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COM_5ePack_Private_MH5e - All.user
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<?xml version="1.0" encoding="UTF-8"?>
<document signature="Hero Lab Data">
<thing id="r5CAlsied" name="Alsied" description="Alseid are graceful woodland cousins to centaurs, blending the torsos of elves with the lower bodies of nimble deer. Because they rarely venture far from their wooded glades, some call them grove nymphs, although they're more closely related to elves than nymphs. \n\nAlseid see the forest as an individual and a friend. They are suspicious of outsiders who do not share this view. Lost travelers who demonstrate deep respect for the forest may spot a distant alseid's white tail and chase after it as it bounces toward a road that leads out of the forest. Disrespectful strangers may follow the same tail to their doom." compset="Race">
<fieldval field="rHeightMin" value="72"/>
<fieldval field="rWeightMin" value="300"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rWIS" value="1"/>
<fieldval field="rSpeed" value="40"/>
<usesource source="5CMHo5E"/>
<tag group="SplAttr" tag="aCHA"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="ProfSkill" tag="skStealth"/>
<tag group="WepProf" tag="wShortbow"/>
<tag group="WepProf" tag="wSpear"/>
<tag group="RaceType" tag="Normal"/>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="lElvish"></bootstrap>
<bootstrap thing="ra5CQuadru"></bootstrap>
<bootstrap thing="ra5CWoodFr"></bootstrap>
</thing>
<thing id="ra5CQuadru" name="Quadruped" description="Quadruped. You have disadvantage on Stealth checks because of your size and indelicate hooves.The mundane details of the structures of humanoids can present considerable obstacles for you, such as ladders and manholes." compset="RaceSpec" summary="Structures of humanoids can present considerable obstacles for you.">
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<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CWoodFr" name="Woodfriend" description="Woodfriend. When in a forest, you leave no tracks and can automatically discern true north." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
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<thing id="r5CCentMid" name="Centaur, Midgard" description="On the plains, in the forests, and across the steppes live creatures who blend humanoid and equine aspects. Centaurs are neither man nor beast, but occupy a strange niche in both the civilized and natural worlds. They are born with grace befitting a human king, but are possessed of the fierce savagery of a wild stallion. Centaurs are a scattered race, roaming in small clan groups from the Rothenian Plains (where their numbers are great) to the court of the young Valeran Emperor, whom several serve as personal guards. But they also have a reputation for banditry and bullying, and most cultures consider them dangerous.\n\nCentaurs are largely a nomadic people. Their archery is excellent and their healing arts are well advanced. Because they have little interest in magic or in writing, other cultures sometimes disregard centaurs, but they do so at their peril. Large centaur hordes have smashed baronies and even small nations flat.\n\nNatural Attacks. You have proficiency with your hooves.\nYou make one attack with your hooves, which deal 2d6 bludgeoning damage." compset="Race">
<fieldval field="rHeightMin" value="108"/>
<fieldval field="rWeightMin" value="2000"/>
<fieldval field="rSpeed" value="40"/>
<fieldval field="rSTR" value="2"/>
<fieldval field="rWIS" value="1"/>
<fieldval field="rLanguages" value="1"/>
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<tag group="Alignment" tag="NeutralGE"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="WepProf" tag="wLongbow"/>
<tag group="WepProf" tag="wPike"/>
<tag group="ProfSkill" tag="skMedicine"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="WepProf" tag="w5CHooves"/>
<bootstrap thing="ra5CHumTor"></bootstrap>
<bootstrap thing="ra5CQuadru"></bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="l5CCentaur"></bootstrap>
<bootstrap thing="wHooves">
<autotag group="AttackTarg" tag="1Target"/>
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<bootstrap thing="ra5CPikeCh"></bootstrap>
</thing>
<thing id="ra5CPikeCh" name="Pike Charge" description="If you move at least 30 feet straight toward a target and then hit it with a pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage.\n\nThe number of extra damage dice you gain increases by one at 6th level (2d6) and again at 11th level (3d6). You can apply this extra damage only once per turn. You can use this ability a number of times per day equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest." compset="RaceSpec" summary="If you move at least 30 feet straight toward a target and then hit it with a pike attack on the same turn, the target takes an extra 3 (1d6) piercing damage.">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CHumTor" name="Humanoid Torso" description="Although you are Large, you wield weapons and wear armor sized for a Medium creature, thanks to the proportions of your humanoid torso." compset="RaceSpec" summary="Although you are Large, you wield weapons and wear armor sized for a Medium creature.">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="l5CCentaur" name="Centaur" description="{b}Typical Speakers:{/b} Centaurs\n{b}Script:{/b} Centaur" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic" name="Exotic Languages" abbrev="Exotic"/>
</thing>
<thing id="r5CDragKin" name="Dragonkin" description="Althouth they're the youngest race in Midgard, the dragonkin have expanded at a startling (some might say alarming) rate across the southern reaches of the world. It's known that the race arose in the Mharoti Empire, but beyond that, its origin is shrouded in mystery.\n\nAt first glance, dragonkin appear to be a hybrid of humanoid and dragon, but dragonkin react with nearviolence to any such suggestion. They are fiercely proud of their draconic blood, and they reject the notion that it's diluted by anything less pure. They look down with disdain on other humanoids, including kobolds. Dragonkin are a race of great presence and ability, but they are driven by arrogance and greed. Despite the youth of the race overall, they have won so many battles and wield so much power that few can begrudge their arrogance." compset="Race">
<fieldval field="rHeightMin" value="72"/>
<fieldval field="rWeightMin" value="300"/>
<fieldval field="rSpeed" value="25"/>
<fieldval field="rCHA" value="2"/>
<usesource source="5CMHo5E"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="ProfSkill" tag="skPersuas"/>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="lDraconic"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
</thing>
<thing id="sr5CFlFiDr" name="Flame or Fire Dragonkin" description="The most common of the Four Elemental Kinds are the proud, boisterous flame dragonkin. They can be insufferable braggarts, inspiring leaders, and sometimes both. They bear yellow, golden, or orange scales, and red crests. Flame dragonkin are strong, and they enjoy proving their superior strength." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="rSTR" value="1"/>
<fieldval field="srcPageNum" value="6"/>
<usesource source="5CMHo5E"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SubRace" tag="r5CDragKin"/>
<tag group="DamageRes" tag="dtFire"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<bootstrap thing="spProdFlam">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="sr5CStCaDr" name="Stone or Cave Dragonkin" description="The stone dragonkin are the most stoic and hardy of the Elemental Kinds. What seems to outsiders like reserve is really patience; stone dragonkin don't reach conclusions without evidence and don't jump into action without considering the consequences. When they do act, it's with the same intense ferocity as any of their kin. Stone dragonkin grow scales of gray, black, or rarely, white. Their crests or frills are purple or white. Like the stolid dragons that are their forebears, stone dragonkin are the most resilient of their ilk." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="7"/>
<fieldval field="rCON" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="DamageRes" tag="dtAcid"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="SubRace" tag="r5CDragKin"/>
<bootstrap thing="sp5CBladeW">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="sr5CWaTiDr" name="Wave or Tide Dragonkin" description="The least numerous of the Elemental Kinds, the wave dragonkin have gold, blue, or green scales with bright green or yellow crests. This breed of dragonkin find success as spies and tacticians. Some take up the priest's mantle, most often in service to Seggotan, the sea god of the Dragon Empire. Wave dragonkin are perceptive and strong-willed." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="7"/>
<fieldval field="rWIS" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="SubRace" tag="r5CDragKin"/>
<tag group="DamageRes" tag="dtCold"/>
<bootstrap thing="sp5CPoisoS">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="sr5CWiStDr" name="Wind or Storm Dragonkin" description="Wind dragonkin are only slightly less common than flame. They are driven by a desire to know the world. They urge their kind toward expansion and conquest, but less from a desire to rule than from a desire to understand and experience. The wind dragonkin have blue, white, silver, or gray scales, with black crests. Wind dragonkin are studious and knowledgeable but far from passive." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="rINT" value="1"/>
<fieldval field="srcPageNum" value="6"/>
<usesource source="5CMHo5E"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="DamageRes" tag="dtLightnin"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SubRace" tag="r5CDragKin"/>
<bootstrap thing="spShocGras">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="sr5CEdSoDr" name="Edjet or Soldier Dragonkin" description="Despite the dragonkins' love of their own racial purity, interbreeding between the subraces does happen. The result is usually an edjet. They're recognizable by their brassy or tan scales with black or rust-colored crests. Edjet make up a large segment of dragonkin presence in the Mharoti armies, serving as heavy infantry and shock troops. Despite the dragonkin's usual slow speed, edjet have fast reflexes and keen aim." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="7"/>
<fieldval field="rDEX" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="DamageRes" tag="dtPoison"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SubRace" tag="r5CDragKin"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<bootstrap thing="spShillela">
<autotag group="Helper" tag="RaceSpell"/>
<autotag group="StandardDC" tag="aCHA"/>
<autotag group="Usage" tag="AtWill"/>
</bootstrap>
</thing>
<thing id="sr5CWindEl" name="Windrunner Elf" description="The windrunner elves are nomads and herders, weavers, masters of archery and the hunt, and quick to speak with the sky spirits. They are a fallen people who have largely abandoned civilization. They wander the Rothenian Plains, owing no allegiance to the remaining elven rulers, neither the Imperatrix of Dornig nor the River King at Arbonesse." compset="SubRace" uniqueness="unique">
<fieldval field="rSpeed" value="35"/>
<fieldval field="rWIS" value="1"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="rHeightMin" value="54"/>
<fieldval field="rWeightMin" value="90"/>
<fieldval field="srcPageNum" value="8"/>
<usesource source="5CMHo5E"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="SubRace" tag="rElf" name="Elf" abbrev="Elf"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<bootstrap thing="raHiElfWep"></bootstrap>
<bootstrap thing="ra5CMskWld"></bootstrap>
</thing>
<thing id="sr5CRivrEl" name="River Elf" description="River elves are what remains of the elves of Thorn, with the River King barely keeping contact with the Imperatrix. The Arbonesse forest beyond the western wasteland is their homeland and the river their highway. Their borders include all the land where the leaves' shadow falls. Sometimes a river elf is exiled to wander the outside world for a few decades, but otherwise, other races rarely see the elves who built so many castles, roads, and cities throughout Midgard." compset="SubRace" uniqueness="unique">
<fieldval field="rINT" value="1"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="rHeightMin" value="54"/>
<fieldval field="rWeightMin" value="90"/>
<fieldval field="rSpExLst" value="sClass.cHelpWiz & sLevel.0"/>
<fieldval field="rSpExLstNm" value="Wizard Cantrips"/>
<fieldval field="rSpExAllw" value="1"/>
<fieldval field="srcPageNum" value="8"/>
<usesource source="5CMHo5E"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="SubRace" tag="rElf" name="Elf" abbrev="Elf"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<bootstrap thing="raHiElfWep"></bootstrap>
</thing>
<thing id="r5CElfMark" name="Elfmarked" description="Although the elven race is in decline and its members are scattered, the elves created a lasting legacy. In addition to the obvious reminders of their past greatness (ruined cities and straight, level roads) they left an invisible mark in the elven blood that courses throughout Midgard's people. The so-called elfmarked are the result of unions between elves and humans. Elvish blood running through their veins ties the elfmarked to the realms of the fey; some trace their lineage back to the great elves of ages long ago. The elfmarked are spread throughout the kingdoms of Midgard. They mingle with humans and other races in cosmopolitan cities and rustic villages, the latent power in their blood always whispering in their\nsubtly pointed ears." compset="Race">
<fieldval field="rCHA" value="2"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="rHeightMin" value="57"/>
<fieldval field="rWeightMin" value="110"/>
<fieldval field="cSkillMax" value="2"/>
<usesource source="5CMHo5E"/>
<tag group="AllowSkl1" tag="Any" name="Any" abbrev="Any"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="HeightSize" tag="8" name="d8" abbrev="d8"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="WeightDice" tag="2" name="2" abbrev="2"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<bootstrap thing="lElvish"></bootstrap>
<bootstrap thing="raHElfAbil"></bootstrap>
<bootstrap thing="raFeyAnces"></bootstrap>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
</thing>
<thing id="r5CSoulFor" name="Gearforged" description="Originally created as powerful soldiers, gearforged must now find their own paths to navigate the second life they've been given. Many devote themselves to civil service, others to their gods. Some dedicate their extraordinarily long lives to the pursuit of knowledge. A few, naturally, seek out lives of adventure. \n\nThe gearforged are an artificial race. More importantly, its members are created one at a time and come from a vast array of backgrounds. Nevertheless, they maintain rich traditions of history, culture, and spirituality all their own, largely because of the influence of the race's patron, the gear goddess Rava.\n\nType. You are of the humanoid (gearforged) type." compset="Race">
<fieldval field="rHeightMin" value="65"/>
<fieldval field="rWeightMin" value="300"/>
<usesource source="5CMHo5E"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="DamageImm" tag="dtDisease"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="CondImm" tag="pcnPoison"/>
<bootstrap thing="ra5CFleSte"></bootstrap>
<bootstrap thing="ra5CSolidC"></bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="ra5CHuV2A"></bootstrap>
<bootstrap thing="ra5CConsBo"></bootstrap>
</thing>
<thing id="sp5CSoulFo" name="Soulforging" description="You and a willing humanoid subject must chant an incantation in unison during the entire casting time. At the end of this period the subject’s soul and consciousness leave its body. The subject must make a DC 14 Charisma saving throw. If it fails, you take 2d10 psychic damage and 2d10 radiant damage from waves of uncontrolled energy ripping out from the disembodied spirit. You can maintain the spell, allowing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the subject’s soul is traumatically drawn back to its body; the subject immediately drops to 0 hit points and is dying.\n\nIf the save succeeds, the subject’s soul is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a gearforged. It loses all of its previous racial traits and gains gearfoged traits. The subject’s original body dies and cannot be returned to life by any means unless its soul is freed from the soul gem.\n\nIf the spellcaster dies during a soulforging, the subject also dies and its soul becomes a wraith. \n\nUp to four other spellcasters of at least 5th level can assist you in casting soulforging. Each assistant reduces the DC of the subject’s Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can’t rejoin.\n\nSoulforging can’t be added to a wizard’s spellbook as one of the two spells learned for gaining a level. It must be found in written form and copied into the spellbook.\nClerics can prepare the spell only if they worship a god of smithing, crafting, or a similar portfolio." compset="Spell">
<fieldval field="sCompDesc" value="a complete mechanical body worth 10,000 gp"/>
<fieldval field="sRange" value="touch"/>
<tag group="sComp" tag="M" name="Material" abbrev="{ref s_M}M{ref}"/>
<tag group="sComp" tag="S" name="Somatic" abbrev="{ref s_S}S{ref}"/>
<tag group="sComp" tag="V" name="Verbal" abbrev="{ref s_V}V{ref}"/>
<tag group="sLevel" tag="5"/>
<tag group="sCastTime" tag="Hour1"/>
<tag group="sClass" tag="cHelpWiz" name="Wizard" abbrev="Wizard"/>
<tag group="sSchool" tag="Necromancy"/>
<tag group="sClass" tag="cHelpClr"/>
<tag group="Helper" tag="RitualSpel"/>
<tag group="sDuration" tag="Instant"/>
</thing>
<thing id="l5CMachSpe" name="Machine Speech" description="{b}Typical Speakers:{/b} Gearforged\n{b}Script:{/b} Machine Speech" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic"/>
</thing>
<thing id="ra5CConsBo" name="Constructed Body" description="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.\n� You cannot eat, drink, or breathe. You can't drink potions or gain benefits that come from drinking, eating, or inhaling vapors.\n� You do not naturally sleep. \n� During a rest, you must perform maintenance on your gears, springs, and joints, following the normal rules governing rest and activity. While performing this maintenance, you are aware of your surroundings but you have disadvantage on Wisdom (Perception) checks. If you go longer than 24 hours without performing maintenance (you don't take a long rest), you gain one level of exhaustion. All exhaustion gained this way disappears after your next long rest.\n� You can't be stabilized when dying with a Wisdom (Medicine) check or spare the dying. Instead, a successful DC 10 Intelligence check or a mending cantrip is needed.\n� You regain only one-half the usual number of hit points from spells or magical effects with the words cure, heal, or healing in their titles. Flesh of Steel. You are immune to disease, poison damage, and the poisoned condition. Solid Construction. If you are killed but your soul gem and memory gears are still intact, you can be restored to life if your body is repaired and soulforging is cast on it again. Because the body already exists, the cost of the ritual is just 500 gp, plus the cost of repairing the body (DM's discretion, typically 1d4 x 50 gp). If your body was destroyed but your soul gem and memory tapes are intact, they can be implanted into a new body at the standard cost (10,000 gp). The only other magic capable of bringing you back from the dead is a wish spell, which restores you fully." compset="RaceSpec" summary="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.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="ra5CFleSte" name="Flesh of Steel" description="You are immune to disease, poison damage, and the poisoned condition." compset="RaceSpec" summary="You are immune to disease, poison damage, and the poisoned condition.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="ra5CSolidC" name="Solid Construction" description="If you are killed but your soul gem and memory gears are still intact, you can be restored to life if your body is repaired and soulforging is cast on it again. Because the body already exists, the cost of the ritual is just 500 gp, plus the cost of repairing the body (DM's discretion, typically 1d4 x 50 gp). If your body was destroyed but your soul gem and memory tapes are intact, they can be implanted into a new body at the standard cost (10,000 gp). The only other magic capable of bringing you back from the dead is a wish spell, which restores you fully." compset="RaceSpec" summary="If you are killed but your soul gem and memory gears are still intact, you can be restored to life if your body is repaired and soulforging is cast on it again.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="r5CGhoulDa" name="Ghoul, Darakhul" description="In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Its citizens call themselves the People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. Their cities lie out of sight, their agents infiltrate the underworlds of a score of surface cities, and their goals know no limits.\n\nTo them, if you are not a member of the People, you are food. Their empire maintains complex social structures and forges serious alliances, particularly among the undead princes of Morgau and Doresh. Unofficial embassies exist in Zobeck, the Ironcrag Cantons, Krakova, and Magdar. Other hidden outposts may lurk below the Seven Cities, Illyria, or beyond. \n\nThey scheme and plot. They hunger for the flesh of the living. They are the darakhul." compset="Race">
<fieldval field="rHeightMin" value="72"/>
<fieldval field="rWeightMin" value="300"/>
<fieldval field="rCON" value="2"/>
<usesource source="5CMHo5E"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="Alignment" tag="Evil"/>
<tag group="WepProf" tag="w5CHvyJaw"/>
<tag group="WepProf" tag="w5CHeavJaw"/>
<tag group="DamageRes" tag="dtNecrotic"/>
<tag group="DamageImm" tag="dtPoison"/>
<tag group="CondImm" tag="pcnCharmed"/>
<tag group="CondImm" tag="pcnExhaust"/>
<tag group="CondImm" tag="pcnPoison"/>
<bootstrap thing="lCommon"></bootstrap>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
</bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="6"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wReach" value="5"/>
</bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="l5CDarakhu"></bootstrap>
<bootstrap thing="ra5CHungFL"></bootstrap>
<bootstrap thing="ra5CSunSe2"></bootstrap>
<bootstrap thing="ra5CUndVit"></bootstrap>
</thing>
<thing id="ra5CHungFL" name="Hunger for Flesh" description="You must consume a meal of raw meat each day or suffer the effects of starvation. If you go 24 hours without such a meal, you gain one level of exhaustion (this is an exception to the darakhul’s immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you cannot regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw meat equal to a Small creature (about 30 pounds)." compset="RaceSpec" summary="You must consume a meal of raw meat each day or suffer the effects of starvation.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="ra5CSunSe2" name="Sunlight Sensitivity" description="When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight." compset="RaceSpec" summary="When you, the target of your attack, or anything you try to perceive is in direct sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="ra5CUndVit" name="Undead Vitality" description=" You are infused with the dark energy of undeath, which frees you from some frailties that plague living creatures. \n\nYou have resistance to necrotic damage and immunity to poison damage. You are immune to exhaustion and to the charmed and poisoned conditions. If you die, you cannot be returned to life by revivify, raise dead, or reincarnate; resurrection and true resurrection return you to life as your original race. A create undead spell cast so that it targets only your corpse affects you as a raise dead spell affects the corpse of a once-living creature. You don't need to drink or breathe. You don't sleep the way living creatures do, but during long rests, you enter a dormant state resembling death; during that time, you have disadvantage on Wisdom (Perception) checks." compset="RaceSpec" summary=" You are infused with the dark energy of undeath, which frees you from some frailties that plague living creatures.">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="l5CDarakhu" name="Darakhul" description="{b}Typical Speakers:{/b} Ghoul, Darakhul\n{b}Script:{/b} Darakhul" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic" name="Exotic Languages" abbrev="Exotic"/>
</thing>
<thing id="sr5CGhouDK" name="Ghoul, Darakhul (Dragonkin)" compset="SubRace" uniqueness="unique">
<fieldval field="rSpeed" value="25"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rSTR" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="Language" tag="Any"/>
<bootstrap thing="lAll"></bootstrap>
</thing>
<thing id="sr5CGhouDw" name="Ghoul, Darakhul (Dwarf)" compset="SubRace" uniqueness="unique">
<fieldval field="rSpeed" value="25"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rWIS" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<bootstrap thing="lDwarvish"></bootstrap>
</thing>
<thing id="sr5CGhouEl" name="Ghoul, Darakhul (Elf)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rDEX" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<bootstrap thing="lElvish"></bootstrap>
</thing>
<thing id="sr5CGhouGn" name="Ghoul, Darakhul (Gnome)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rINT" value="1"/>
<fieldval field="rSpeed" value="25"/>
<usesource source="5CMHo5E"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Small11"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<bootstrap thing="lGnomish"></bootstrap>
</thing>
<thing id="sr5CGhouHf" name="Ghoul, Darakhul (Halfling)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rSpeed" value="25"/>
<fieldval field="rCHA" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Small11"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<bootstrap thing="lHalfling"></bootstrap>
</thing>
<thing id="sr5CGhouHu" name="Ghoul, Darakhul (Human)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<usesource source="5CMHo5E"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<bootstrap thing="ra5CGhouAI"></bootstrap>
<eval phase="First">hero.child[RaceHelper].field[cSkillMax].value += 1
hero.child[resLangBck].field[resMax].value += 1</eval>
</thing>
<thing id="ra5CGhouAI" name="Ability Score Increase" description="Choose one ability score to receive a +1 bonus." compset="RaceSpec" uniqueness="unique">
<fieldval field="usrCandid1" value="component.BaseAttr"/>
<tag group="Custom" tag="AttrUp" name="AttrUp" abbrev="AttrUp"/>
<tag group="Helper" tag="SpecUp" name="SpecUp" abbrev="SpecUp"/>
<tag group="RaceSort" tag="Attribute" name="Attribute" abbrev="Attribute"/>
<tag group="ChooseSrc1" tag="Hero" name="All Picks on Hero" abbrev="All Picks on Hero"/>
<eval phase="PreAttr" priority="5000"><![CDATA[
~ If we're disabled, do nothing
doneif (tagis[Helper.Disable] <> 0)
if (field[usrChosen1].ischosen <> 0) then
field[usrChosen1].chosen.field[aStartMod].value += 1
perform field[usrChosen1].chosen.assign[Custom.AttrUp]
endif]]></eval>
</thing>
<thing id="sr5CGhouEM" name="Ghoul, Darakhul (Elfmarked)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<usesource source="5CMHo5E"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<bootstrap thing="ra5CGhouAI"></bootstrap>
</thing>
<thing id="sr5CGhouKb" name="Ghoul, Darakhul (Kobold)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rINT" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Small11"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<bootstrap thing="l5CKobold"></bootstrap>
</thing>
<thing id="l5CKobold" name="Kobold" description="{b}Typical Speakers:{/b} Kobolds\n{b}Script:{/b} Kobold" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic" name="Exotic Languages" abbrev="Exotic"/>
</thing>
<thing id="sr5CGhouRF" name="Ghoul, Darakhul (Ravenfolk)" compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="srcPageNum" value="12"/>
<fieldval field="rDEX" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="WeightDice" tag="1" name="1" abbrev="1"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="WeightSize" tag="4" name="d4" abbrev="d4"/>
<tag group="HeightDice" tag="2" name="2" abbrev="2"/>
<tag group="RaceSize" tag="Medium0"/>
<tag group="RaceType" tag="Normal"/>
<tag group="SubRace" tag="r5CGhoulDa"/>
<tag group="HeightSize" tag="10" name="d10" abbrev="d10"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<bootstrap thing="lElvish"></bootstrap>
</thing>
<thing id="r5CMinotau" name="Minotaur - Midgard" description="The minotaurs of Midgard are a proud people pushed to the brink. Driven from their ancestral homelands of Kadralhu and Roshgazi by the ever-expanding Dragon Empire, the bull-folk home is now the Serene Isle of Kyprion. Kyprion owes fealty to the Maritime Republic of Tiolo, and with the support of the Republic’s navy, the minotaurs have stability and strength. Triolo may build all its ships in its own harbor, but many of its best crews come from Kyprion.\n\nMinotaurs are imposing and powerful, with a reputation for ferocity that borders on monstrous. That reputation is well-earned. They chafe under the yoke of being a vassal state, but their Queen Kitane understands that without Triolo, the\nDragon Empire would swallow Kyprion whole. The aegis of Triolo’s fleet, coupled with the fact that a minotaur has recently risen to lead the Golden Council of Triolo, salves the bull-folk pride. At least for now. \n\nMinotaurs display their achievements proudly by decorating their horns with engraved sigils and designs. If one is versed in minotaur custom, one can tell at a glance the achievements and prowess of a minotaur by examining the decoration on her horns. A minotaur who loses part or all of a horn suffers considerable stigma and must strive to prove his worth. Sometimes a “brokehorn” (a fighting insult to any minotaur) who manages to achieve great deeds earns the gift of having the missing horn magically restored by a temple. Beware any minotaur that willingly gives up or chooses not to restore a lost horn, for this is one of Midgard’s most driven and dangerous creatures.\n\nAbility Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.\nAge. 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.\nAlignment. 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.\nSize. Adult males can reach a height of 7 feet,\nwith females averaging 3 inches shorter.\nYour size is Medium.\nSpeed. Your base walking speed is 30 feet.\nDarkvision. 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 cannot discern color in darkness, only shades of gray.\nNatural Attacks. You have proficiency with your horns, which deal 1d6 piercing damage when you make a horn attack." compset="Race" summary="The minotaurs of Midgard are a proud people pushed to the brink.">
<fieldval field="rHeightMin" value="84"/>
<fieldval field="rWeightMin" value="2000"/>
<fieldval field="rSTR" value="2"/>
<fieldval field="rLanguages" value="1"/>
<fieldval field="rCON" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="WepProf" tag="wGore"/>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="l5CCentaur"></bootstrap>
<bootstrap thing="ra5CLabSen"></bootstrap>
<bootstrap thing="ra5CMidMin"></bootstrap>
<bootstrap thing="wGore">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="6"/>
<assignval field="wDieCount" value="1"/>
<assignval field="livename" value="Horns"/>
<assignval field="sbName" value="Horns"/>
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<thing id="l5CMinotau" name="Minotaur" description="{b}Typical Speakers:{/b} Minotaurs\n{b}Script:{/b} Minotaur" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic" name="Exotic Languages" abbrev="Exotic"/>
</thing>
<thing id="ra5CLabSen" name="Labrynth Sense" description="You can retrace without error any path you have previously taken, with no ability check." compset="RaceSpec" summary="You can retrace without error any path you have previously taken, with no ability check.">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CMidMin" name="Charge" description="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 5 feet as a bonus action. You can apply this extra damage once per turn. At 11th level, when you shove a creature with Charge, you can push it 10 feet instead of 5. You can use this ability a number of times per day equal to your Constitution modifier, and you regain all expended uses when you finish a long rest." compset="RaceSpec" summary="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 5 feet as a bonus action.">
<fieldval field="wDieCount" value="1"/>
<fieldval field="wDieSize" value="6"/>
<tag group="Helper" tag="NoAttrDam" name="NoAttrDam" abbrev="NoAttrDam"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="StandardDC" tag="aSTR" name="Strength" abbrev="Strength"/>
<tag group="DamageType" tag="dtPiercing" name="Piercing" abbrev="Piercing"/>
<tag group="FeatureTyp" tag="Special" name="Special" abbrev="Special"/>
<tag group="User" tag="Tracker"/>
<tag group="ChargeAttr" tag="aCON"/>
<tag group="Usage" tag="LongRest"/>
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<thing id="r5CRavenfo" name="Ravenfolk" description="Few races in Midgard live amid so much rumor, suspicion, and outright falsehood as the ravenfolk. They make their rookeries in every major city. Depending on whom you ask, they might condemn the ravenfolk as solitary wanderers bearing misfortune or praise them as messengers from the gods. Ravenfolk are loyal comrades and treacherous thieves, brave warriors and contemptible cowards. They are despised for their strange and secretive culture, and criticized for having no true culture of their own. The ravenfolk are a study in contradictions. These truths, half-truths, and lies conceal a greater mystery that few outsiders know.\n\nIf the ravenfolk have a homeland, it is in Beldestan to the east; or a branch of Wotan’s tree to the North; or on a high cliff of Horus’ hidden temple in the South. They have settlements in Trollheim, Vidim, Domovogrod, Nuria Natal, and the Dragon Empire. None of these are large, but in Nuria Natal at least, they serve honorably as temple guards and as defenders of the faithful of Horus. Ravenfolk have no wings, but they do have tail feathers that sometimes flare out when they’re angry." compset="Race">
<comment>Age. Ravenfolk reach adulthood at 10 years old, and can live to be 110.
Speed. Your base walking speed is 30 feet.</comment>
<fieldval field="rHeightMin" value="48"/>
<fieldval field="rWeightMin" value="2000"/>
<fieldval field="rDEX" value="2"/>
<fieldval field="rCHA" value="1"/>
<usesource source="5CMHo5E" parent="UserParent" name="Midgard Heroes for 5th Edition"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="Evil"/>
<tag group="ProfSkill" tag="skDecept"/>
<tag group="ProfSkill" tag="skStealth"/>
<bootstrap thing="ra5CSuddAt"></bootstrap>
<bootstrap thing="l5CHuggins"></bootstrap>
<bootstrap thing="l5CNorther"></bootstrap>
<bootstrap thing="wUnarmed"></bootstrap>
<bootstrap thing="ra5CMimicr"></bootstrap>
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<thing id="ra5CSuddAt" name="Sudden Attack" description="You have advantage on attack rolls against a surprised creature." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CMimicr" name="Mimicry" description="Ravenfolk can mimic any sound they’ve heard. \n\nMake a Charisma (Deception) check against the passive Wisdom (Insight) of any listeners. Success indicates they believe the sound you created was real." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="sr5CShaFey" name="Shadow Fey" description="The enigmatic shadow fey of the Shadow Realm dwell in ebon spires and moonlit keeps, encroaching on the mortal world in places where barriers between the planes are thin. They prowl the darkest recesses of the forest, hunting mortal prey. They dance in the darkly luminous halls of their shadow palaces, the lords and ladies of twilight. Their actions brim with contradictions and their motivations are shrouded in mystery. They seek to throw their observers off-guard, for anyone and everyone is a potential enemy. \n\nShadow fey resemble elves physically, with some striking differences. Their skin color tends toward alabaster white, ebon black, or subtle grays. A few have scintillating, shimmering skin. Many shadow fey have horns, from subtle nubs to large and obvious protrusions, either satyr- or fiend-like depending on the chronicler." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="rSpExLst" value="sClass.cHelpWiz & sLevel.0"/>
<fieldval field="rSpExLstNm" value="Wizard Cantrips"/>
<fieldval field="rSpExAllw" value="1"/>
<fieldval field="srcPageNum" value="16"/>
<fieldval field="rCHA" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="SubRace" tag="rElf" name="Elf" abbrev="Elf"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="Alignment" tag="Chaotic"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="WepProf" tag="wLongbow"/>
<tag group="WepProf" tag="wRapier"/>
<tag group="WepProf" tag="wShortbow"/>
<tag group="WepProf" tag="wShortswor"/>
<bootstrap thing="ra5CSunSen"></bootstrap>
<bootstrap thing="l5CUmbral"></bootstrap>
<bootstrap thing="ra5CPathSh"></bootstrap>
<bootstrap thing="ra5CTravDa"></bootstrap>
</thing>
<thing id="l5CUmbral" name="Umbral" description="{b}Typical Speakers:{/b} Shadow Fey\n{b}Script:{/b} Umbral" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>
<tag group="LangPreval" tag="Exotic" name="Exotic Languages" abbrev="Exotic"/>
</thing>
<thing id="ra5CPathSh" name="Path of Shadows" description="When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="ra5CTravDa" name="Traveler in Darkness" description="You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
</thing>
<thing id="r5CTrollki" name="Trollkin" description="In ancient times, ogres, trolls, and fey sometimes took human mates. Their descendants are the trollkin. Tall and lanky with a brutish appearance, trollkin are seldom welcome among the civilized races of the north, even when the full extent of their inhuman ancestry is difficult to determine. As a result, most trollkin live in isolated tribal settlements and subsist on hunting and raiding.\n\nWith a thick hide of green or brown, trollkin are superficially similar to orcs or hobgoblins. While many trollkin share a rough and unkempt appearance, their inhuman lineage can show itself in a wide variety of forms. Some trollkin could even be considered beautiful by human standards, except for some subtle marker of their monstrosity, such as stone–grey skin or talon‑tipped fingers. \n\nMany trollkin wear tattoos to show tribal loyalty or to venerate their ancestor spirits. The bravest among them brand their flesh to show mastery over their own fear, since only acid and fire leave long-lasting scars on their skin." compset="Race">
<comment>Age. Trollkin reach maturity by the age of 15, and live 50 to 60 years.
Speed. Trollkin have a base speed of 30 feet.</comment>
<fieldval field="rWeightMin" value="200"/>
<fieldval field="rHeightMin" value="72"/>
<fieldval field="rCON" value="2"/>
<usesource source="5CMHo5E" parent="UserParent" name="Midgard Heroes for 5th Edition"/>
<tag group="RaceSize" tag="Medium0" name="Medium" abbrev="Medium"/>
<tag group="SplAttr" tag="aCHA" name="Charisma" abbrev="Charisma"/>
<tag group="RaceType" tag="Normal" name="Normal (Player) Race" abbrev="Normal (Player) Race"/>
<tag group="Alignment" tag="NeutralLC"/>
<tag group="Alignment" tag="NeutralGE"/>
<tag group="ProfSkill" tag="skIntim"/>
<bootstrap thing="raDarkVis">
<autotag group="Value" tag="60"/>
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<bootstrap thing="l5CNorther"></bootstrap>
<bootstrap thing="wBite">
<autotag group="AttackTarg" tag="1Target"/>
<autotag group="DamTypeOvr" tag="dtPiercing"/>
<assignval field="wDieSize" value="4"/>
<assignval field="wDieCount" value="1"/>
</bootstrap>
<bootstrap thing="wClaw">
<autotag group="DamTypeOvr" tag="dtSlashing"/>
<autotag group="AttackTarg" tag="1Target"/>
<assignval field="wDieCount" value="1"/>
<assignval field="wDieSize" value="4"/>
</bootstrap>
<bootstrap thing="ra5CInHumV"></bootstrap>
</thing>
<thing id="ra5CInHumV" name="Inhuman Vigor" description="You concentrate regenerative power in your blood to swiftly recover from wounds. Once per day as a bonus action, you can expend one hit die to regain hit points as if you finished a short rest. \n\nThe number of hit dice you can expend increases by one when you reach 6th level (2 hit dice), 12th level (3 hit dice), and 18th level (4 hit dice). If you suffer acid or fire damage, you lose access to this ability until you finish a short or long rest." compset="RaceSpec">
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="FeatureTyp" tag="Action"/>
<tag group="abAction" tag="Bonus"/>
</thing>
<thing id="sr5CNigWhT" name="Night Whisper Trollkin" description="Night whisper trollkin trace their ancestry to enigmatic fey creatures from the Shadow Realm. Because of their natural connection to the realm of spirits, many night whisper trollkin become shamans, seers, and priests.\n \nNight whispers tend to have darker skin tones and slighter builds than their cousins." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="rSpExLst" value="sClass.cHelpWiz & sLevel.0"/>
<fieldval field="rSpExLstNm" value="Wizard Cantrips"/>
<fieldval field="rSpExAllw" value="1"/>
<fieldval field="srcPageNum" value="17"/>
<fieldval field="rWIS" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<tag group="SubRace" tag="r5CTrollki"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<bootstrap thing="ra5CSpiWhi"></bootstrap>
</thing>
<thing id="ra5CSpiWhi" name="Spirit Whispers" description="The spirits of your tribe’s ancestors whisper secrets from beyond the veil of death. Before making an ability check or saving throw, you can heed the wisdom of the spirits to gain advantage on the roll. You cannot use this feature again until you finish a long rest." compset="RaceSpec">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
</thing>
<thing id="sr5CStoTro" name="Stonehide Trollkin" description="Some trollkin are the result of unions between humans and monstrous brutes, such as ogres, trolls, or even stranger fey creatures of bloody disposition. Stonehides have larger frames and more muscle than other trollkin. \n\nTheir skin is brighter in color but also has a rough, stonelike texture." compset="SubRace" uniqueness="unique">
<fieldval field="rLanguages" value="1"/>
<fieldval field="rSpExLst" value="sClass.cHelpWiz & sLevel.0"/>
<fieldval field="rSpExLstNm" value="Wizard Cantrips"/>
<fieldval field="rSpExAllw" value="1"/>
<fieldval field="srcPageNum" value="17"/>
<fieldval field="rSTR" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="SubRace" tag="r5CTrollki"/>
<tag group="ClVaryName" tag="Replace" name="Replace" abbrev="Replace"/>
<tag group="SplAttr" tag="aINT" name="Intelligence" abbrev="Intelligence"/>
<bootstrap thing="ra5CThiHid"></bootstrap>
</thing>
<thing id="ra5CThiHid" name="Thick Hide" description="Your skin is knobby, thick, and tough, granting you a +1 bonus to Armor Class." compset="RaceSpec">
<usesource source="5CMHo5E"/>
<tag group="RaceSort" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="SpecType" tag="Sense" name="Sense" abbrev="Sense"/>
<tag group="SpecialTab" tag="Senses" name="Senses" abbrev="Senses"/>
<tag group="Universal" tag="Universal" name="Universal Monster Ability" abbrev="Universal Monster Ability"/>
<tag group="Helper" tag="ShowSpec"/>
<tag group="Helper" tag="UserValue" name="Ability that needs a user-set value" abbrev="Ability that needs a user-set value"/>
<eval phase="First"><![CDATA[ ~ If we're disabled, do nothing &
doneif (tagis[Helper.Disable] = 1)
~ If not active get out now!
doneif (field[abilActive].value = 0)
hero.childfound[ArmorClass].field[Bonus].value += 1]]></eval>
</thing>
<thing id="bck5CCorsa" name="Corsair" description="Piracy is common across the world, but the Corsairs of Midgard are a breed apart. Part pirate, part organized military force, corsairs are a terrifying sight on the high seas. Those who fly the corsair’s crimson sails are savage to their enemies and fiercely loyal to their home nations. A large percentage of corsairs are minotaurs from Kyprion, but many different people sail for Triolo against the Dragon Empire. Any character with a strong focus on the freedom of life at sea, coupled with devotion to her homeland, has the makings of a corsair." compset="Background" uniqueness="unique">
<fieldval field="StartLang" value="2"/>
<fieldval field="StartAll" value="A silk scarf, sash, or band that identifies my crew, 50 feet of silk rope, a set of navigator’s tools, a set of common clothes, and a belt pouch containing 5gp"/>
<fieldval field="StartGear" value="A silk scarf, sash, or band that identifies my crew, 50 feet of silk rope, a set of navigator’s tools, a set of common clothes, and a belt pouch containing 5gp"/>
<usesource source="5CMHo5E"/>
<tag group="ProfSkill" tag="skPercep"/>
<tag group="ProfTool" tag="gTooNaviga"/>
<tag group="ProfTool" tag="gVehWater"/>
<tag group="ProfSkill" tag="skAcrobat"/>
<bootstrap thing="ab5CHiSeSc"></bootstrap>
</thing>
<thing id="ab5CHiSeSc" name="High Sea Scourge" description="You are more at home on the rolling swells and storm‑tossed waves than most people are on dry land. Much of your time is spent on unstable ship decks or climbing swaying rigging in the tops of your ship. You are accustomed to the frantic chaos of combat in distracting situations. You suffer no reduction in speed when climbing. The bonds you formed with your crew are strong, and you can call on their aid even if you’ve been away from the fleet for some time. You can expect your former comrades to offer you passage aboard ship, reasonable aid, or shelter when you are in need. Keep in mind that this bond goes both ways, and they may come to you expecting the same." compset="Ability" summary="You are more at home on the rolling swells and storm‑tossed waves than most people are on dry land." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="ab5CTouDar" name="Touch of Darkness" description="Creatures of darkness know their own, and they can sense the touch upon you. While this recognition is not enough to save you from the foul creatures that move through the world’s shadows, it can buy you time. Fiends, dark fey, and undead might be willing to talk to you instead of attacking, at least briefly. In some cases you may be able to negotiate or bribe your way out of a fight against a creature of darkness, provided it wasn’t murderously hostile toward you initially.\n\nThis recognition cuts both ways; sometimes creatures of darkness may seek you out, sensing a kindred spirit even if you want nothing to do with them, and the servants of goodness and light may find you unsettling. It may be difficult to secure the trust of good creatures that sense the taint upon you." compset="Ability" summary="Creatures of darkness know their own, and they can sense the touch upon you." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="ab5CGleamG" name="Gleam of Glamour" description="The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear. When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you that you’re in the vicinity of such a phenomenon. \n\nThe pulse of fey magic within you can sometimes reach out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin." compset="Ability" summary="The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="bck5CGldMe" name="Guild Merchant - Midgard" description="Between the myriad kingdoms and free cities of Midgard, trade caravans wend their way across the land. With the prevalence of raiders, political unrest between so many nations, and the ire of rival merchants, the mercantile princes of Midgard must sharpen their wits to a razor’s edge to succeed." compset="Background" summary="You are a member of an artisan’s guild." uniqueness="unique">
<fieldval field="StartLang" value="1"/>
<fieldval field="AbilName" value="Guild Business"/>
<fieldval field="AbilPlur" value="Guild Business"/>
<fieldval field="AbilMax" value="1"/>
<fieldval field="cToolMax" value="1"/>
<fieldval field="StartAll" value="A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp"/>
<usesource source="5ePHBCP" parent="p5ePack" name="5e Players Handbook"/>
<tag group="ProfSkill" tag="skPersuas" name="Persuasion" abbrev="Persuasion"/>
<tag group="AllowTool1" tag="Artisan" name="Artisan's tools" abbrev="Artisan's tools"/>
<tag group="ProductId" tag="Wizards" name="Wizards of the Coast, LLC" abbrev="Wizards of the Coast, LLC"/>
<tag group="ProfSkill" tag="skInsight" name="Insight" abbrev="Insight"/>
<bootstrap thing="ab5CSavTra"></bootstrap>
</thing>
<thing id="ab5CSavTra" name="Savvy Trader" description="You have spent your life on the roads, carrying the things people want through war zones, storms, and raider attacks. Empty wagons earn no profit, so you are adept at finding buyers for whatever goods you carry and securing new cargo for the return trip. You start with a wagon and mule instead of artisan’s tools. You can always find a buyer for any sort of item, even contraband, as long as you are in a settlement.\n\nLikewise, you have a network of contacts who can locate fantastic treasures for the right price. Magical items, maps to lost ruins, or rare special materials are all available to you given enough time. Speak with the DM to determine how long it takes to work your contacts and what they require in return for their information and help." compset="Ability" summary="You have spent your life on the roads, carrying the things people want through war zones, storms, and raider attacks." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="ab5CMstrWk" name="Masterwork" description="Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend. When using the crafting downtime activity rules with your chosen craft, you generate double the normal progress toward the item’s completion (anyone assisting you provides the normal bonus). You must create at least one item at the normal rate before this feature can be used to create another item at the accelerated rate." compset="Ability" summary="Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="ab5CThundH" name="Thundering Hooves" description="Travel is in your blood, and you are adept at ensuring the health and quality of your mounts. You have contacts with herders who can provide fine quality steeds or beasts of burden, and you are welcome to join the herders as they move across the land. You understand your limits and those of your mount, and you are able to safely push those limits a little harder than others can; you can travel for 9 hours in a day before you and any mount you ride risk exhaustion from force marching." compset="Ability" summary="Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="ab5CBackWa" name="Backways" description="In your time scouring trade routes and settlements, you have learned the secret of finding quick, unobtrusive ways in and out. When determining your overland travel speed, you ignore difficult terrain if you are within 2 miles of a road or settlement. You have a knack for following hidden paths and covering your approach or retreat. When making use of this feature, you and up to five companions can utilize Stealth while traveling at a normal pace." compset="Ability" summary="Whether from natural aptitude, divine inspiration, or a lifetime spent honing your skill, your devotion to your chosen craft approaches the stuff of legend." uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Helper" tag="ShowSpec" name="Show Spec" abbrev="Show Spec"/>
<tag group="AbilFunc" tag="Background"/>
</thing>
<thing id="bt5CCorBo1" name="Lost to treachery!" description="My ship and many of her crew were lost to treachery, and I won’t rest until I discover who was behind it." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="1" name="1" abbrev="1"/>
</thing>
<thing id="bt5CCorBo2" name="Indebted to my enemy!" description="A sailor who fought for my enemy saved my life, and I don’t know how to resolve that debt." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="2"/>
</thing>
<thing id="bt5CCorBo3" name="Lover left behind!" description="My feelings for the lover I left behind challenge my devotion to the sea." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="3"/>
</thing>
<thing id="bt5CCorBo4" name="Loyal to my ship!" description="My ship comes first, and all other loyalties simply pale in comparison." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="4"/>
</thing>
<thing id="bt5CCorBo5" name="Privateer Hunter!" description="A privateer ship destroyed my home, and I sail with the corsairs to find it and send it to the depths." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="5"/>
</thing>
<thing id="bt5CCorBo6" name="Defensive and Loyal!" description="Someone has to stand in the way of our enemies, or the people will be doomed." compset="BackBond" uniqueness="unique">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="6"/>
</thing>
<thing id="bt5CCorPT1" name="Knows Battle" description="Battle is all I know, and I have trouble letting it go when I step off the ship." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="1"/>
</thing>
<thing id="bt5CCorPT2" name="Respect" description="I respect my captain and trust my crew. It may be all that saves my life one day." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="2"/>
</thing>
<thing id="bt5CCorPT6" name="Goldlust" description="Whether gold comes from the split of the spoils or from a side wager, I’ll get my hands on it." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="6"/>
</thing>
<thing id="bt5CCorPT8" name="Blasphemous" description="When my blood gets up, my swearing could boil the very waters of a harbor." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="8"/>
</thing>
<thing id="bt5CCorPT5" name="Bar Fighter" description="The best way to get the lay of the land is to find a good tussle with the locals." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="5"/>
</thing>
<thing id="bt5CCorPT7" name="Superstitious" description="My life is a riot of superstition, and I have a good luck ritual for every occasion." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="7"/>
</thing>
<thing id="bt5CCorPT3" name="Fearless" description="The roar of a maelstrom doesn’t phase me, and I’ll steer my ship straight down its maw." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="3"/>
</thing>
<thing id="bt5CCorPT4" name="Battlehardy!" description="I live for the crack of an enemy hull and the last gurgle of her sailors." compset="BackPerTrt">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="4"/>
</thing>
<thing id="bt5CCorFl1" name="Patriotic" description="So many of my countrymen have died in war, I will never forgive my nation’s enemy." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="1"/>
</thing>
<thing id="bt5CCorFl2" name="Avoid Fight" description="I’ve never seen a fight it wasn’t worth finding a way to avoid." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="2"/>
</thing>
<thing id="bt5CCorFl5" name="Shamed" description="I was drunk on watch when my ship was lost to an ambush. I can’t set the shame aside." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="5"/>
</thing>
<thing id="bt5CCorFl3" name="Fear a Flag" description="There’s a certain flag flying in the enemy fleet that turns my knees to water after what I saw its crew do." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="3"/>
</thing>
<thing id="bt5CCorFl6" name="Greedy" description="I feel I’m entitled to a greater share of the spoils, no matter the circumstances." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="6"/>
</thing>
<thing id="bt5CCorFl4" name="Stupid" description="I never back down from a fight." compset="BackFlaw">
<usesource source="5CMHo5E"/>
<tag group="Background" tag="bck5CCorsa"/>
<tag group="Roll" tag="4"/>
</thing>
<thing id="bt5CCorId1" name="Ambition" description="One day I will be so much more than a captain. (Any)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="1"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bt5CCorId4" name="Equal Shares" description="All hands who spend sweat and blood earn their share of the gold. (Lawful)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="4"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bt5CCorId5" name="Crew" description="A ship is nothing without her crew. Protect your brothers and sisters under the sail. (Neutral)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="5"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bt5CCorId6" name="Greater Good" description="I will lay down my life to drive back those who threaten my home. (Good)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="6"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bt5CCorId2" name="Victory" description="Whether over the waves or on land, I am unstoppable. (Evil)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="2"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bt5CCorId3" name="Freedom" description="We won’t be broken, and we’d rather die beneath the waves than give in. (Chaotic)" compset="BackIdeal">
<usesource source="5CMHo5E"/>
<tag group="Roll" tag="3"/>
<tag group="Background" tag="bck5CCorsa"/>
</thing>
<thing id="bck5CNoma" name="Nomad" description="Piracy is common across the world, but the Corsairs of Midgard are a breed apart. Part pirate, part organized military force, corsairs are a terrifying sight on the high seas. Those who fly the corsair’s crimson sails are savage to their enemies and fiercely loyal to their home nations. A large percentage of corsairs are minotaurs from Kyprion, but many different people sail for Triolo against the Dragon Empire. Any character with a strong focus on the freedom of life at sea, coupled with devotion to her homeland, has the makings of a corsair." compset="Background" uniqueness="unique">
<fieldval field="StartAll" value="An herbalism kit, a mule and cart, a set of traveler’s clothes, and a belt pouch containing 5 gp."/>
<fieldval field="StartGear" value="An herbalism kit, a mule and cart, a set of traveler’s clothes, and a belt pouch containing 5 gp."/>
<usesource source="5CMHo5E"/>
<tag group="ProfSkill" tag="skMedicine"/>
<tag group="ProfSkill" tag="skSurvival"/>
<tag group="ProfTool" tag="gKitHerbal"/>
<tag group="ProfTool" tag="gVehLand"/>
<bootstrap thing="ab5CThundH"></bootstrap>
</thing>
<thing id="bck5CDarkl" name="Darkling" description="Darkness presses in from all sides, and ordinary men and women sometimes make desperate choices to survive. The gnomes of Midgard struck bargains with archdevils to save them from Baba Yaga; in the Northlands, secluded villages sacrifice to the bloody-handed Hunter to ensure good hunting so they’ll survive winter; the shadow fey turned away from Midgard and embraced the powers of shadow. Forces from beyond the world make their power known, and generations later a child otherwise unremarkable for her race still bears the taint of a fiendish dalliance. You are touched by that darkness, whether from a bargain struck out of necessity or from a trace of fiendish blood in your ancestry." compset="Background" uniqueness="unique">
<fieldval field="StartLang" value="2"/>
<fieldval field="StartAll" value="An idol or token marking the dark power from your history, a set of common clothes, and a belt pouch containing 15 gp."/>
<fieldval field="StartGear" value="An idol or token marking the dark power from your history, a set of common clothes, and a belt pouch containing 15 gp."/>
<usesource source="5CMHo5E"/>
<tag group="ProfSkill" tag="skArcana"/>
<tag group="ProfSkill" tag="skReligion"/>
<bootstrap thing="ab5CTouDar"></bootstrap>
</thing>
<thing id="bck5CFeyTo" name="Fey-Touched" description="Piracy is common across the world, but the Corsairs of Midgard are a breed apart. Part pirate, part organized military force, corsairs are a terrifying sight on the high seas. Those who fly the corsair’s crimson sails are savage to their enemies and fiercely loyal to their home nations. A large percentage of corsairs are minotaurs from Kyprion, but many different people sail for Triolo against the Dragon Empire. Any character with a strong focus on the freedom of life at sea, coupled with devotion to her homeland, has the makings of a corsair." compset="Background" uniqueness="unique">
<fieldval field="StartLang" value="1"/>
<fieldval field="StartAll" value="A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts, a musical instrument (one of your choice), a set of traveler’s clothes, and a belt pouch containing 10 gp."/>
<fieldval field="StartGear" value="A lucky token such as a tin coin that spins far longer than it should or a small violet blossom that never wilts, a musical instrument (one of your choice), a set of traveler’s clothes, and a belt pouch containing 10 gp."/>
<fieldval field="cToolMax" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="ProfSkill" tag="skDecept"/>
<tag group="ProfSkill" tag="skPersuas"/>
<tag group="AllowTool1" tag="Instrument"/>
<bootstrap thing="ab5CGleamG"></bootstrap>
</thing>
<thing id="bck5CMaCra" name="Master Craftsmen" description="Piracy is common across the world, but the Corsairs of Midgard are a breed apart. Part pirate, part organized military force, corsairs are a terrifying sight on the high seas. Those who fly the corsair’s crimson sails are savage to their enemies and fiercely loyal to their home nations. A large percentage of corsairs are minotaurs from Kyprion, but many different people sail for Triolo against the Dragon Empire. Any character with a strong focus on the freedom of life at sea, coupled with devotion to her homeland, has the makings of a corsair." compset="Background" uniqueness="unique">
<fieldval field="StartLang" value="1"/>
<fieldval field="StartAll" value="A set of artisan’s tools (one of your choice), a writ recommending your services, a set of common clothes, and a pouch containing 10gp."/>
<fieldval field="StartGear" value="A set of artisan’s tools (one of your choice), a writ recommending your services, a set of common clothes, and a pouch containing 10gp."/>
<fieldval field="cToolMax" value="1"/>
<usesource source="5CMHo5E"/>
<tag group="ProfSkill" tag="skInvestig"/>
<tag group="ProfSkill" tag="skPercep"/>
<tag group="AllowTool1" tag="Artisan"/>
<bootstrap thing="ab5CMstrWk"></bootstrap>
</thing>
<thing id="bck5CRaide" name="Raider" description="Piracy is common across the world, but the Corsairs of Midgard are a breed apart. Part pirate, part organized military force, corsairs are a terrifying sight on the high seas. Those who fly the corsair’s crimson sails are savage to their enemies and fiercely loyal to their home nations. A large percentage of corsairs are minotaurs from Kyprion, but many different people sail for Triolo against the Dragon Empire. Any character with a strong focus on the freedom of life at sea, coupled with devotion to her homeland, has the makings of a corsair." compset="Background" uniqueness="unique">
<fieldval field="StartAll" value="50 feet of silk rope, a tent, a set of traveler’s clothes, and a belt pouch containing 5gp."/>
<fieldval field="StartGear" value="50 feet of silk rope, a tent, a set of traveler’s clothes, and a belt pouch containing 5gp."/>
<usesource source="5CMHo5E"/>
<tag group="ProfTool" tag="gVehLand"/>
<tag group="ProfSkill" tag="skIntim"/>
<tag group="ProfSkill" tag="skStealth"/>
<bootstrap thing="ab5CBackWa"></bootstrap>
</thing>
<thing id="l5CHuggins" name="Huginn’s Speech" description="{b}Typical Speakers:{/b} Tiefling\n{b}Script:{/b} Huginn’s Speech" compset="Language" uniqueness="useronce">
<usesource source="5CMHo5E"/>