily startled by loud noises or bright lights. |\n| 5 | I have trouble respecting anyone who can't best me in a fight. |\n| 6 | Kindness is for the weak. |", + "type": "suggested_characteristics", + "background": "monstrous-adoptee" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 127, + "fields": { + "name": "Skill Proficiencies", + "desc": "Deception, Survival", + "type": "skill_proficiency", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 128, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 129, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of artisan's tools or one type of musical instrument", + "type": "tool_proficiency", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 130, + "fields": { + "name": "Equipment", + "desc": "A mysterious trinket from your past life, a set of artisan's tools or a musical instrument (one of your choice), a set of common clothes, and a belt pouch containing 5 gp", + "type": "equipment", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 131, + "fields": { + "name": "Unexpected Acquaintance", + "desc": "Even though you can't recall them, someone from your past will recognize you and offer to aid you—or to impede you. The person and their relationship to you depend on the truth of your backstory. They might be a childhood friend, a former rival, or even your child who's grown up with dreams of finding their missing parent. They may want you to return to your former life even if it means abandoning your current goals and companions. Work with your GM to determine the details of this character and your history with them.", + "type": "feature", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 132, + "fields": { + "name": "Suggested Characteristics", + "desc": "You may be bothered by your lack of memories and driven to recover them or reclaim the secrets of your past, or you can use your anonymity to your advantage.\n\n| d8 | Personality Trait |\n|----|--------------------------------------------------------------------------------|\n| 1 | I'm always humming a song, but I can't remember the words. |\n| 2 | I love learning new things and meeting new people. |\n| 3 | I want to prove my worth and have people know my name. |\n| 4 | I don't like places that are crowded or noisy. |\n| 5 | I'm mistrustful of mages and magic in general. |\n| 6 | I like to keep everything tidy and organized so that I can find things easily. |\n| 7 | Every night I record my day in a detailed journal. |\n| 8 | I live in the present. The future will come as it may. |\n\n| d6 | Ideal |\n|----|-------------------------------------------------------------------------------------------------|\n| 1 | **Redemption.** Whatever I did in the past, I'm determined to make the world a better place. (Good) |\n| 2 | **Independence.** I'm beholden to no one, so I can do whatever I want. (Chaotic) |\n| 3 | **Cunning.** Since I have no past, no one can use it to thwart my rise to power. (Evil) |\n| 4 | **Community.** I believe in a just society that takes care of people in need. (Lawful) |\n| 5 | **Fairness.** I judge others by who they are now, not by what they've done in the past. (Neutral) |\n| 6 | **Friendship.** The people in my life now are more important than any ideal. (Any) |\n\n| d6 | Bond |\n|----|---------------------------------------------------------------------------------------------------------|\n| 1 | I have dreams where I see a loved one's face, but I can't remember their name or who they are. |\n| 2 | I wear a wedding ring, so I must have been married before I lost my memories. |\n| 3 | My mentor raised me; they told me that I lost my memories in a terrible accident that killed my family. |\n| 4 | I have an enemy who wants to kill me, but I don't know what I did to earn their hatred. |\n| 5 | I know there's an important memory attached to the scar I bear on my body. |\n| 6 | I can never repay the debt I owe to the person who cared for me after I lost my memories. |\n\n| d6 | Flaw |\n|----|---------------------------------------------------------------------------------------------------------------------|\n| 1 | I am jealous of those who have memories of a happy childhood. |\n| 2 | I'm desperate for knowledge about my past, and I'll do anything to obtain that information. |\n| 3 | I'm terrified of meeting someone from my past, so I avoid strangers as much as possible. |\n| 4 | Only the present matters. I can't bring myself to care about the future. |\n| 5 | I'm convinced that I was powerful and rich before I lost my memories—and I expect everyone to treat me accordingly. |\n| 6 | Anyone who shows me pity is subjected to my biting scorn. |", + "type": "suggested_characteristics", + "background": "mysterious-origins" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 133, + "fields": { + "name": "Skill Proficiencies", + "desc": "Perception plus one of your choice from among History or Performance", + "type": "skill_proficiency", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 134, + "fields": { + "name": "Languages", + "desc": "One of your choice", + "type": "language", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 135, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of musical instrument", + "type": "tool_proficiency", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 136, + "fields": { + "name": "Equipment", + "desc": "A book collecting all the songs, poems, or stories you know, a pair of snowshoes, one musical instrument of your choice, a heavy fur-lined cloak, and a belt pouch containing 10 gp", + "type": "equipment", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 137, + "fields": { + "name": "Northern Historian", + "desc": "Your education and experience have taught you how to determine the provenance of ruins, monuments, and other structures within the north. When you spend at least 1 hour examining a structure or non-natural feature of the terrain, you can determine if it was built by humans, dwarves, elves, goblins, giants, trolls, or fey. You can also determine the approximate age (within 500 years) of the construction based on its features and embellishments.", + "type": "feature", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 138, + "fields": { + "name": "Suggested Characteristics", + "desc": "Northern minstrels tend to either be boisterous and loud or pensive and watchful with few falling between these extremes. Many exude both qualities at different times, and they have learned how and when to turn their skald persona on and off. Like other northerners, they place a lot of stock in appearing brave and tough, which can lead them unwittingly into conflict.\n\n| d8 | Personality Trait |\n|----|-------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I will accept any dare and expect accolades when I complete it. |\n| 2 | Revelry and boisterousness are for foolish children. I prefer to quietly wait and watch. |\n| 3 | I am more than a match for any northern reaver. If they believe that is not so, let them show me what stuff they are made of. |\n| 4 | I yearn for the raiding season and the tales of blood and butchery I can use to draw the crowds. |\n| 5 | Ragnarok is nigh. I will bear witness to the end of all things and leave a record should there be any who survive it. |\n| 6 | There is nothing better than mutton, honeyed mead, and a crowd in thrall to my words. |\n| 7 | The gods weave our fates. There is nothing to do but accept this and live as we will. |\n| 8 | All life is artifice. I lie better than most and I am not ashamed to reap the rewards. |\n\n| d6 | Ideal |\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Valor.** Stories and songs should inspire others—and me—to perform great deeds that benefit us all. (Good) |\n| 2 | **Greed.** There is little point in taking action if it leads to living in squalor. I will take what I want and dare any who disagree to oppose me. (Evil) |\n| 3 | **Perfection.** I will not let the threat of failure deter me. Every deed I attempt, even those I do not succeed at, serve to improve me and prepare me for future endeavors. (Lawful) |\n| 4 | **Anarchy.** If Ragnarok is coming to end all that is, I must do what I want and damn the consequences. (Chaotic) |\n| 5 | **Knowledge.** The north is full of ancient ruins and monuments. If I can glean their meaning, I may understand fate as well as the gods. (Any) |\n| 6 | **Pleasure.** I will eat the richest food, sleep in the softest bed, enjoy the finest company, and allow no one to stand in the way of my delight and contentment. (Any) |\n\n| d6 | Bond |\n|----|---------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I have the support of my peers from the skaldic school I attended, and they have mine. |\n| 2 | I will find and answer the Unanswerable Riddle and gain infamy. |\n| 3 | I will craft an epic of such renown it will be recited the world over. |\n| 4 | All my companions were slain in an ambush laid by cowardly trolls. At least I snatched up my tagelharpa before I escaped the carnage. |\n| 5 | The cold waves call to me even across great distances. I must never stray too far from the ocean's embrace. |\n| 6 | It is inevitable that people fail me. Mead, on the other hand, never fails to slake my thirst. |\n\n| d6 | Flaw |\n|----|---------------------------------------------------------------------------------------|\n| 1 | Only a coward retreats. The valiant press forward to victory or death. |\n| 2 | All the tales I tell of my experiences are lies. |\n| 3 | Critics and hecklers will suffer my wrath once the performance is over. |\n| 4 | Companions and friends cease to be valuable if their accomplishments outshine my own. |\n| 5 | I once burned down a tavern where I was poorly received. I would do it again. |\n| 6 | I cannot bear to be gainsaid and fall into a bitter melancholy when I am. |", + "type": "suggested_characteristics", + "background": "northern-minstrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 139, + "fields": { + "name": "Skill Proficiencies", + "desc": "Arcana, Religion", + "type": "skill_proficiency", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 140, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 141, + "fields": { + "name": "Tool Proficiencies", + "desc": "Thieves' tools", + "type": "tool_proficiency", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 142, + "fields": { + "name": "Equipment", + "desc": "A book of obscure lore holding clues to an occult location, a bottle of black ink, a quill, a leather-bound journal in which you record your secrets, a bullseye lantern, a set of common clothes, and a belt pouch containing 5 gp", + "type": "equipment", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 143, + "fields": { + "name": "Strange Lore", + "desc": "Your passions for forbidden knowledge, esoteric religions, secretive cults, and terrible histories brought you into contact with a wide variety of interesting and unique individuals operating on the fringes of polite society. When you're trying to find something that pertains to eldritch secrets or dark knowledge, you have a good idea of where to start looking. Usually, this information comes from information brokers, disgraced scholars, chaotic mages, dangerous cults, or insane priests. Your GM might rule that the knowledge you seek isn't found with just one contact, but this feature provides a starting point.", + "type": "feature", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 144, + "fields": { + "name": "Suggested Characteristics", + "desc": "Occultists can't resist the lure of an ancient ruin, forgotten dungeon, or the lair of some mysterious cult. They eagerly follow odd rumors, folktales, and obscure clues found in dusty tomes. Some adventure with the hope of turning their discoveries into fame and fortune, while others consider the answers they uncover to be the true reward. Whatever their motivations, occultists combine elements of archaeologist, scholar, and fanatic.\n\n| d8 | Personality Trait |\n|----|-----------------------------------------------------------------------------------------------|\n| 1 | I always ask questions, especially if I think I can learn something new. |\n| 2 | I believe every superstition I hear and follow their rules fanatically. |\n| 3 | The things I know give me nightmares, and not only when I sleep. |\n| 4 | Nothing makes me happier than explaining some obscure lore to my friends. |\n| 5 | I startle easily. |\n| 6 | I perform a host of rituals throughout the day that I believe protect me from occult threats. |\n| 7 | I never know when to give up. |\n| 8 | The more someone refuses to believe me, the more I am determined to convince them. |\n\n| d6 | Ideal |\n|----|---------------------------------------------------------------------------------------------------|\n| 1 | **Domination.** With the power I will unearth, I will take my revenge on those who wronged me. (Evil) |\n| 2 | **Mettle.** Each nugget of hidden knowledge I uncover proves my worth. (Any) |\n| 3 | **Lore.** Knowledge is never good or evil; it is simply knowledge. (Neutral) |\n| 4 | **Redemption.** This dark knowledge can be made good if it is used properly. (Good) |\n| 5 | **Truth.** Nothing should be hidden. Truth is all that matters, no matter who it hurts. (Chaotic) |\n| 6 | **Responsibility.** Only by bringing dark lore into the light can we eliminate its threat. (Lawful) |\n\n| d6 | Bond |\n|----|---------------------------------------------------------------------------------------------------|\n| 1 | One or more secret organizations are trying to stop me, which means I must be close to the truth. |\n| 2 | My studies come before anything else. |\n| 3 | No theory, however unbelievable, is worth abandoning without investigation. |\n| 4 | I must uncover the truth behind a particular mystery, one my father died to protect. |\n| 5 | I travel with my companions because I have reason to believe they are crucial to the future. |\n| 6 | I once had a partner in my occult searches who vanished. I am determined to find them. |\n\n| d6 | Flaw |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | When stressed, I mutter theories to myself, sometimes connecting seemingly unconnected or random events, to explain my current predicament. |\n| 2 | It's not paranoia if they really are out to get me. |\n| 3 | I have a habit of lying to hide my theories and discoveries. |\n| 4 | I see secrets and mysteries in everything and everyone. |\n| 5 | The world is full of dark secrets, and I'm the only one who can safely unearth them. |\n| 6 | There is no law or social convention I won't break to further my goals. |", + "type": "suggested_characteristics", + "background": "occultist" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 145, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, Investigation", + "type": "skill_proficiency", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 146, + "fields": { + "name": "Languages", + "desc": "No additional languages", + "type": "language", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 147, + "fields": { + "name": "Tool Proficiencies", + "desc": "Alchemist's supplies, herbalism kit", + "type": "tool_proficiency", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 148, + "fields": { + "name": "Equipment", + "desc": "Herbalism kit, a leather satchel containing perfume recipes, research notes, and chemical and botanical samples; 1d4 metal or crystal (shatter-proof) perfume bottles, a set of fine clothes, and a silk purse containing 10 gp", + "type": "equipment", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 149, + "fields": { + "name": "Aromas and Odors and Airs, Oh My", + "desc": "Before you became an adventurer, you crafted perfumes for customers in your home town or city. When not out adventuring, you can fall back on that trade to make a living. For each week you spend practicing your profession, you can craft one of the following at half the normal cost in time and resources: 5 samples of fine perfume worth 10 gp each, 2 vials of acid, or 1 vial of parfum toxique worth 50 gp. As an action, you can throw a vial of parfum toxique up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the parfum as an improvised weapon. On a hit, the target takes 1d6 poison damage and is poisoned until the end of its next turn.", + "type": "feature", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 150, + "fields": { + "name": "Suggested Characteristics", + "desc": "As with many parfumiers with the extensive training you received, you are well spoken, stately of bearing, and possessed of a self-assuredness that sometimes is found imposing. You are not easily impressed and rarely subscribe to notions like “insurmountable” or “unavoidable.” Every problem has a solution.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I do not deal in absolutes. There is a solution to every problem, an answer for every riddle. |\n| 2 | I am used to associating with educated and “elevated” society. I find rough living and rough manners unpalatable. |\n| 3 | Years spent witnessing the dealings, intrigues, and industrial espionage of the Bouquet Districts' mercantile-elite have left me secretive and guarded. |\n| 4 | I have a strong interest and sense for fashion and current trends. |\n| 5 | I eagerly discuss the minutiae, subtleties, and nuances of my profession to any who will listen. |\n| 6 | I am easily distracted by unusual or exceptional botanical specimens. |\n| 7 | I can seem distant and introverted. I listen more than I speak. |\n| 8 | I always strive to make allies, not enemies. |\n\n| d6 | Ideal |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Responsibility.** It is my duty to share my exceptional gifts and knowledge for the betterment of all. (Good) |\n| 2 | **Pragmatism.** I never let passion, preference, or emotion influence my decision-making or clear headedness. (Lawful) |\n| 3 | **Freedom.** Rules, particularly those imposed by others, were meant to be broken. (Chaotic) |\n| 4 | **Deep Science.** I live a life based on facts, logic, probability, and common sense. (Lawful) |\n| 5 | **Notoriety.** I will do whatever it takes to become the elite that I was witness to during my time among the boutiques, salons, and workshops of the noble's district. (Any) |\n| 6 | **Profit.** I will utilize my talents to harvest, synthesize, concoct, and brew almost anything for almost anyone. As long as the profit margin is right. (Evil) |\n\n| d6 | Bond |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I will return to my home city someday and have revenge upon the elitist perfume consortium and corrupt shipping magnates who drove my dreams to ruin. |\n| 2 | I have been experimenting and searching my whole career for the ultimate aromatic aphrodisiac. The “alchemists' stone” of perfumery. |\n| 3 | My home is safely far behind me now. With it go the unfounded accusations, spiteful rumors, and perhaps some potential links to a string of corporate assassinations. |\n| 4 | I am cataloging an encyclopedia of flora and their various chemical, magical, and alchemical properties and applications. It is my life's work. |\n| 5 | I am dedicated to my craft, always seeking to expand my knowledge and hone my skills in the science and business of aromatics. |\n| 6 | I have a loved one who is threatened (held hostage?) by an organized gang of vicious halfling thugs who control many of the “rackets” in the perfumeries in my home city. |\n\n| d6 | Flaw |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | I am driven to reclaim the status and respect of the socially and scientifically elite and will sacrifice much to gain it. |\n| 2 | I am highly competitive and not above plagiarizing or stealing the occasional recipe, idea, formula, or sample. |\n| 3 | I am hard-pressed to treat anyone who is not (by my standards) “well schooled” or “well heeled” as little more than lab assistants and house servants. |\n| 4 | A pretty face is always able to lead me astray. |\n| 5 | I am secretly addicted to a special perfume that only I can reproduce. |\n| 6 | *On a stormy night, I heard a voice in the wind, which led me to a mysterious plant. Its scent was intoxicating, and I consumed it. Now, that voice occasionally whispers in my dreams, urging me to some unknown destiny.* |", + "type": "suggested_characteristics", + "background": "parfumier" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 151, + "fields": { + "name": "Skill Proficiencies", + "desc": "Athletics, Sleight of Hand", + "type": "skill_proficiency", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 152, + "fields": { + "name": "Languages", + "desc": "No additional languages", + "type": "language", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 153, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set, thieves' tools", + "type": "tool_proficiency", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 154, + "fields": { + "name": "Equipment", + "desc": "A bag of 1,000 ball bearings, a pet monkey wearing a tiny fez, a set of common clothes, and a pouch containing 10 gp", + "type": "equipment", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 155, + "fields": { + "name": "Urban Explorer", + "desc": "You are familiar with the layout and rhythms of towns and cities. When you arrive in a new city, you can quickly locate places to stay, where to buy good quality gear, and other facilities. You can shake off pursuers when you are being chased through the streets or across the rooftops. You have a knack for leading pursuers into a crowded market filled with stalls piled high with breakable merchandise, or down a narrow alley just as a dung cart is coming in the other direction.", + "type": "feature", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 156, + "fields": { + "name": "Suggested Characteristics", + "desc": "Despite their poor upbringing, scoundrels tend to live a charmed life—never far from trouble, but usually coming out on top. Many are thrill-seekers who delight in taunting their opponents before making a flashy and daring escape. Most are generally good-hearted, but some are self-centered to the point of arrogance. Quieter, introverted types and the lawfully-inclined can find them very annoying.\n\n| d8 | Personality Trait |\n|----|-----------------------------------------------------------------------|\n| 1 | Flashing a big smile often gets me out of trouble. |\n| 2 | If I can just keep them talking, it will give me time to escape. |\n| 3 | I get fidgety if I have to sit still for more than ten minutes or so. |\n| 4 | Whatever I do, I try to do it with style and panache. |\n| 5 | I don't hold back when there's free food and drink on offer. |\n| 6 | Nothing gets me more annoyed than being ignored. |\n| 7 | I always sit with my back to the wall and my eyes on the exits. |\n| 8 | Why walk down the street when you can run across the rooftops? |\n\n| d6 | Ideal |\n|----|-----------------------------------------------------------------------------------------------------------------------|\n| 1 | **Freedom.** Ropes and chains are made to be broken. Locks are made to be picked. Doors are meant to be opened. (Chaotic) |\n| 2 | **Community.** We need to look out for one another and keep everyone safe. (Lawful) |\n| 3 | **Charity.** I share my wealth with those who need it the most. (Good) |\n| 4 | **Friendship.** My friends matter more to me than lofty ideals. (Neutral) |\n| 5 | **Aspiration.** One day my wondrous deeds will be known across the world. (Any) |\n| 6 | **Greed.** I'll stop at nothing to get what I want. (Evil) |\n\n| d6 | Bond |\n|----|-------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | My elder sibling taught me how to find a safe hiding place in the city. This saved my life at least once. |\n| 2 | I stole money from someone who couldn't afford to lose it and now they're destitute. One day I'll make it up to them. |\n| 3 | The street kids in my town are my true family. |\n| 4 | My mother gave me an old brass lamp. I polish it every night before going to sleep. |\n| 5 | When I was young, I was too scared to leap from the tallest tower in my hometown onto the hay cart beneath. I'll try again someday. |\n| 6 | A city guardsman let me go when they should have arrested me for stealing. I am forever in their debt. |\n\n| d6 | Flaw |\n|----|-------------------------------------------------------------------------|\n| 1 | If there's a lever to pull, I'll pull it. |\n| 2 | It's not stealing if nobody realizes it's gone. |\n| 3 | If I don't like the odds, I'm out of there. |\n| 4 | I often don't know when to shut up. |\n| 5 | I once filched a pipe from a priest. Now I think the god has cursed me. |\n| 6 | I grow angry when someone else steals the limelight. |", + "type": "suggested_characteristics", + "background": "scoundrel" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 157, + "fields": { + "name": "Skill Proficiencies", + "desc": "Insight, Perception", + "type": "skill_proficiency", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 158, + "fields": { + "name": "Languages", + "desc": "One language of your choice", + "type": "language", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 159, + "fields": { + "name": "Tool Proficiencies", + "desc": "One type of gaming set", + "type": "tool_proficiency", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 160, + "fields": { + "name": "Equipment", + "desc": "A set of dice or deck of cards, a shield bearing your previous employer's symbol, a set of common clothes, a hooded lantern, a signal whistle, and a belt pouch containing 10 gp", + "type": "equipment", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 161, + "fields": { + "name": "Comrades in Arms", + "desc": "The knowing look from the caravan guard to the city gatekeeper or the nod of recognition between the noble's bodyguard and the district watchman—no matter the community, city, or town, the guards share a commonality of purpose. When you arrive in a new location, you can speak briefly with the gate guards, local watch, or other community guardians to gain local knowledge. This knowledge could be information, such as the most efficient routes through the city, primary vendors for a variety of luxury goods, the best (or worst) inns and taverns, the primary criminal elements in town, or the current conflicts in the community.", + "type": "feature", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 162, + "fields": { + "name": "Suggested Characteristics", + "desc": "You're a person who understands both patience and boredom, as a guard is always waiting for something to happen. More often than not, sentries hope nothing happens because something happening usually means something has gone wrong. A life spent watching and protecting, acting in critical moments, and learning the details of places and behaviors; all of these help shape the personality of the former sentry. Some claim you never stop being a guard, you just change what you protect.\n\n| d8 | Personality Trait |\n|----|------------------------------------------------------------------------------------------------------------------------|\n| 1 | I've seen the dregs of society and nothing surprises me anymore. |\n| 2 | I know where to look to spot threats lurking around a corner, in a glance, and even in a bite of food or cup of drink. |\n| 3 | I hate standing still and always keep moving. |\n| 4 | My friends know they can rely on me to stand and protect them. |\n| 5 | I resent the rich and powerful; they think they can get away with anything. |\n| 6 | A deception of any sort marks you as untrustworthy in my mind. |\n| 7 | Stopping lawbreakers taught me the best ways to skirt the law. |\n| 8 | I never take anything at face-value. |\n\n| d6 | Ideal |\n|----|--------------------------------------------------------------------------------------------|\n| 1 | **Greed.** Threats to my companions only increase my glory when I protect them from it. (Evil) |\n| 2 | **Perception.** I watch everyone, for threats come from every rank or station. (Neutral) |\n| 3 | **Duty.** The laws of the community must be followed to keep everyone safe. (Lawful) |\n| 4 | **Community.** I am all that stands between my companions and certain doom. (Good) |\n| 5 | **Determination.** To truly protect others, you must sometimes break the law. (Chaotic) |\n| 6 | **Practicality.** I require payment for the protection or service I provide. (Any) |\n\n| d6 | Bond |\n|----|------------------------------------------------------------------------------------------------------------------|\n| 1 | My charge is paramount; if you can't protect your charge, you've failed. |\n| 2 | I was once saved by one of my fellow guards. Now I always come to my companions' aid, no matter what the threat. |\n| 3 | My oath is unbreakable; I'd rather die first. |\n| 4 | There is no pride equal to the accomplishment of a successful mission. |\n| 5 | I stand as a bulwark against those who would damage or destroy society, and society is worth protecting. |\n| 6 | I know that as long as I stand with my companions, things can be made right. |\n\n| d6 | Flaw |\n|----|------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Sometimes I may overindulge in a guilty pleasure, but you need something to pass time. |\n| 2 | I can't just sit quietly next to someone. I've got to fill the silence with conversation to make good company. |\n| 3 | I'm not very capable in social situations. I'd rather sit on the sidelines and observe. People make me nervous. |\n| 4 | I have a tough time trusting strangers and new people. You don't know their habits and behaviors; therefore, you don't know their risk. |\n| 5 | There is danger all around us, and only the foolish let their guard down. I am no fool, and I will spot the danger. |\n| 6 | I believe there's a firm separation between task and personal time. I don't do other people's work when I'm on my own time. If you want me, hire me. |", + "type": "suggested_characteristics", + "background": "sentry" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 163, + "fields": { + "name": "Skill Proficiencies", + "desc": "Nature, Survival", + "type": "skill_proficiency", + "background": "trophy-hunter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 164, + "fields": { + "name": "Languages", + "desc": "No additional languages", + "type": "language", + "background": "trophy-hunter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 165, + "fields": { + "name": "Tool Proficiencies", + "desc": "Leatherworker's tools, vehicles (land)", + "type": "tool_proficiency", + "background": "trophy-hunter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 166, + "fields": { + "name": "Equipment", + "desc": "A donkey or mule with bit and bridle, a set of cold-weather or warm-weather clothes, and a belt pouch containing 5 gp", + "type": "equipment", + "background": "trophy-hunter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 167, + "fields": { + "name": "Shelter from the Storm", + "desc": "You have spent years hunting in the harshest environments of the world and have seen tents blown away by gales, food stolen by hungry bears, and equipment destroyed by the elements. While traveling in the wilderness, you can find a natural location suitable to make camp by spending 1 hour searching. This location provides cover from the elements and is in some way naturally defensible, at the GM's discretion.", + "type": "feature", + "background": "trophy-hunter" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 168, + "fields": { + "name": "Suggested Characteristics", + "desc": "Most trophy hunters are skilled hobbyists and find strange relaxation in the tension of the hunt and revel in the glory of a kill. You may find great personal joy in hunting, in the adoration of peers, or simply in earning gold by selling pelts, scales, and horns.\n\n| d8 | Personality Trait |\n|----|---------------------------------------------------------------------------------------------------------------------------------------------|\n| 1 | Nothing gets my blood pumping like stalking a wild animal. |\n| 2 | I like things big! Trophies, big! Food, big! Money, houses, weapons, possessions, I want ‘em big, big, BIG! |\n| 3 | When hunting, it's almost as if I become a different person. Focused. Confident. Ruthless. |\n| 4 | The only way to kill a beast is to be patient and find the perfect moment to strike. The same is true for all the important things in life. |\n| 5 | Bathing is for novices. I know that to catch my smelly, filthy prey, I must smell like them to throw off their scent. |\n| 6 | I eat only raw meat. It gets me more in tune with my prey. |\n| 7 | I'm a connoisseur of killing implements; I only use the best, because I am the best. |\n| 8 | I thank the natural world for its bounty after every kill. |\n\n| d6 | Ideal |\n|----|-----------------------------------------------------------------------------------------------------------------------------------|\n| 1 | **Ambition.** It is my divine calling to become better than my rivals by any means necessary. (Chaotic) |\n| 2 | **Altruism.** I hunt only to protect those who cannot protect themselves. (Good) |\n| 3 | **Determination.** No matter what the laws say, I will kill that beast! (Chaotic) |\n| 4 | **Cruelty.** My prey lives only for my pleasure. It will die exactly as quickly or as slowly as I desire. (Evil) |\n| 5 | **Sport.** We're just here to have fun. (Neutral) |\n| 6 | **Family.** I follow in my family's footsteps. I will not tarnish their legacy. (Any) |\n\n| d6 | Bond |\n|----|-------------------------------------------------------------------------------------------------------------------|\n| 1 | I like hunting because I like feeling big and powerful. |\n| 2 | I hunt because my parents think I'm a worthless runt. I need to make them proud. |\n| 3 | I was mauled by a beast on my first hunting trip. I've spent my life searching for that monster. |\n| 4 | The first time I drew blood, something awoke within me. Every hunt is a search for the original ecstasy of blood. |\n| 5 | My hunting companions used to laugh at me behind my back. They aren't laughing anymore. |\n| 6 | A close friend funded my first hunting expedition. I am forever in their debt. |\n\n| d6 | Flaw |\n|----|-----------------------------------------------------------------------------------------------------------|\n| 1 | I'm actually a sham. All of my trophies were bagged by someone else. I just followed along and watched. |\n| 2 | I'm terrified of anything larger than myself. |\n| 3 | I can't express anger without lashing out at something. |\n| 4 | I need money. I don't care how much or how little I have; I need more. And I would do anything to get it. |\n| 5 | I am obsessed with beauty in animals, art, and people. |\n| 6 | I don't trust my hunting partners, whom I know are here to steal my glory! |", + "type": "suggested_characteristics", + "background": "trophy-hunter" + } +} +] diff --git a/data/v2/kobold-press/toh/Trait.json b/data/v2/kobold-press/toh/Trait.json index fb7d7900..e690d749 100644 --- a/data/v2/kobold-press/toh/Trait.json +++ b/data/v2/kobold-press/toh/Trait.json @@ -5,6 +5,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2, and your Wisdom score increases by 1.", + "type": null, "race": "alseid" } }, @@ -14,6 +15,7 @@ "fields": { "name": "Speed", "desc": "Alseid are fast for their size, with a base walking speed of 40 feet.", + "type": null, "race": "alseid" } }, @@ -23,6 +25,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to the limited light beneath the forest canopy, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "alseid" } }, @@ -32,6 +35,7 @@ "fields": { "name": "Age", "desc": "Alseid reach maturity by the age of 20. They can live well beyond 100 years, but it is unknown just how old they can become.", + "type": null, "race": "alseid" } }, @@ -41,6 +45,7 @@ "fields": { "name": "Alignment", "desc": "Alseid are generally chaotic, flowing with the unpredictable whims of nature, though variations are common, particularly among those rare few who leave their people.", + "type": null, "race": "alseid" } }, @@ -50,6 +55,7 @@ "fields": { "name": "Size", "desc": "Alseid stand over 6 feet tall and weigh around 300 pounds. Your size is Medium.", + "type": null, "race": "alseid" } }, @@ -59,6 +65,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Elvish.", + "type": null, "race": "alseid" } }, @@ -68,6 +75,7 @@ "fields": { "name": "Alseid Weapon Training", "desc": "You have proficiency with spears and shortbows.", + "type": null, "race": "alseid" } }, @@ -77,6 +85,7 @@ "fields": { "name": "Light Hooves", "desc": "You have proficiency in the Stealth skill.", + "type": null, "race": "alseid" } }, @@ -86,6 +95,7 @@ "fields": { "name": "Quadruped", "desc": "The mundane details of the structures of humanoids can present considerable obstacles for you. You have to squeeze when moving through trapdoors, manholes, and similar structures even when a Medium humanoid wouldn't have to squeeze. In addition, ladders, stairs, and similar structures are difficult terrain for you.", + "type": null, "race": "alseid" } }, @@ -95,6 +105,7 @@ "fields": { "name": "Woodfriend", "desc": "When in a forest, you leave no tracks and can automatically discern true north.", + "type": null, "race": "alseid" } }, @@ -104,6 +115,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "catfolk" } }, @@ -113,6 +125,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "catfolk" } }, @@ -122,6 +135,7 @@ "fields": { "name": "Darkvision", "desc": "You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "catfolk" } }, @@ -131,6 +145,7 @@ "fields": { "name": "Age", "desc": "Catfolk mature at the same rate as humans and can live just past a century.", + "type": null, "race": "catfolk" } }, @@ -140,6 +155,7 @@ "fields": { "name": "Alignment", "desc": "Catfolk tend toward two extremes. Some are free-spirited and chaotic, letting impulse and fancy guide their decisions. Others are devoted to duty and personal honor. Typically, catfolk deem concepts such as good and evil as less important than freedom or their oaths.", + "type": null, "race": "catfolk" } }, @@ -149,6 +165,7 @@ "fields": { "name": "Size", "desc": "Catfolk have a similar stature to humans but are generally leaner and more muscular. Your size is Medium", + "type": null, "race": "catfolk" } }, @@ -158,6 +175,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common.", + "type": null, "race": "catfolk" } }, @@ -167,6 +185,7 @@ "fields": { "name": "Cat's Claws", "desc": "Your sharp claws can cut with ease. Your claws are natural melee weapons, which you can use to make unarmed strikes. When you hit with a claw, your claw deals slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", + "type": null, "race": "catfolk" } }, @@ -176,6 +195,7 @@ "fields": { "name": "Hunter's Senses", "desc": "You have proficiency in the Perception and Stealth skills.", + "type": null, "race": "catfolk" } }, @@ -185,6 +205,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 1.", + "type": null, "race": "malkin" } }, @@ -194,6 +215,7 @@ "fields": { "name": "Curiously Clever", "desc": "You have proficiency in the Investigation skill.", + "type": null, "race": "malkin" } }, @@ -203,6 +225,7 @@ "fields": { "name": "Charmed Curiosity", "desc": "When you roll a 1 on the d20 for a Dexterity check or saving throw, you can reroll the die and must use the new roll.", + "type": null, "race": "malkin" } }, @@ -212,6 +235,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdom score increases by 1.", + "type": null, "race": "pantheran" } }, @@ -221,6 +245,7 @@ "fields": { "name": "Hunter's Charge", "desc": "Once per turn, if you move at least 10 feet toward a target and hit it with a melee weapon attack in the same turn, you can use a bonus action to attack that creature with your Cat's Claws. You can use this trait a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.", + "type": null, "race": "pantheran" } }, @@ -230,6 +255,7 @@ "fields": { "name": "One With the Wilds", "desc": "You have proficiency in one of the following skills of your choice: Insight, Medicine, Nature, or Survival.", + "type": null, "race": "pantheran" } }, @@ -239,6 +265,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "derro" } }, @@ -248,6 +275,7 @@ "fields": { "name": "Speed", "desc": "Derro are fast for their size. Your base walking speed is 30 feet.", + "type": null, "race": "derro" } }, @@ -257,6 +285,7 @@ "fields": { "name": "Superior Darkvision", "desc": "Accustomed to life underground, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "derro" } }, @@ -266,6 +295,7 @@ "fields": { "name": "Age", "desc": "Derro reach maturity by the age of 15 and live to be around 75.", + "type": null, "race": "derro" } }, @@ -275,6 +305,7 @@ "fields": { "name": "Alignment", "desc": "The derro's naturally unhinged minds are nearly always chaotic, and many, but not all, are evil.", + "type": null, "race": "derro" } }, @@ -284,6 +315,7 @@ "fields": { "name": "Size", "desc": "Derro stand between 3 and 4 feet tall with slender limbs and wide shoulders. Your size is Small.", + "type": null, "race": "derro" } }, @@ -293,6 +325,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Dwarvish and your choice of Common or Undercommon.", + "type": null, "race": "derro" } }, @@ -302,6 +335,7 @@ "fields": { "name": "Eldritch Resilience", "desc": "You have advantage on Constitution saving throws against spells.", + "type": null, "race": "derro" } }, @@ -311,6 +345,7 @@ "fields": { "name": "Sunlight Sensitivity", "desc": "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", + "type": null, "race": "derro" } }, @@ -320,6 +355,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 1.", + "type": null, "race": "far-touched" } }, @@ -329,6 +365,7 @@ "fields": { "name": "Insanity", "desc": "You have advantage on saving throws against being charmed or frightened. In addition, you can read and understand Void Speech, but you can speak only a few words of the dangerous and maddening language—the words necessary for using the spells in your Mad Fervor trait.", + "type": null, "race": "far-touched" } }, @@ -338,6 +375,7 @@ "fields": { "name": "Mad Fervor", "desc": "The driving force behind your insanity has blessed you with a measure of its power. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the enthrall spell with this trait, and starting at 5th level, you can cast the fear spell with it. Once you cast a non-cantrip spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells. If you are using Deep Magic for 5th Edition, these spells are instead crushing curse, maddening whispers, and alone, respectively.", + "type": null, "race": "far-touched" } }, @@ -347,6 +385,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 1.", + "type": null, "race": "mutated" } }, @@ -356,6 +395,7 @@ "fields": { "name": "Athletic Training", "desc": "You have proficiency in the Athletics skill, and you are proficient with two martial weapons of your choice.", + "type": null, "race": "mutated" } }, @@ -365,6 +405,7 @@ "fields": { "name": "Otherworldly Influence", "desc": "Your close connection to the strange powers that your people worship has mutated your form. Choose one of the following:\r\n\r\n**Alien Appendage.** You have a tentacle-like growth on your body. This tentacle is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your tentacle deals bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This tentacle has a reach of 5 feet and can lift a number of pounds equal to double your Strength score. The tentacle can't wield weapons or shields or perform tasks that require manual precision, such as performing the somatic components of a spell, but it can perform simple tasks, such as opening an unlocked door or container, stowing or retrieving an object, or pouring the contents out of a vial.\r\n**Tainted Blood.** Your blood is tainted by your connection with otherworldly entities. When you take piercing or slashing damage, you can use your reaction to force your blood to spray out of the wound. You and each creature within 5 feet of you take necrotic damage equal to your level. Once you use this trait, you can't use it again until you finish a short or long rest.\r\n**Tenebrous Flesh.** Your skin is rubbery and tenebrous, granting you a +1 bonus to your Armor Class.", + "type": null, "race": "mutated" } }, @@ -374,6 +415,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdom score increases by 1.", + "type": null, "race": "uncorrupted" } }, @@ -383,6 +425,7 @@ "fields": { "name": "Psychic Barrier", "desc": "Your time among your less sane brethren has inured you to their madness. You have resistance to psychic damage, and you have advantage on ability checks and saving throws made against effects that inflict insanity, such as spells like contact other plane and symbol, and effects that cause short-term, long-term, or indefinite madness.", + "type": null, "race": "uncorrupted" } }, @@ -392,6 +435,7 @@ "fields": { "name": "Studied Insight", "desc": "You are skilled at discerning other creature's motives and intentions. You have proficiency in the Insight skill, and, if you study a creature for at least 1 minute, you have advantage on any initiative checks in combat against that creature for the next hour.", + "type": null, "race": "uncorrupted" } }, @@ -401,6 +445,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 2.", + "type": null, "race": "drow" } }, @@ -410,6 +455,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "drow" } }, @@ -419,6 +465,7 @@ "fields": { "name": "Superior Darkvision", "desc": "Accustomed to life in the darkest depths of the world, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "drow" } }, @@ -428,6 +475,7 @@ "fields": { "name": "Age", "desc": "Drow physically mature at the same rate as humans, but they aren't considered adults until they reach the age of 50. They typically live to be around 500.", + "type": null, "race": "drow" } }, @@ -437,6 +485,7 @@ "fields": { "name": "Alignment", "desc": "Drow believe in reason and rationality, which leads them to favor lawful activities. However, their current dire situation makes them more prone than their ancestors to chaotic behavior. Their vicious fight for survival makes them capable of doing great evil in the name of self-preservation, although they are not, by nature, prone to evil in other circumstances.", + "type": null, "race": "drow" } }, @@ -446,6 +495,7 @@ "fields": { "name": "Size", "desc": "Drow are slightly shorter and slimmer than humans. Your size is Medium.", + "type": null, "race": "drow" } }, @@ -455,6 +505,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Elvish and your choice of Common or Undercommon.", + "type": null, "race": "drow" } }, @@ -464,6 +515,7 @@ "fields": { "name": "Fey Ancestry", "desc": "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", + "type": null, "race": "drow" } }, @@ -473,6 +525,7 @@ "fields": { "name": "Mind of Steel", "desc": "You understand the complexities of minds, as well as the magic that can affect them. You have advantage on Wisdom, Intelligence, and Charisma saving throws against spells.", + "type": null, "race": "drow" } }, @@ -482,6 +535,7 @@ "fields": { "name": "Sunlight Sensitivity", "desc": "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", + "type": null, "race": "drow" } }, @@ -491,6 +545,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength or Dexterity score increases by 1.", + "type": null, "race": "delver" } }, @@ -500,6 +555,7 @@ "fields": { "name": "Rapport with Insects", "desc": "Your caste's years of working alongside the giant spiders and beetles that your people utilized in building and defending cities has left your caste with an innate affinity with the creatures. You can communicate simple ideas with insect-like beasts with an Intelligence of 3 or lower, such as spiders, beetles, wasps, scorpions, and centipedes. You can understand them in return, though this understanding is often limited to knowing the creature's current or most recent state, such as “hungry,” “content,” or “in danger.” Delver drow often keep such creatures as pets, mounts, or beasts of burden.", + "type": null, "race": "delver" } }, @@ -509,6 +565,7 @@ "fields": { "name": "Specialized Training", "desc": "You are proficient in one skill and one tool of your choice.", + "type": null, "race": "delver" } }, @@ -518,6 +575,7 @@ "fields": { "name": "Martial Excellence", "desc": "You are proficient with one martial weapon of your choice and with light armor.", + "type": null, "race": "delver" } }, @@ -527,6 +585,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 1.", + "type": null, "race": "fever-bit" } }, @@ -536,6 +595,7 @@ "fields": { "name": "Deathly Resilience", "desc": "Your long exposure to the life-sapping energies of darakhul fever has made you more resilient. You have resistance to necrotic damage, and advantage on death saving throws.", + "type": null, "race": "fever-bit" } }, @@ -545,6 +605,7 @@ "fields": { "name": "Iron Constitution", "desc": "You are immune to disease.", + "type": null, "race": "fever-bit" } }, @@ -554,6 +615,7 @@ "fields": { "name": "Near-Death Experience", "desc": "Your brush with death has made you more stalwart in the face of danger. You have advantage on saving throws against being frightened.", + "type": null, "race": "fever-bit" } }, @@ -563,6 +625,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 1.", + "type": null, "race": "purified" } }, @@ -572,6 +635,7 @@ "fields": { "name": "Innate Spellcasting", "desc": "You know the poison spray cantrip. When you reach 3rd level, you can cast suggestion once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the tongues spell once and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.", + "type": null, "race": "purified" } }, @@ -581,6 +645,7 @@ "fields": { "name": "Born Leader", "desc": "You gain proficiency with two of the following skills of your choice: History, Insight, Performance, and Persuasion.", + "type": null, "race": "purified" } }, @@ -590,6 +655,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2, and you can choose to increase either your Wisdom or Charisma score by 1.", + "type": null, "race": "erina" } }, @@ -599,6 +665,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 25 feet.", + "type": null, "race": "erina" } }, @@ -608,6 +675,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to life in the dark burrows of your people, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "erina" } }, @@ -617,6 +685,7 @@ "fields": { "name": "Age", "desc": "Erina reach maturity around 15 years and can live up to 60 years, though some erina burrow elders have memories of events which suggest erina can live much longer.", + "type": null, "race": "erina" } }, @@ -626,6 +695,7 @@ "fields": { "name": "Alignment", "desc": "Erina are good-hearted and extremely social creatures who have a difficult time adapting to the laws of other species.", + "type": null, "race": "erina" } }, @@ -635,6 +705,7 @@ "fields": { "name": "Size", "desc": "Erina average about 3 feet tall and weigh about 50 pounds. Your size is Small.", + "type": null, "race": "erina" } }, @@ -644,6 +715,7 @@ "fields": { "name": "Languages", "desc": "You can speak Erina and either Common or Sylvan.", + "type": null, "race": "erina" } }, @@ -653,6 +725,7 @@ "fields": { "name": "Hardy", "desc": "The erina diet of snakes and venomous insects has made them hardy. You have advantage on saving throws against poison, and you have resistance against poison damage.", + "type": null, "race": "erina" } }, @@ -662,6 +735,7 @@ "fields": { "name": "Spines", "desc": "Erina grow needle-sharp spines in small clusters atop their heads and along their backs. While you are grappling a creature or while a creature is grappling you, the creature takes 1d4 piercing damage at the start of your turn.", + "type": null, "race": "erina" } }, @@ -671,6 +745,7 @@ "fields": { "name": "Keen Senses", "desc": "You have proficiency in the Perception skill.", + "type": null, "race": "erina" } }, @@ -680,6 +755,7 @@ "fields": { "name": "Digger", "desc": "You have a burrowing speed of 20 feet, but you can use it to move through only earth and sand, not mud, ice, or rock.", + "type": null, "race": "erina" } }, @@ -689,6 +765,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Two different ability scores of your choice increase by 1.", + "type": null, "race": "gearforged" } }, @@ -698,6 +775,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is determined by your Race Chassis.", + "type": null, "race": "gearforged" } }, @@ -707,6 +785,7 @@ "fields": { "name": "Age", "desc": "The soul inhabiting a gearforged can be any age. As long as its new body is kept in good repair, there is no known limit to how long it can function.", + "type": null, "race": "gearforged" } }, @@ -716,6 +795,7 @@ "fields": { "name": "Alignment", "desc": "No single alignment typifies gearforged, but most gearforged maintain the alignment they had before becoming gearforged.", + "type": null, "race": "gearforged" } }, @@ -725,6 +805,7 @@ "fields": { "name": "Size", "desc": "Your size is determined by your Race Chassis.", + "type": null, "race": "gearforged" } }, @@ -734,6 +815,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common, Machine Speech (a whistling, clicking language that's incomprehensible to non-gearforged), and a language associated with your Race Chassis.", + "type": null, "race": "gearforged" } }, @@ -743,6 +825,7 @@ "fields": { "name": "Construct Resilience", "desc": "Your body is constructed, which frees you from some of the limits of fleshand- blood creatures. You have resistance to poison damage, you are immune to disease, and you have advantage on saving throws against being poisoned.", + "type": null, "race": "gearforged" } }, @@ -752,6 +835,7 @@ "fields": { "name": "Construct Vitality", "desc": "You don't need to eat, drink, or breathe, and you don't sleep the way most creatures do. Instead, you enter a dormant state where you resemble a statue and remain semiconscious for 6 hours a day. During this time, the magic in your soul gem and everwound springs slowly repairs the day's damage to your mechanical body. While in this dormant state, you have disadvantage on Wisdom (Perception) checks. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "type": null, "race": "gearforged" } }, @@ -761,6 +845,7 @@ "fields": { "name": "Living Construct", "desc": "Your consciousness and soul reside within a soul gem to animate your mechanical body. As such, you are a living creature with some of the benefits and drawbacks of a construct. Though you can regain hit points from spells like cure wounds, you can also be affected by game effects that specifically target constructs, such as the shatter spell. As long as your soul gem remains intact, game effects that raise a creature from the dead work on you as normal, repairing the damaged pieces of your mechanical body (restoring lost sections only if the spell normally restores lost limbs) and returning you to life as a gearforged. Alternatively, if your body is destroyed but your soul gem and memory gears are intact, they can be installed into a new body with a ritual that takes one day and 10,000 gp worth of materials. If your soul gem is destroyed, only a wish spell can restore you to life, and you return as a fully living member of your original race.", + "type": null, "race": "gearforged" } }, @@ -770,6 +855,7 @@ "fields": { "name": "Race Chassis", "desc": "Four races are known to create unique gearforged, building mechanical bodies similar in size and shape to their people: dwarf, gnome, human, and kobold. Choose one of these forms.", + "type": null, "race": "gearforged" } }, @@ -779,6 +865,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 1.", + "type": null, "race": "dwarf-chassis" } }, @@ -788,6 +875,7 @@ "fields": { "name": "Always Armed", "desc": "Every dwarf knows that it's better to leave home without pants than without your weapon. Choose a weapon with which you are proficient and that doesn't have the two-handed property. You can integrate this weapon into one of your arms. While the weapon is integrated, you can't be disarmed of it by any means, though you can use an action to remove the weapon. You can draw or sheathe the weapon as normal, the weapon folding into or springing from your arm instead of a sheath. While the integrated weapon is drawn in this way, it is considered held in that arm's hand, which can't be used for other actions such as casting spells. You can integrate a new weapon or replace an integrated weapon as part of a short or long rest. You can have up to two weapons integrated at a time, one per arm. You have advantage on Dexterity (Sleight of Hand) checks to conceal an integrated weapon.", + "type": null, "race": "dwarf-chassis" } }, @@ -797,6 +885,7 @@ "fields": { "name": "Remembered Training", "desc": "You remember some of your combat training from your previous life. You have proficiency with two martial weapons of your choice and with light and medium armor.", + "type": null, "race": "dwarf-chassis" } }, @@ -806,6 +895,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 1.", + "type": null, "race": "gnome-chassis" } }, @@ -815,6 +905,7 @@ "fields": { "name": "Mental Fortitude", "desc": "When creating their first gearforged, gnome engineers put their efforts toward ensuring that the gnomish mind remained a mental fortress, though they were unable to fully replicate the gnomish mind's resilience once transferred to a soul gem. Choose Intelligence, Wisdom, or Charisma. You have advantage on saving throws made with that ability score against magic.", + "type": null, "race": "gnome-chassis" } }, @@ -824,6 +915,7 @@ "fields": { "name": "Quick Fix", "desc": "When you are below half your hit point maximum, you can use a bonus action to apply a quick patch up to your damaged body. You gain temporary hit points equal to your proficiency bonus. You can't use this trait again until you finish a short or long rest.", + "type": null, "race": "gnome-chassis" } }, @@ -833,6 +925,7 @@ "fields": { "name": "Ability Score Increase", "desc": "One ability score of your choice increases by 1.", + "type": null, "race": "human-chassis" } }, @@ -842,6 +935,7 @@ "fields": { "name": "Adaptable Acumen", "desc": "You gain proficiency in two skills or tools of your choice. Choose one of those skills or tools or another skill or tool proficiency you have. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill or tool.", + "type": null, "race": "human-chassis" } }, @@ -851,6 +945,7 @@ "fields": { "name": "Inspired Ingenuity", "desc": "When you roll a 9 or lower on the d20 for an ability check, you can use a reaction to change the roll to a 10. You can't use this trait again until you finish a short or long rest.", + "type": null, "race": "human-chassis" } }, @@ -860,6 +955,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 1.", + "type": null, "race": "kobold-chassis" } }, @@ -869,6 +965,7 @@ "fields": { "name": "Clutch Aide", "desc": "Kobolds spend their lives alongside their clutchmates, both those hatched around the same time as them and those they choose later in life, and you retain much of this group-oriented intuition. You can take the Help action as a bonus action.", + "type": null, "race": "kobold-chassis" } }, @@ -878,6 +975,7 @@ "fields": { "name": "Resourceful", "desc": "If you have at least one set of tools, you can cobble together one set of makeshift tools of a different type with 1 minute of work. For example, if you have cook's utensils, you can use them to create a temporary set of thieves' tools. The makeshift tools last for 10 minutes then collapse into their component parts, returning your tools to their normal forms. While the makeshift tools exist, you can't use the set of tools you used to create the makeshift tools. At the GM's discretion, you might not be able to replicate some tools, such as an alchemist's alembic or a disguise kit's cosmetics. A creature other than you that uses the makeshift tools has disadvantage on the check.", + "type": null, "race": "kobold-chassis" } }, @@ -887,6 +985,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 2, and your Constitution score increases by 1.", + "type": null, "race": "minotaur" } }, @@ -896,6 +995,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "minotaur" } }, @@ -905,6 +1005,7 @@ "fields": { "name": "Darkvision", "desc": "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "minotaur" } }, @@ -914,6 +1015,7 @@ "fields": { "name": "Age", "desc": "Minotaurs age at roughly the same rate as humans but mature 3 years earlier. Childhood ends around the age of 10 and adulthood is celebrated at 15.", + "type": null, "race": "minotaur" } }, @@ -923,6 +1025,7 @@ "fields": { "name": "Alignment", "desc": "Minotaurs possess a wide range of alignments, just as humans do. Mixing a love for personal freedom and respect for history and tradition, the majority of minotaurs fall into neutral alignments.", + "type": null, "race": "minotaur" } }, @@ -932,6 +1035,7 @@ "fields": { "name": "Size", "desc": "Adult males can reach a height of 7 feet, with females averaging 3 inches shorter. Your size is Medium.", + "type": null, "race": "minotaur" } }, @@ -941,6 +1045,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Minotaur.", + "type": null, "race": "minotaur" } }, @@ -950,6 +1055,7 @@ "fields": { "name": "Natural Attacks", "desc": "Your horns are sturdy and sharp. Your horns are a natural melee weapon, which you can use to make unarmed strikes. When you hit with your horns, they deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", + "type": null, "race": "minotaur" } }, @@ -959,6 +1065,7 @@ "fields": { "name": "Charge", "desc": "Once per turn, if you move at least 10 feet toward a target and hit it with a horn attack in the same turn, you deal an extra 1d6 piercing damage and you can shove the target up to 5 feet as a bonus action. At 11th level, when you shove a creature with Charge, you can push it up to 10 feet instead. You can use this trait a number of times per day equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.", + "type": null, "race": "minotaur" } }, @@ -968,6 +1075,7 @@ "fields": { "name": "Labyrinth Sense", "desc": "You can retrace without error any path you have previously taken, with no ability check.", + "type": null, "race": "minotaur" } }, @@ -977,6 +1085,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 2, and your Strength score increases by 1.", + "type": null, "race": "bhain-kwai" } }, @@ -986,6 +1095,7 @@ "fields": { "name": "Strong Back", "desc": "Your carrying capacity is your Strength score multiplied by 20, instead of by 15.", + "type": null, "race": "bhain-kwai" } }, @@ -995,6 +1105,7 @@ "fields": { "name": "Wetland Dweller", "desc": "You are adapted to your home terrain. Difficult terrain composed of mud or from wading through water up to waist deep doesn't cost you extra movement. You have a swimming speed of 25 feet.", + "type": null, "race": "bhain-kwai" } }, @@ -1004,6 +1115,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdom score increases by 2, and your Constitution score increases by 1.", + "type": null, "race": "boghaid" } }, @@ -1013,6 +1125,7 @@ "fields": { "name": "Highlander", "desc": "You are adapted to life at high altitudes, and you suffer no ill effects or penalties from elevations above 8,000 feet.", + "type": null, "race": "boghaid" } }, @@ -1022,6 +1135,7 @@ "fields": { "name": "Storied Culture", "desc": "You have proficiency in the Performance skill, and you gain proficiency with one of the following musical instruments: bagpipes, drum, horn, or shawm.", + "type": null, "race": "boghaid" } }, @@ -1031,6 +1145,7 @@ "fields": { "name": "Wooly", "desc": "Your thick, wooly coat of hair keeps you warm, allowing you to function in cold weather without special clothing or gear. You have advantage on saving throws against spells and other effects that deal cold damage.", + "type": null, "race": "boghaid" } }, @@ -1040,6 +1155,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdom score increases by 2.", + "type": null, "race": "mushroomfolk" } }, @@ -1049,6 +1165,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "mushroomfolk" } }, @@ -1058,6 +1175,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to life underground, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "mushroomfolk" } }, @@ -1067,6 +1185,7 @@ "fields": { "name": "Age", "desc": "Mushroomfolk reach maturity by the age of 5 and rarely live longer than 50 years.", + "type": null, "race": "mushroomfolk" } }, @@ -1076,6 +1195,7 @@ "fields": { "name": "Alignment", "desc": "The limited interaction mushroomfolk have with other creatures leaves them with a fairly neutral view of the world in terms of good and evil, while their societal structure makes them more prone to law than chaos.", + "type": null, "race": "mushroomfolk" } }, @@ -1085,6 +1205,7 @@ "fields": { "name": "Size", "desc": "A mushroomfolk's size is determined by its subrace.", + "type": null, "race": "mushroomfolk" } }, @@ -1094,6 +1215,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Mushroomfolk and your choice of Common or Undercommon.", + "type": null, "race": "mushroomfolk" } }, @@ -1103,6 +1225,7 @@ "fields": { "name": "Fungoid Form", "desc": "You are a humanoid, though the fungal nature of your body and your unique diet of decayed vegetable and animal matter marks you with some plant-like characteristics. You have advantage on saving throws against poison, and you have resistance to poison damage. In addition, you are immune to disease.", + "type": null, "race": "mushroomfolk" } }, @@ -1112,6 +1235,7 @@ "fields": { "name": "Hardy Survivor", "desc": "Your upbringing in mushroomfolk society has taught you how to defend yourself and find food. You have proficiency in the Survival skill.", + "type": null, "race": "mushroomfolk" } }, @@ -1121,6 +1245,7 @@ "fields": { "name": "Subrace", "desc": "Three subraces of mushroomfolk are known to wander the world: acid cap, favored, and morel. Choose one of these subraces.", + "type": null, "race": "mushroomfolk" } }, @@ -1130,6 +1255,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 1.", + "type": null, "race": "acid-cap" } }, @@ -1139,6 +1265,7 @@ "fields": { "name": "Acid Cap Resistance", "desc": "You have resistance to acid damage.", + "type": null, "race": "acid-cap" } }, @@ -1148,6 +1275,7 @@ "fields": { "name": "Acid Spores", "desc": "When you are hit by a melee weapon attack within 5 feet of you, you can use your reaction to emit acidic spores. If you do, the attacker takes acid damage equal to half your level (rounded up). You can use your acid spores a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "type": null, "race": "acid-cap" } }, @@ -1157,6 +1285,7 @@ "fields": { "name": "Clan Athlete", "desc": "You have proficiency in the Athletics skill.", + "type": null, "race": "acid-cap" } }, @@ -1166,6 +1295,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 1.", + "type": null, "race": "favored" } }, @@ -1175,6 +1305,7 @@ "fields": { "name": "Blessed Help", "desc": "Your intuition and connection to your allies allows you to assist and protect them. You know the spare the dying cantrip. When you reach 3rd level, you can cast the bless spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", + "type": null, "race": "favored" } }, @@ -1184,6 +1315,7 @@ "fields": { "name": "Clan Leader", "desc": "You have proficiency in the Persuasion skill.", + "type": null, "race": "favored" } }, @@ -1193,6 +1325,7 @@ "fields": { "name": "Restful Spores", "desc": "If you or any friendly creatures within 30 feet of you regain hit points at the end of a short rest by spending one or more Hit Dice, each of those creatures regains additional hit points equal to your proficiency bonus. Once a creature benefits from your restful spores, it can't do so again until it finishes a long rest.", + "type": null, "race": "favored" } }, @@ -1202,6 +1335,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 1.", + "type": null, "race": "morel" } }, @@ -1211,6 +1345,7 @@ "fields": { "name": "Adaptable Camouflage", "desc": "If you spend at least 1 minute in an environment with ample naturally occurring plants or fungi, such as a grassland, a forest, or an underground fungal cavern, you can adjust your natural coloration to blend in with the local plant life. If you do so, you have advantage on Dexterity (Stealth) checks for the next 24 hours while in that environment.", + "type": null, "race": "morel" } }, @@ -1220,6 +1355,7 @@ "fields": { "name": "Clan Scout", "desc": "You have proficiency in the Stealth skill.", + "type": null, "race": "morel" } }, @@ -1229,6 +1365,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 2, and your Intelligence score increases by 1.", + "type": null, "race": "satarre" } }, @@ -1238,6 +1375,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "satarre" } }, @@ -1247,6 +1385,7 @@ "fields": { "name": "Darkvision", "desc": "Thanks to your dark planar parentage, you have superior vision in darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "satarre" } }, @@ -1256,6 +1395,7 @@ "fields": { "name": "Age", "desc": "Satarre grow quickly, walking soon after hatching and reaching the development of a 15-year-old human by age 6. They maintain the same appearance until about 50, then begin a rapid decline. Satarre often die violently, but those who live longer survive to no more than 65 years of age.", + "type": null, "race": "satarre" } }, @@ -1265,6 +1405,7 @@ "fields": { "name": "Alignment", "desc": "Satarre are born with a tendency toward evil akin to that of rapacious dragons, and, when raised among other satarre or darakhul, they are usually evil. Those raised among other cultures tend toward the norm for those cultures.", + "type": null, "race": "satarre" } }, @@ -1274,6 +1415,7 @@ "fields": { "name": "Size", "desc": "Satarre are tall but thin, from 6 to 7 feet tall with peculiar, segmented limbs. Your size is Medium.", + "type": null, "race": "satarre" } }, @@ -1283,6 +1425,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and one of the following: Abyssal, Infernal, or Void Speech. Void Speech is a language of dark gods and ancient blasphemies, and the mere sound of its sibilant tones makes many other creatures quite uncomfortable.", + "type": null, "race": "satarre" } }, @@ -1292,6 +1435,7 @@ "fields": { "name": "A Friend to Death", "desc": "You have resistance to necrotic damage.", + "type": null, "race": "satarre" } }, @@ -1301,6 +1445,7 @@ "fields": { "name": "Keeper of Secrets", "desc": "You have proficiency in the Arcana skill, and you have advantage on Intelligence (Arcana) checks related to the planes and planar travel. In addition, you have proficiency in one of the following skills of your choice: History, Insight, and Religion.", + "type": null, "race": "satarre" } }, @@ -1310,6 +1455,7 @@ "fields": { "name": "Carrier of Rot", "desc": "You can use your action to inflict rot on a creature you can see within 10 feet of you. The creature must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 1d4 necrotic damage on a failed save, and half as much damage on a successful one. A creature that fails the saving throw also rots for 1 minute. A rotting creature takes 1d4 necrotic damage at the end of each of its turns. The target or a creature within 5 feet of it can use an action to excise the rot with a successful Wisdom (Medicine) check. The DC for the check equals the rot's Constitution saving throw DC. The rot also disappears if the target receives magical healing. The damage for the initial action and the rotting increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level. After you use your Carrier of Rot trait, you can't use it again until you complete a short or long rest.", + "type": null, "race": "satarre" } }, @@ -1319,6 +1465,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 1.", + "type": null, "race": "darakhul" } }, @@ -1328,6 +1475,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is determined by your Heritage Subrace.", + "type": null, "race": "darakhul" } }, @@ -1337,6 +1485,7 @@ "fields": { "name": "Darkvision", "desc": "You can see in dim light within 60 feet as though it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "darakhul" } }, @@ -1346,6 +1495,7 @@ "fields": { "name": "Age", "desc": "An upper limit of darakhul age has never been discovered; most darakhul die violently.", + "type": null, "race": "darakhul" } }, @@ -1355,6 +1505,7 @@ "fields": { "name": "Alignment", "desc": "Your alignment does not change when you become a darakhul, but most darakhul have a strong draw toward evil.", + "type": null, "race": "darakhul" } }, @@ -1364,6 +1515,7 @@ "fields": { "name": "Size", "desc": "Your size is determined by your Heritage Subrace.", + "type": null, "race": "darakhul" } }, @@ -1373,6 +1525,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common, Darakhul, and a language associated with your Heritage Subrace.", + "type": null, "race": "darakhul" } }, @@ -1382,6 +1535,7 @@ "fields": { "name": "Hunger for Flesh", "desc": "You must consume 1 pound of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion. While you have any levels of exhaustion from this trait, you can't regain hit points or remove levels of exhaustion until you spend at least 1 hour consuming 10 pounds of raw meat.", + "type": null, "race": "darakhul" } }, @@ -1391,6 +1545,7 @@ "fields": { "name": "Imperfect Undeath", "desc": "You transitioned into undeath, but your transition was imperfect. Though you are a humanoid, you are susceptible to effects that target undead. You can regain hit points from spells like cure wounds, but you can also be affected by game effects that specifically target undead, such as a cleric's Turn Undead feature. Game effects that raise a creature from the dead work on you as normal, but they return you to life as a darakhul. A true resurrection or wish spell can restore you to life as a fully living member of your original race.", + "type": null, "race": "darakhul" } }, @@ -1400,6 +1555,7 @@ "fields": { "name": "Powerful Jaw", "desc": "Your heavy jaw is powerful enough to crush bones to powder. Your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.", + "type": null, "race": "darakhul" } }, @@ -1409,6 +1565,7 @@ "fields": { "name": "Sunlight Sensitivity", "desc": "You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.", + "type": null, "race": "darakhul" } }, @@ -1418,6 +1575,7 @@ "fields": { "name": "Undead Resilience", "desc": "You are infused with the dark energy of undeath, which frees you from some frailties that plague most creatures. You have resistance to necrotic damage and poison damage, you are immune to disease, and you have advantage on saving throws against being charmed or poisoned. When you finish a short rest, you can reduce your exhaustion level by 1, provided you have ingested at least 1 pound of raw meat in the last 24 hours (see Hunger for Flesh).", + "type": null, "race": "darakhul" } }, @@ -1427,6 +1585,7 @@ "fields": { "name": "Undead Vitality", "desc": "You don't need to breathe, and you don't sleep the way most creatures do. Instead, you enter a dormant state that resembles death, remaining semiconscious, for 6 hours a day. While dormant, you have disadvantage on Wisdom (Perception) checks. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "type": null, "race": "darakhul" } }, @@ -1436,6 +1595,7 @@ "fields": { "name": "Heritage Subrace", "desc": "You were something else before you became a darakhul. This heritage determines some of your traits. Choose one Heritage Subrace below and apply the listed traits.", + "type": null, "race": "darakhul" } }, @@ -1445,6 +1605,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 2.", + "type": null, "race": "derro-heritage" } }, @@ -1454,6 +1615,7 @@ "fields": { "name": "Calculating Insanity", "desc": "The insanity of your race was compressed into a cold, hard brilliance when you took on your darakhul form. These flashes of brilliance come to you at unexpected moments. You know the true strike cantrip. Charisma is your spellcasting ability for it. You can cast true strike as a bonus action a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.", + "type": null, "race": "derro-heritage" } }, @@ -1463,6 +1625,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 2.", + "type": null, "race": "dragonborn-heritage" } }, @@ -1472,6 +1635,7 @@ "fields": { "name": "Corrupted Bite", "desc": "The inherent breath weapon of your draconic heritage is corrupted by the necrotic energy of your new darakhul form. Instead of forming a line or cone, your breath weapon now oozes out of your ghoulish maw. As a bonus action, you breathe necrotic energy onto your fangs and make one bite attack. If the attack hits, it deals extra necrotic damage equal to your level. You can't use this trait again until you finish a long rest.", + "type": null, "race": "dragonborn-heritage" } }, @@ -1481,6 +1645,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 2.", + "type": null, "race": "drow-heritage" } }, @@ -1490,6 +1655,7 @@ "fields": { "name": "Poison Bite", "desc": "When you hit with your bite attack, you can release venom into your foe. If you do, your bite deals an extra 1d6 poison damage. The damage increases to 3d6 at 11th level. After you release this venom into a creature, you can't do so again until you finish a short or long rest.", + "type": null, "race": "drow-heritage" } }, @@ -1499,6 +1665,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdon score increases by 2.", + "type": null, "race": "dwarf-heritage" } }, @@ -1508,6 +1675,7 @@ "fields": { "name": "Dwarven Stoutness", "desc": "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.", + "type": null, "race": "dwarf-heritage" } }, @@ -1517,6 +1685,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "elf-shadow-fey-heritage" } }, @@ -1526,6 +1695,7 @@ "fields": { "name": "Supernatural Senses", "desc": "Your keen elven senses are honed even more by the power of undeath and the hunger within you. You can now smell when blood is in the air. You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks to notice or find a creature within 30 feet of you that doesn't have all of its hit points.", + "type": null, "race": "elf-shadow-fey-heritage" } }, @@ -1535,6 +1705,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 2.", + "type": null, "race": "gnome-heritage" } }, @@ -1544,6 +1715,7 @@ "fields": { "name": "Magical Hunger", "desc": "When a creature you can see within 30 feet of you casts a spell, you can use your reaction to consume the spell's residual magic. Your consumption doesn't counter or otherwise affect the spell or the spellcaster. When you consume this residual magic, you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.", + "type": null, "race": "gnome-heritage" } }, @@ -1553,6 +1725,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "halfling-heritage" } }, @@ -1562,6 +1735,7 @@ "fields": { "name": "Ill Fortune", "desc": "Your uncanny halfling luck has taken a dark turn since your conversion to an undead creature. When a creature rolls a 20 on the d20 for an attack roll against you, the creature must reroll the attack and use the new roll. If the second attack roll misses you, the attacking creature takes necrotic damage equal to twice your Constitution modifier (minimum of 2).", + "type": null, "race": "halfling-heritage" } }, @@ -1571,6 +1745,7 @@ "fields": { "name": "Ability Score Increase", "desc": "One ability score of your choice, other than Constitution, increases by 2.", + "type": null, "race": "human-half-elf-heritage" } }, @@ -1580,6 +1755,7 @@ "fields": { "name": "Versatility", "desc": "The training and experience of your early years was not lost when you became a darakhul. You have proficiency in two skills and one tool of your choice.", + "type": null, "race": "human-half-elf-heritage" } }, @@ -1589,6 +1765,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 2.", + "type": null, "race": "kobold-heritage" } }, @@ -1598,6 +1775,7 @@ "fields": { "name": "Devious Bite", "desc": "When you hit a creature with your bite attack and you have advantage on the attack roll, your bite deals an extra 1d4 piercing damage.", + "type": null, "race": "kobold-heritage" } }, @@ -1607,6 +1785,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "ravenfolk-heritage" } }, @@ -1616,6 +1795,7 @@ "fields": { "name": "Sudden Bite and Flight", "desc": "If you surprise a creature during the first round of combat, you can make a bite attack as a bonus action. If it hits, you can immediately take the Dodge action as a reaction.", + "type": null, "race": "ravenfolk-heritage" } }, @@ -1625,6 +1805,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 1.", + "type": null, "race": "tiefling-heritage" } }, @@ -1634,6 +1815,7 @@ "fields": { "name": "Necrotic Rebuke", "desc": "When you are hit by a weapon attack, you can use a reaction to envelop the attacker in shadowy flames. The attacker takes necrotic damage equal to your Charisma modifier (minimum of 1), and it has disadvantage on attack rolls until the end of its next turn. You must finish a long rest before you can use this feature again.", + "type": null, "race": "tiefling-heritage" } }, @@ -1643,6 +1825,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 2.", + "type": null, "race": "trollkin-heritage" } }, @@ -1652,6 +1835,7 @@ "fields": { "name": "Regenerative Bite", "desc": "The regenerative powers of your trollkin heritage are less potent than they were in life and need a little help. As an action, you can make a bite attack against a creature that isn't undead or a construct. On a hit, you regain hit points (minimum of 1) equal to half the amount of damage dealt. Once you use this trait, you can't use it again until you finish a long rest.", + "type": null, "race": "trollkin-heritage" } } diff --git a/data/v2/wizards-of-the-coast/srd/Background.json b/data/v2/wizards-of-the-coast/srd/Background.json new file mode 100644 index 00000000..2b07e40b --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/Background.json @@ -0,0 +1,11 @@ +[ +{ + "model": "api_v2.background", + "pk": "acolyte", + "fields": { + "name": "Acolyte", + "desc": "You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an\r\nintermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric performing sacred rites is not the same thing as channeling divine power.\r\n\r\nChoose a god, a pantheon of gods, or some other quasi-­‐‑divine being from among those listed in \"Fantasy-­‐‑Historical Pantheons\" or those specified by your GM, and work with your GM to detail the nature\r\nof your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.", + "document": "srd" + } +} +] diff --git a/data/v2/wizards-of-the-coast/srd/BackgroundBenefit.json b/data/v2/wizards-of-the-coast/srd/BackgroundBenefit.json new file mode 100644 index 00000000..c21a64c7 --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/BackgroundBenefit.json @@ -0,0 +1,52 @@ +[ +{ + "model": "api_v2.backgroundbenefit", + "pk": 30, + "fields": { + "name": "Skill Proficiencies", + "desc": "Insight, Religion", + "type": "skill_proficiency", + "background": "acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 31, + "fields": { + "name": "Languages", + "desc": "Two of your choice", + "type": "language", + "background": "acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 32, + "fields": { + "name": "Equipment", + "desc": "A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp", + "type": "equipment", + "background": "acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 33, + "fields": { + "name": "Shelter of the Faithful", + "desc": "As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.\r\n\r\nYou might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.", + "type": "feature", + "background": "acolyte" + } +}, +{ + "model": "api_v2.backgroundbenefit", + "pk": 34, + "fields": { + "name": "Suggested Characteristics", + "desc": "Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.\r\n\r\n| d8 | Personality Trait |\r\n|---|---|\r\n| 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. |\r\n| 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. |\r\n| 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen |\r\n| 4 | Nothing can shake my optimistic attitude. |\r\n| 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. |\r\n| 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |\r\n| 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. |\r\n| 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. |\r\n\r\n| d6 | Ideal |\r\n|---|---|\r\n| 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) |\r\n| 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) |\r\n| 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) |\r\n| 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) |\r\n| 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) |\r\n| 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) |\r\n\r\n| d6 | Bond |\r\n|---|---|\r\n| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |\r\n| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. |\r\n| 3 | I owe my life to the priest who took me in when my parents died. |\r\n| 4 | Everything I do is for the common people. |\r\n| 5 | I will do anything to protect the temple where I served. |\r\n| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. |\r\n\r\n| d6 | Flaw |\r\n|---|---|\r\n| 1 | I judge others harshly, and myself even more severely. |\r\n| 2 | I put too much trust in those who wield power within my temple's hierarchy. |\r\n| 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. |\r\n| 4 | I am inflexible in my thinking. |\r\n| 5 | I am suspicious of strangers and expect the worst of them. |\r\n| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. |", + "type": "suggested_characteristics", + "background": "acolyte" + } +} +] diff --git a/data/v2/wizards-of-the-coast/srd/FeatBenefit.json b/data/v2/wizards-of-the-coast/srd/FeatBenefit.json new file mode 100644 index 00000000..423042ed --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/FeatBenefit.json @@ -0,0 +1,22 @@ +[ +{ + "model": "api_v2.featbenefit", + "pk": 175, + "fields": { + "name": "", + "desc": "You have advantage on attack rolls against a creature you are grappling.", + "type": null, + "feat": "grappler" + } +}, +{ + "model": "api_v2.featbenefit", + "pk": 176, + "fields": { + "name": "", + "desc": "You can use your action to try to pin a creature grappled by you. The creature makes a Strength or Dexterity saving throw against your maneuver DC. On a failure, you and the creature are both restrained until the grapple ends.", + "type": null, + "feat": "grappler" + } +} +] diff --git a/data/v2/wizards-of-the-coast/srd/Trait.json b/data/v2/wizards-of-the-coast/srd/Trait.json index dd440406..cdb5127d 100644 --- a/data/v2/wizards-of-the-coast/srd/Trait.json +++ b/data/v2/wizards-of-the-coast/srd/Trait.json @@ -5,6 +5,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 2, and your Constitution score increases by 1.", + "type": null, "race": "half-orc" } }, @@ -14,6 +15,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "half-orc" } }, @@ -23,6 +25,7 @@ "fields": { "name": "Darkvision", "desc": "Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "half-orc" } }, @@ -32,6 +35,7 @@ "fields": { "name": "Age", "desc": "Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.", + "type": null, "race": "half-orc" } }, @@ -41,6 +45,7 @@ "fields": { "name": "Alignment", "desc": "Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.", + "type": null, "race": "half-orc" } }, @@ -50,6 +55,7 @@ "fields": { "name": "Size", "desc": "Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.", + "type": null, "race": "half-orc" } }, @@ -59,6 +65,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.", + "type": null, "race": "half-orc" } }, @@ -68,6 +75,7 @@ "fields": { "name": "Menacing", "desc": "You gain proficiency in the Intimidation skill.", + "type": null, "race": "half-orc" } }, @@ -77,6 +85,7 @@ "fields": { "name": "Relentless Endurance", "desc": "When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.", + "type": null, "race": "half-orc" } }, @@ -86,6 +95,7 @@ "fields": { "name": "Savage Attacks", "desc": "When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.", + "type": null, "race": "half-orc" } }, @@ -95,6 +105,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 1, and your Charisma score increases by 2.", + "type": null, "race": "tiefling" } }, @@ -104,6 +115,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "tiefling" } }, @@ -113,6 +125,7 @@ "fields": { "name": "Darkvision", "desc": "Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "tiefling" } }, @@ -122,6 +135,7 @@ "fields": { "name": "Age", "desc": "Tieflings mature at the same rate as humans but live a few years longer.", + "type": null, "race": "tiefling" } }, @@ -131,6 +145,7 @@ "fields": { "name": "Alignment", "desc": "Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.", + "type": null, "race": "tiefling" } }, @@ -140,6 +155,7 @@ "fields": { "name": "Size", "desc": "Tieflings are about the same size and build as humans. Your size is Medium.", + "type": null, "race": "tiefling" } }, @@ -149,6 +165,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Infernal.", + "type": null, "race": "tiefling" } }, @@ -158,6 +175,7 @@ "fields": { "name": "Hellish Resistance", "desc": "You have resistance to fire damage.", + "type": null, "race": "tiefling" } }, @@ -167,6 +185,7 @@ "fields": { "name": "Infernal Legacy", "desc": "You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.", + "type": null, "race": "tiefling" } }, @@ -176,6 +195,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.", + "type": null, "race": "half-elf" } }, @@ -185,6 +205,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "half-elf" } }, @@ -194,6 +215,7 @@ "fields": { "name": "Darkvision", "desc": "Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "half-elf" } }, @@ -203,6 +225,7 @@ "fields": { "name": "Age", "desc": "Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.", + "type": null, "race": "half-elf" } }, @@ -212,6 +235,7 @@ "fields": { "name": "Alignment", "desc": "Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.", + "type": null, "race": "half-elf" } }, @@ -221,6 +245,7 @@ "fields": { "name": "Size", "desc": "Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.", + "type": null, "race": "half-elf" } }, @@ -230,6 +255,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common, Elvish, and one extra language of your choice.", + "type": null, "race": "half-elf" } }, @@ -239,6 +265,7 @@ "fields": { "name": "Fey Ancestry", "desc": "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", + "type": null, "race": "half-elf" } }, @@ -248,6 +275,7 @@ "fields": { "name": "Skill Versatility", "desc": "You gain proficiency in two skills of your choice.", + "type": null, "race": "half-elf" } }, @@ -257,6 +285,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 2.", + "type": null, "race": "gnome" } }, @@ -266,6 +295,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 25 feet.", + "type": null, "race": "gnome" } }, @@ -275,6 +305,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "gnome" } }, @@ -284,6 +315,7 @@ "fields": { "name": "Age", "desc": "Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.", + "type": null, "race": "gnome" } }, @@ -293,6 +325,7 @@ "fields": { "name": "Alignment", "desc": "Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.", + "type": null, "race": "gnome" } }, @@ -302,6 +335,7 @@ "fields": { "name": "Size", "desc": "Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.", + "type": null, "race": "gnome" } }, @@ -311,6 +345,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.", + "type": null, "race": "gnome" } }, @@ -320,6 +355,7 @@ "fields": { "name": "Gnome Cunning", "desc": "You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.", + "type": null, "race": "gnome" } }, @@ -329,6 +365,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 1.", + "type": null, "race": "rock-gnome" } }, @@ -338,6 +375,7 @@ "fields": { "name": "Artificer's Lore", "desc": "Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.", + "type": null, "race": "rock-gnome" } }, @@ -347,6 +385,7 @@ "fields": { "name": "Tinker", "desc": "You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.\r\n\r\nWhen you create a device, choose one of the following options:\r\n* _Clockwork Toy._ This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.\r\n* _Fire Starter._ The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.\r\n* _Music Box._ When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.", + "type": null, "race": "rock-gnome" } }, @@ -356,6 +395,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Strength score increases by 2, and your Charisma score increases by 1.", + "type": null, "race": "dragonborn" } }, @@ -365,6 +405,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "dragonborn" } }, @@ -374,6 +415,7 @@ "fields": { "name": "Age", "desc": "Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.", + "type": null, "race": "dragonborn" } }, @@ -383,6 +425,7 @@ "fields": { "name": "Alignment", "desc": "Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil. Most dragonborn are good, but those who side with evil can be terrible villains.", + "type": null, "race": "dragonborn" } }, @@ -392,6 +435,7 @@ "fields": { "name": "Size", "desc": "Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.", + "type": null, "race": "dragonborn" } }, @@ -401,6 +445,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.", + "type": null, "race": "dragonborn" } }, @@ -410,6 +455,7 @@ "fields": { "name": "Draconic Ancestry table", "desc": "| Dragon | Damage Type | Breath Weapon |\r\n|--------------|-------------------|------------------------------|\r\n| Black | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Blue | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Brass | Fire | 5 by 30 ft. line (Dex. save) |\r\n| Bronze | Lightning | 5 by 30 ft. line (Dex. save) |\r\n| Copper | Acid | 5 by 30 ft. line (Dex. save) |\r\n| Gold | Fire | 15 ft. cone (Dex. save) |\r\n| Green | Poison | 15 ft. cone (Con. save) |\r\n| Red | Fire | 15 ft. cone (Dex. save) |\r\n| Silver | Cold | 15 ft. cone (Con. save) |\r\n| White | Cold | 15 ft. cone (Con. save) |", + "type": null, "race": "dragonborn" } }, @@ -419,6 +465,7 @@ "fields": { "name": "Draconic Ancestry", "desc": "You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.", + "type": null, "race": "dragonborn" } }, @@ -428,6 +475,7 @@ "fields": { "name": "Breath Weapon", "desc": "You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation.\r\nWhen you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.", + "type": null, "race": "dragonborn" } }, @@ -437,6 +485,7 @@ "fields": { "name": "Damage Resistance", "desc": "You have resistance to the damage type associated with your draconic ancestry.", + "type": null, "race": "dragonborn" } }, @@ -446,6 +495,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your ability scores each increase by 1.", + "type": null, "race": "human" } }, @@ -455,6 +505,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "human" } }, @@ -464,6 +515,7 @@ "fields": { "name": "Age", "desc": "Humans reach adulthood in their late teens and live less than a century.", + "type": null, "race": "human" } }, @@ -473,6 +525,7 @@ "fields": { "name": "Alignment", "desc": "Humans tend toward no particular alignment. The best and the worst are found among them.", + "type": null, "race": "human" } }, @@ -482,6 +535,7 @@ "fields": { "name": "Size", "desc": "Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.", + "type": null, "race": "human" } }, @@ -491,6 +545,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.", + "type": null, "race": "human" } }, @@ -500,6 +555,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "halfling" } }, @@ -509,6 +565,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 25 feet.", + "type": null, "race": "halfling" } }, @@ -518,6 +575,7 @@ "fields": { "name": "Age", "desc": "A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.", + "type": null, "race": "halfling" } }, @@ -527,6 +585,7 @@ "fields": { "name": "Alignment", "desc": "Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.", + "type": null, "race": "halfling" } }, @@ -536,6 +595,7 @@ "fields": { "name": "Size", "desc": "Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.", + "type": null, "race": "halfling" } }, @@ -545,6 +605,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.", + "type": null, "race": "halfling" } }, @@ -554,6 +615,7 @@ "fields": { "name": "Lucky", "desc": "When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.", + "type": null, "race": "halfling" } }, @@ -563,6 +625,7 @@ "fields": { "name": "Brave", "desc": "You have advantage on saving throws against being frightened.", + "type": null, "race": "halfling" } }, @@ -572,6 +635,7 @@ "fields": { "name": "Halfling Nimbleness", "desc": "You can move through the space of any creature that is of a size larger than yours.", + "type": null, "race": "halfling" } }, @@ -581,6 +645,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Charisma score increases by 1.", + "type": null, "race": "lightfoot" } }, @@ -590,6 +655,7 @@ "fields": { "name": "Naturally Stealthy", "desc": "You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.", + "type": null, "race": "lightfoot" } }, @@ -599,6 +665,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Dexterity score increases by 2.", + "type": null, "race": "elf" } }, @@ -608,6 +675,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 30 feet.", + "type": null, "race": "elf" } }, @@ -617,6 +685,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "elf" } }, @@ -626,6 +695,7 @@ "fields": { "name": "Age", "desc": "Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.", + "type": null, "race": "elf" } }, @@ -635,6 +705,7 @@ "fields": { "name": "Alignment", "desc": "Elves love freedom, variety, and self-­expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.", + "type": null, "race": "elf" } }, @@ -644,6 +715,7 @@ "fields": { "name": "Size", "desc": "Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.", + "type": null, "race": "elf" } }, @@ -653,6 +725,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.", + "type": null, "race": "elf" } }, @@ -662,6 +735,7 @@ "fields": { "name": "Keen Senses", "desc": "You have proficiency in the Perception skill.", + "type": null, "race": "elf" } }, @@ -671,6 +745,7 @@ "fields": { "name": "Fey Ancestry", "desc": "You have advantage on saving throws against being charmed, and magic can't put you to sleep.", + "type": null, "race": "elf" } }, @@ -680,6 +755,7 @@ "fields": { "name": "Trance", "desc": "Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.", + "type": null, "race": "elf" } }, @@ -689,6 +765,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Intelligence score increases by 1.", + "type": null, "race": "high-elf" } }, @@ -698,6 +775,7 @@ "fields": { "name": "Elf Weapon Training", "desc": "You have proficiency with the longsword, shortsword, shortbow, and longbow.", + "type": null, "race": "high-elf" } }, @@ -707,6 +785,7 @@ "fields": { "name": "Cantrip", "desc": "You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.", + "type": null, "race": "high-elf" } }, @@ -716,6 +795,7 @@ "fields": { "name": "Extra Language", "desc": "You can speak, read, and write one extra language of your choice.", + "type": null, "race": "high-elf" } }, @@ -725,6 +805,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Constitution score increases by 2.", + "type": null, "race": "dwarf" } }, @@ -734,6 +815,7 @@ "fields": { "name": "Speed", "desc": "Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.", + "type": null, "race": "dwarf" } }, @@ -743,6 +825,7 @@ "fields": { "name": "Darkvision", "desc": "Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.", + "type": null, "race": "dwarf" } }, @@ -752,6 +835,7 @@ "fields": { "name": "Age", "desc": "Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.", + "type": null, "race": "dwarf" } }, @@ -761,6 +845,7 @@ "fields": { "name": "Alignment", "desc": "Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.", + "type": null, "race": "dwarf" } }, @@ -770,6 +855,7 @@ "fields": { "name": "Size", "desc": "Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.", + "type": null, "race": "dwarf" } }, @@ -779,6 +865,7 @@ "fields": { "name": "Languages", "desc": "You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.", + "type": null, "race": "dwarf" } }, @@ -788,6 +875,7 @@ "fields": { "name": "Dwarven Resilience", "desc": "You have advantage on saving throws against poison, and you have resistance against poison damage.", + "type": null, "race": "dwarf" } }, @@ -797,6 +885,7 @@ "fields": { "name": "Dwarven Combat Training", "desc": "You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.", + "type": null, "race": "dwarf" } }, @@ -806,6 +895,7 @@ "fields": { "name": "Tool Proficiency", "desc": "You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.", + "type": null, "race": "dwarf" } }, @@ -815,6 +905,7 @@ "fields": { "name": "Stonecunning", "desc": "Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.", + "type": null, "race": "dwarf" } }, @@ -824,6 +915,7 @@ "fields": { "name": "Ability Score Increase", "desc": "Your Wisdom score increases by 1.", + "type": null, "race": "hill-dwarf" } }, @@ -833,6 +925,7 @@ "fields": { "name": "Dwarven Toughness", "desc": "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.", + "type": null, "race": "hill-dwarf" } } diff --git a/scripts/datafile_parser.py b/scripts/datafile_parser.py index 7175207f..18490ad4 100644 --- a/scripts/datafile_parser.py +++ b/scripts/datafile_parser.py @@ -58,101 +58,56 @@ def main(): file_json = json.load(file.open()) print("File Loaded") - modified_items = [] + modified_bgs = [] + modified_bgbs = [] unprocessed_items = [] for item in file_json: - any_armor = ['studded-leather','splint','scale-mail','ring-mail','plate','padded','leather','hide','half-plate','chain-shirt','chain-mail','breastplate'] - light = ['studded-leather','padded','leather'] - any_med_heavy = ['splint','scale-mail','ring-mail','plate','hide','half-plate','chain-shirt','chain-mail','breastplate'] - any_heavy = ['splint','ring-mail','plate','chain-mail'] - - any_sword_slashing = ['shortsword','longsword','greatsword', 'scimitar'] - any_axe = ['handaxe','battleaxe','greataxe'] - any_weapon = [ - 'club', - 'dagger', - 'greatclub', - 'handaxe', - 'javelin', - 'light-hammer', - 'mace', - 'quarterstaff', - 'sickle', - 'spear', - 'battleaxe', - 'flail', - 'lance', - 'longsword', - 'morningstar', - 'rapier', - 'scimitar', - 'shortsword', - 'trident', - 'warpick', - 'warhammer', - 'whip', - 'blowgun', - 'net'] - - item_model={"model":"api_v2.item"} - item_model['pk'] = slugify(item['name']) - item_model['fields'] = dict({}) - item_model['fields']['name'] = item['name'] - item_model['fields']['desc']=item["desc"] - item_model['fields']['size']=1 - item_model['fields']['weight']=str(0.0) - item_model['fields']['armor_class']=0 - item_model['fields']['hit_points']=0 - item_model['fields']['document']="vault-of-magic" - item_model['fields']['cost']=0 - item_model['fields']['weapon']=None - item_model['fields']['armor']=None - item_model['fields']['requires_attunement']=False - if "requires-attunement" in item: - if item["requires-attunement"]=="requires attunement": - item_model['fields']['requires_attunement']=True - #if item["rarity"] not in ['common','uncommon','rare','very rare','legendary']: - # print(item['name'], item['rarity']) - # unprocessed_items.append(item) - # continue - - if item['rarity'] == 'common': - item_model['fields']['rarity'] = 1 - if item['rarity'] == 'uncommon': - item_model['fields']['rarity'] = 2 - if item['rarity'] == 'rare': - item_model['fields']['rarity'] = 3 - if item['rarity'] == 'very rare': - item_model['fields']['rarity'] = 4 - if item['rarity'] == 'legendary': - item_model['fields']['rarity'] = 5 - - if item['type'] != "Potion": - unprocessed_items.append(item) - continue + + # Process the main background. + background_object = {} + background_object['model'] = "api_v2.background" + background_object['pk'] = slugify(item['name']) + background_object['fields'] = dict({}) + background_object['fields']['name'] = item['name'] + background_object['fields']['desc'] = item['desc'] + background_object['fields']['document'] = "" - if 'Unstable Bombard' not in item['name']: - unprocessed_items.append(item) - continue - - item_model['fields']['category']="potion" - item_model['fields']['rarity'] = 3 - - for f in ["mindshatter","murderous","sloughide"]: - # for x,rar in enumerate(['uncommon','rare','very rare']): - item_model['fields']['name']= "{} Bombard".format(f.title()) - #item_model['fields']['name'] = item['name'] - #item_model['fields']['armor'] = 'leather' - item_model['pk'] = slugify(item_model['fields']["name"]) - print_item = json.loads(json.dumps(item_model)) - modified_items.append(print_item) - -# modified_items.append(item_model) - - print("Unprocessed count:{}".format(len(unprocessed_items))) - print("Processed count: {}".format(len(modified_items))) - - + # Process the background benefits. + benefit_type_enum = ( + ('ability-score_increases','ability_score_increase'), + ('skill-proficiencies','skill_proficiency'), + ('languages','language'), + ('tool-proficiencies','tool_proficiency'), + ('equipment','equipment'), + ('feature-name','feature'), + ('suggested-characteristics','suggested_characteristics'), + ('adventures-and-advancement','adventures-and-advancement') + ) + for benefit_type in benefit_type_enum: + benefit_object = {} + benefit_object['model'] = 'api_v2.backgroundbenefit' + if benefit_type[0] in item: + benefit_object['fields'] = dict({}) + benefit_object['fields']['type'] = benefit_type[1] + if benefit_type[1] == 'feature': + benefit_object['fields']['name'] = item[benefit_type[0]] + if 'feature-description' in item: + benefit_object['fields']['desc'] = item['feature-description'] + else: benefit_object['fields']['desc'] = "" + else: + benefit_object['fields']['name'] = benefit_type[0].title().replace("_"," ").replace("-"," ") + benefit_object['fields']['desc'] = item[benefit_type[0]] + benefit_object['fields']['background'] = background_object['pk'] + + modified_bgbs.append(benefit_object) + modified_bgs.append(background_object) + + # unprocessed_items.append(item) + + #print("Unprocessed count:{}".format(len(unprocessed_items))) + print("Background count: {}".format(len(modified_bgs))) + print("Benefit count: {}".format(len(modified_bgbs))) + if not args.test: modified_file = str(file.parent)+"/"+file.stem + args.modifiedsuffix + file.suffix @@ -161,12 +116,21 @@ def main(): print("File already exists!") exit(0) with open(modified_file, 'w', encoding='utf-8') as s: - s.write(json.dumps(modified_items, ensure_ascii=False, indent=4)) + s.write(json.dumps(modified_bgs, ensure_ascii=False, indent=4)) - unmodified_file = str(file.parent)+"/"+file.stem + args.unmodifiedsuffix + file.suffix - print('Writing unmodified objects to {}.'.format(unmodified_file)) - with open(unmodified_file, 'w', encoding='utf-8') as s: - s.write(json.dumps(unprocessed_items, ensure_ascii=False, indent=4)) + modifiedbgb_file = str(file.parent)+"/"+file.stem +"_benefits" + args.modifiedsuffix + file.suffix + print('Writing modified objects to {}.'.format(modifiedbgb_file)) + if(os.path.isfile(modifiedbgb_file)): + print("File already exists!") + exit(0) + with open(modifiedbgb_file, 'w', encoding='utf-8') as sbgb: + sbgb.write(json.dumps(modified_bgbs, ensure_ascii=False, indent=4)) + + + #unmodified_file = str(file.parent)+"/"+file.stem + args.unmodifiedsuffix + file.suffix + #print('Writing unmodified objects to {}.'.format(unmodified_file)) + #with open(unmodified_file, 'w', encoding='utf-8') as s: + # s.write(json.dumps(unprocessed_items, ensure_ascii=False, indent=4)) except Exception as e: diff --git a/server/urls.py b/server/urls.py index 3bddfd09..a6c59aa1 100644 --- a/server/urls.py +++ b/server/urls.py @@ -60,6 +60,7 @@ router_v2.register(r'weapons',views_v2.WeaponViewSet) router_v2.register(r'armor',views_v2.ArmorViewSet) router_v2.register(r'rulesets',views_v2.RulesetViewSet) + router_v2.register(r'backgrounds',views_v2.BackgroundViewSet) router_v2.register(r'feats',views_v2.FeatViewSet) router_v2.register(r'races',views_v2.RaceViewSet) router_v2.register(r'creatures',views_v2.CreatureViewSet)