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Standardize trait formatting in backgrounds and species
- Updated backgrounds, traps, and species files to use consistent colon formatting for trait labels. - Also updated the Species template to use 'Creature Type' and removed Special Traits.
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5 changed files with 40 additions and 43 deletions
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@ -30,48 +30,48 @@ Each background offers a choice between a package of equipment and 50 GP.
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#### Acolyte
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**Ability Scores:** Intelligence, Wisdom, Charisma
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**Ability Scores**: Intelligence, Wisdom, Charisma
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**Feat:** Magic Initiate (Cleric) (see "Feats")
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**Feat**: Magic Initiate (Cleric) (see "Feats")
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**Skill Proficiencies:** Insight and Religion
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**Skill Proficiencies**: Insight and Religion
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**Tool Proficiency:** Calligrapher's Supplies
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**Tool Proficiency**: Calligrapher's Supplies
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**Equipment:** _Choose A or B:_ (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
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**Equipment**: _Choose A or B:_ (A) Calligrapher's Supplies, Book (prayers), Holy Symbol, Parchment (10 sheets), Robe, 8 GP; or (B) 50 GP
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#### Criminal
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**Ability Scores:** Dexterity, Constitution, Intelligence
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**Ability Scores**: Dexterity, Constitution, Intelligence
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**Feat:** Alert (see "Feats")
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**Feat**: Alert (see "Feats")
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**Skill Proficiencies:** Sleight of Hand and Stealth
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**Skill Proficiencies**: Sleight of Hand and Stealth
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**Tool Proficiency:** Thieves' Tools
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**Tool Proficiency**: Thieves' Tools
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**Equipment:** _Choose A or B:_ (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
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**Equipment**: _Choose A or B:_ (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Traveler's Clothes, 16 GP; or (B) 50 GP
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#### Sage
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**Ability Scores:** Constitution, Intelligence, Wisdom
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**Ability Scores**: Constitution, Intelligence, Wisdom
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**Feat:** Magic Initiate (Wizard) (see "Feats")
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**Feat**: Magic Initiate (Wizard) (see "Feats")
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**Skill Proficiencies:** Arcana and History
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**Skill Proficiencies**: Arcana and History
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**Tool Proficiency:** Calligrapher's Supplies
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**Tool Proficiency**: Calligrapher's Supplies
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**Equipment:** _Choose A or B:_ (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
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**Equipment**: _Choose A or B:_ (A) Quarterstaff, Calligrapher's Supplies, Book (history), Parchment (8 sheets), Robe, 8 GP; or (B) 50 GP
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#### Soldier
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**Ability Scores:** Strength, Dexterity, Constitution
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**Ability Scores**: Strength, Dexterity, Constitution
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**Feat:** Savage Attacker (see "Feats")
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**Feat**: Savage Attacker (see "Feats")
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**Skill Proficiencies:** Athletics and Intimidation
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**Skill Proficiencies**: Athletics and Intimidation
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**Tool Proficiency:** _Choose one kind of_ Gaming Set (see "Equipment")
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**Tool Proficiency**: _Choose one kind of_ Gaming Set (see "Equipment")
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**Equipment:** _Choose A or B:_ (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
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**Equipment**: _Choose A or B:_ (A) Spear, Shortbow, 20 Arrows, Gaming Set (same as above), Healer's Kit, Quiver, Traveler's Clothes, 14 GP; or (B) 50 GP
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@ -441,8 +441,8 @@ Traps are presented in alphabetical order.
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_Deadly Trap (Levels 1–4)_
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**Trigger:** A creature crosses a trip wire
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**Duration:** Instantaneous
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**Trigger**: A creature crosses a trip wire
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**Duration**: Instantaneous
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This trap uses a trip wire to collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled.
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@ -483,8 +483,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing the d
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_Nuisance Trap (Levels 1–4)_
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**Trigger:** A creature crosses a trip wire
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**Duration:** Instantaneous
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**Trigger**: A creature crosses a trip wire
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**Duration**: Instantaneous
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A falling net trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees.
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@ -502,8 +502,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing the w
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_Deadly Trap (Levels 1–4)_
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**Trigger:** A creature moves onto a pressure plate
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**Duration:** Instantaneous, and the trap resets at the start of the next turn
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**Trigger**: A creature moves onto a pressure plate
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**Duration**: Instantaneous, and the trap resets at the start of the next turn
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When a creature moves onto this trap's pressure plate for the first time on a turn or starts its turn there, a nearby statue exhales a 15-foot Cone of magical flame. The statue can look like anything, such as a dragon or a wizard. Each creature in the Cone must succeed on a DC 15 Dexterity saving throw, taking 11 (2d10) Fire damage on a failed save or half as much damage on a successful one.
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@ -544,8 +544,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing the d
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_Nuisance Trap (Levels 1–4)_
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**Trigger:** A creature moves onto the pit's lid
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**Duration:** Instantaneous
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**Trigger**: A creature moves onto the pit's lid
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**Duration**: Instantaneous
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This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit. The lid remains open thereafter.
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@ -588,8 +588,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing the p
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_Deadly Trap (Levels 1–4)_
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**Trigger:** A creature moves onto a pressure plate
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**Duration:** Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times
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**Trigger**: A creature moves onto a pressure plate
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**Duration**: Instantaneous, and the trap resets at the start of the next turn if it has activated fewer than three times
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When a creature moves onto this trap's pressure plate for the first time on a turn, poisoned darts shoot from tubes embedded in the surrounding walls. The holes that house these tubes are obscured by dust and cobwebs or skillfully hidden amid bas-reliefs, murals, or frescoes.
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@ -605,8 +605,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing each
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_Nuisance Trap (Levels 1–4)_
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**Trigger:** A creature opens the trap's lock improperly or fails to disarm the trap
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**Duration:** Instantaneous
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**Trigger**: A creature opens the trap's lock improperly or fails to disarm the trap
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**Duration**: Instantaneous
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A poisoned needle is hidden in a lock. When a creature opens the lock with any object other than the proper key, the needle springs out and stabs the creature. The creature makes a DC 11 Constitution saving throw. On a failed save, the creature takes 5 (1d10) Poison damage and has the Poisoned
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condition for 1 hour. On a successful save, the creature takes half as much damage only.
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@ -648,8 +648,8 @@ _At Higher Levels._ You can scale the trap for higher levels by increasing the d
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_Deadly Trap (Levels 11–16) or Nuisance Trap (Levels 17–20)_
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**Trigger:** A creature moves onto a pressure plate
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**Duration:** Until the stone stops rolling
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**Trigger**: A creature moves onto a pressure plate
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**Duration**: Until the stone stops rolling
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When a creature moves onto a hidden pressure plate, a 5-foot-radius orb of solid stone is released from a secret compartment and begins to roll. The stone and all creatures nearby roll Initiative; the stone gets a +8 bonus on its Initiative roll.
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@ -667,8 +667,8 @@ _Slow the Stone._ As an action, a creature can try to slow down the stone with a
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_Deadly Trap (Levels 1–4)_
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**Trigger:** A creature moves onto the pit's lid
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**Duration:** Instantaneous
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**Trigger**: A creature moves onto the pit's lid
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**Duration**: Instantaneous
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A 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing the creature to fall into the pit, which has sharpened wooden or metal spikes at the bottom. The lid remains open thereafter.
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@ -1,8 +1,8 @@
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# Dragonborn
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- **Creature Type:** Humanoid
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- **Size:** Medium (about 5–7 feet tall)
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- **Speed:** 30 feet
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- **Creature Type**: Humanoid
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- **Size**: Medium (about 5–7 feet tall)
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- **Speed**: 30 feet
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As a Dragonborn, you have these special traits.
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