{
	"variantrule": [
		{
			"name": "Action Options",
			"source": "DMG",
			"page": 271,
			"ruleType": "O",
			"entries": [
				"This section provides new action options for combat. They can be added as a group or individually to your game.",
				{
					"name": "Climb onto a Bigger Creature",
					"type": "entries",
					"entries": [
						"If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.",
						"As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.",
						"The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action\u2014knocking it off, scraping it against a wall, or grabbing and throwing it\u2014by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use."
					]
				},
				{
					"name": "Disarm",
					"type": "entries",
					"entries": [
						"A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.",
						"The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller."
					]
				},
				{
					"name": "Mark",
					"type": "entries",
					"entries": [
						"This option makes it easier for melee combatants to harry each other with opportunity attacks.",
						"When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the {@condition incapacitated} condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn."
					]
				},
				{
					"name": "Overrun",
					"type": "entries",
					"entries": [
						"When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn."
					]
				},
				{
					"name": "Shove Aside",
					"type": "entries",
					"entries": [
						"With this option, a creature uses the special {@action shove} attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach."
					]
				},
				{
					"name": "Tumble",
					"type": "entries",
					"entries": [
						"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
					]
				}
			]
		},
		{
			"name": "Action Points",
			"source": "UAEberron",
			"page": 4,
			"entries": [
				{
					"type": "inlineBlock",
					"entries": [
						"The Eberron campaign setting introduced this concept to reflect characters who are larger-than-life heroes destined for great things. Action points allow a player to add a bonus on any {@dice d20} roll so that characters can dodge or at least mitigate the effects of bad luck. This rule inspired the \"",
						{
							"type": "link",
							"href": {
								"type": "internal",
								"path": "variantrules.html",
								"hash": "hero points_dmg"
							},
							"text": "Hero Points"
						},
						"\" optional rule presented in chapter 9 of the Dungeon Master's Guide."
					]
				},
				"You start with 5 action points at 1st level. Each time you gain a level, you lose any unspent action points and gain a new total equal to 5 + half your level.",
				"You can spend an action point whenever you roll a {@dice d20} to make an attack roll, an ability check, or a saving throw. You don't have to decide until after you make the roll and learn if it succeeded or failed. If you spend an action point, roll a {@dice d6} and add it to your {@dice d20} result, possibly changing a failure into a success. You can spend only 1 action point per roll.",
				"In addition, whenever you fail a death saving throw, you can spend an action point to make it a success."
			]
		},
		{
			"name": "Adamantine Weapons",
			"source": "XGE",
			"page": 78,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.",
				"Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an {@item adamantine weapon|xge} or piece of {@item adamantine ammunition|xge|ammunition} hits an object, the hit is a critical hit.",
				"The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it."
			]
		},
		{
			"name": "Alien Technology",
			"source": "DMG",
			"page": 268,
			"ruleType": "O",
			"entries": [
				"When adventurers find a piece of technology that isn't from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character's ignorance about the technology, have the character make a series of Intelligence checks to figure it out.",
				"To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a cigarette lighter, calculator, or revolver) and four successes for a complex item (such as a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.",
				"A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.",
				{
					"type": "table",
					"caption": "Figuring Out Alien Technology",
					"colLabels": [
						"Int. Check Total",
						"Result"
					],
					"colStyles": [
						"col-3 no-wrap",
						"col-9"
					],
					"rows": [
						[
							"9 or lower",
							"One failure; one charge or use is wasted, if applicable; character has disadvantage on next check"
						],
						[
							"10-14",
							"One failure"
						],
						[
							"15-19",
							"One success"
						],
						[
							"20 or higher",
							"One success; character has advantage on next check"
						]
					]
				}
			]
		},
		{
			"name": "Alternatives to Epic Boons",
			"source": "DMG",
			"page": 230,
			"ruleType": "V",
			"entries": [
				"You might decide to grant one of the following rewards to a 20th-level character, instead of awarding an epic boon. These two options can be awarded to a character more than once.",
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"name": "Ability Score Improvement",
							"entries": [
								"The character can increase one ability score by 2 or increase two ability scores by 1 each. The ability score can now be increased above 20, up to a maximum of 30."
							]
						},
						{
							"type": "entries",
							"name": "New Feat",
							"entries": [
								"The character gains a new feat chosen by the player, but subject to your approval."
							]
						}
					]
				}
			]
		},
		{
			"name": "Automatic Success",
			"source": "DMG",
			"page": 239,
			"ruleType": "VO",
			"entries": [
				"Sometimes the randomness of a {@dice d20} roll leads to ludicrous results. Let's say a door requires a DC 15 Strength check to batter down. A fighter with Strength 20 might helplessly flail against the door due to bad die rolls. Meanwhile, the rogue with a 10 Strength rolls a natural 20 on her first check and knocks the door from its hinges.",
				"If such results bother you, allow automatic success on checks for characters with high ability scores. Under this optional rule, a character automatically succeeds on any ability check with a DC less than or equal to the relevant ability score minus 5. So in the above example, the fighter would automatically kick in the door. This rule doesn't apply to contests, saving throws, or attack rolls.",
				"The downside of this approach is its predictability. Once a character's ability score reaches 20, checks of DC 15 and lower using that ability become automatic successes. Smart players will then always try to match the character with the highest ability score against any given check. If you want some risk of failure, you need to set higher DCs. Doing this, though, can merely aggravate the problem you're trying to solve: higher DCs require higher die rolls, and thus rely even more on luck.",
				"You can modify this rule to account for proficiencies using an additional option. If a character can apply a proficiency bonus to the check, he or she automatically succeeds if its DC is less than or equal to the relevant ability score. If you don't mind predictability, and you can resist the temptation to increase DCs, you might find that this variant speeds up play and focuses attention on truly difficult, tense situations."
			]
		},
		{
			"name": "Cleaving Through Creatures",
			"source": "DMG",
			"page": 272,
			"ruleType": "O",
			"entries": [
				"If your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.",
				"When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points."
			]
		},
		{
			"name": "Common Languages",
			"source": "UAWGE",
			"page": 40,
			"ruleType": "O",
			"entries": [
				"Common is the language of the Five Nations. The Mror dwarves speak Dwarvish and the Aereni elves speak Elvish, but they know Common as the language of trade. In Eberron, there are a number of other languages that serve this role in different regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.",
				"Giant is the common tongue of Xen'drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire usually speak Goblin.",
				"Goblin is the common tongue of Darguun, Droaam, and the Shadow Marches, along with most \"monstrous\" creatures in Khorvaire. It was the language of the goblin empire that dominated the continent before humanity arrived. Orcish is a dead language; it may be encountered in ancient inscriptions, but modern orcs speak Goblin.",
				"Infernal is spoken by spirits that embody evil. This incorporates Abyssal; all fiends speak a common language. Infernal is sometimes called \"Khyber's speech,\" while Celestial is \"the tongue of Siberys.\"",
				"Riedran is the common tongue of the continent of Sarlona. Quori is spoken by the kalashtar, spirits native to Dal Quor, and the Inspired lords of Riedra."
			]
		},
		{
			"name": "Crashing a Ship",
			"source": "UAOfShipsAndSea",
			"page": 9,
			"type": "section",
			"entries": [
				"If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.",
				"When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is bigger than it or one size smaller. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed",
				"A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.",
				{
					"type": "table",
					"caption": "Crash Damage",
					"colLabels": [
						"Size",
						"Bludgeoning Damage"
					],
					"colStyles": [
						"col-6",
						"col-6 text-center"
					],
					"rows": [
						[
							"Small",
							"{@dice 1d6}"
						],
						[
							"Medium",
							"{@dice 1d10}"
						],
						[
							"Large",
							"{@dice 4d10}"
						],
						[
							"Huge",
							"{@dice 8d10}"
						],
						[
							"Gargantuan",
							"{@dice 16d10}"
						]
					]
				}
			]
		},
		{
			"name": "Creating Magic Items",
			"source": "UAWGE",
			"page": 46,
			"entries": [
				"House Cannith has an enclave devoted solely to wand production. This facility is equipped with tools that amplify the Mark of Making and channel planar energies; the artisans also have access to a vast array of exotic woods and materials. You can also create a wand, but you're starting from scratch and creating the tools you need. Essentially, when House Cannith creates magic items, it's using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can't make... but it's going to take you more time and gold than it takes for them. Here's an overview of the process.",
				{
					"type": "entries",
					"name": "The Schema",
					"entries": [
						"The first step in creating a magic item is to acquire a schema for it. This is the equivalent of a recipe or a blueprint; it explains the process and components required to create the item. If you can obtain a schema\u2014from House Cannith, the mystical library of Arcanix, the collection of an experienced artificer\u2014you're ready to move on. Otherwise, you can create a schema, but this takes time and skill. An arcane spellcaster uses Arcana to create schema. A divine caster uses Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus\u2014your proficiency bonus plus your ability score bonus\u2014in order to develop a schema. You must maintain the minimum skill bonus for the duration of your work, so an effect that increases an ability score for a few minutes won't help you.",
						{
							"type": "table",
							"caption": "Schema Creation Requirements",
							"colLabels": [
								"Item Rarity",
								"Work weeks",
								"Minimum Skill"
							],
							"colStyles": [
								"col-4 text-right",
								"col-4 text-right",
								"col-4 text-right"
							],
							"rows": [
								[
									"Common",
									"3 days",
									"+2"
								],
								[
									"Uncommon",
									1,
									"+4"
								],
								[
									"Rare",
									3,
									"+6"
								],
								[
									"Very Rare",
									8,
									"+8"
								],
								[
									"Legendary",
									16,
									"+10"
								]
							]
						},
						"This ability to develop a schema represents remarkable talent. It could take House Cannith years or decades to develop a particular schema; the fact that you can accomplish this in weeks reflects the idea that player characters are innovators. However, it is always up to the DM to decide if you can create a particular schema. The DM can always choose to exclude a particular magic item from a campaign."
					]
				},
				{
					"type": "entries",
					"name": "Rare Components",
					"entries": [
						"Any magic item requires specialized materials\u2014Eberron dragonshards, rare woods or metals, exotic herbs or other substances. While exotic, these things can be purchased or obtained in any major city. But creating a magic item from scratch often requires rarer components that can't simply be purchased. You might need a flower from Thelanis, a feather from a couatl, or the scale of a dragon. More often than not, such this will require an adventure. You may not have to kill something to obtain what you need, but you'll surely have to overcome a challenge. The Magic Item Ingredients table suggests how difficult that challenge could be.",
						{
							"type": "table",
							"caption": "Magic Item Ingredients",
							"colLabels": [
								"Item Rarity",
								"CR Range"
							],
							"colStyles": [
								"col-6 text-center",
								"col-6 text-center"
							],
							"rows": [
								[
									"Common",
									"1\u20133"
								],
								[
									"Uncommon",
									"4\u20138"
								],
								[
									"Rare",
									"9\u201312"
								],
								[
									"Very Rare",
									"13\u201318"
								],
								[
									"Legendary",
									"19+"
								]
							]
						},
						"It's possible to find a rare component even when you're not looking for one. You could discover an exotic Khyber crystal in the ruins of an artificer's workshop. Time and study could yield suggestions as to what items could be made with the component; for example, that Khyber shard could be used to create an {@item iron flask} or {@item dimensional shackles}."
					]
				},
				{
					"type": "entries",
					"name": "Creation",
					"entries": [
						"Once you have your schema and any rare components, you're ready to begin. The DM can assign skills or tools that are required for this act of creation, so that it requires both proficiency and access to these tools. You must pay the basic costs of materials and services required to make the item. And you must spend a significant amount of time working on it; creating a legendary item can take a year of effort!",
						{
							"type": "table",
							"caption": "Magic Item Crafting Time and Cost",
							"colLabels": [
								"Item Rarity",
								"Work weeks*",
								"Cost*"
							],
							"colStyles": [
								"col-4 text-center",
								"col-4 text-center",
								"col-4 text-right"
							],
							"rows": [
								[
									"Common",
									1,
									"50 gp"
								],
								[
									"Uncommon",
									2,
									"200 gp"
								],
								[
									"Rare",
									10,
									"2,000 gp"
								],
								[
									"Very Rare",
									25,
									"20,000 gp"
								],
								[
									"Legendary",
									20,
									"100,000 gp"
								]
							],
							"footnotes": [
								"* Halved for a consumable item"
							]
						},
						"The Magic Item Crafting Time and Cost table provides a basic framework, but various factors could reduce time or cost. Eberron dragonshards are a significant amount of the cost of materials. A remarkable dragonshard could reduce the cost of creating an item by 10 percent. A planar convergence could reduce the time or cost required to make an item with an effect tied to that plane. Ultimately, this is a story, and there are exceptions to every rule."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"These rules for magic item creation are derived from the system presented in Xanathar's Guide to Everything. This also offers the idea that the creation of a magic item is a complex procedure and that complications can arise. If you use this rule, there's a {@chance 10|10 percent} chance of a complication arising for every five workweeks spent on crafting the item. Xanathar's Guide presents a number of possible complications. Here are few tied to Eberron.",
						{
							"type": "table",
							"colLabels": [
								"d6",
								"Complications"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									1,
									"A Dragonmarked House takes an interest in your work. Do they view you as a threat, or are they impressed by your techniques? Do they want to buy the item, and what will happen if you refuse?"
								],
								[
									2,
									"A mishap creates a temporary manifest zone."
								],
								[
									3,
									"You need to acquire an additional rare component."
								],
								[
									4,
									"The shifting balance of the planes interferes with your work; you must wait for the current planar alignment to change."
								],
								[
									5,
									"Your efforts draw the attention of one of the conspiracies of Eberron\u2014such as the Chamber, the Aurum, the Emerald Claw, or the Lords of Dust."
								],
								[
									6,
									"Your item unexpectedly becomes sentient."
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Custom Alignments",
			"source": "UAVariantRules",
			"page": 2,
			"ruleType": "V",
			"type": "section",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Alignment serves as a handy label for the general attitudes of characters and monsters alike. It works as a sorting mechanism, providing a big-picture assessment of which creatures, factions, and NPCs make natural allies or enemies.",
								"The standard alignment system embraces the fundamental points of tension in D&D: the struggle between good and evil on the one hand, and the conflict between law and chaos on the other. The nice thing about this arrangement is that it allows for tension even within a good-aligned party. The law\u2014chaos divide means that characters can still disagree on how to promote good in the world.",
								"Alignment is meant to serve only as a quick summary of a character, not a rigid definition. It's a starting point, but elements such as flaws and bonds paint a much more detailed picture of a character's identity.",
								"You might find that the alignment choices of good and evil, law and chaos are too abstract for your campaign. You might prefer attitudes that are more nuanced, without the implicit demarcation of heroes as good-aligned creatures and villains as evil-aligned ones. A simple solution is to discard alignment in favor of an alternative system that brings the key conflicts in your campaign to the forefront.",
								{
									"type": "entries",
									"name": "Identify the Conflict",
									"entries": [
										"Think about the important opposing forces in your campaign by asking the following questions. Can you place them on opposite ends of a continuum? Are there multiple conflicts? What are the key conflicts, and how do all the separate conflicts interact?",
										"For your own alignment system, try to create at least two paths, one of which allows a range of options for the player characters. The other paths can divide the world between the characters (including their allies) and their enemies.",
										"For example, imagine a campaign setting where an ecological crisis engineered by a cabal of necromancers threatens to transform the world into a dead wasteland. Forming one alignment path are the opposing forces of life and death. Like the choice of good or evil, this conflict defines the setting, and you would expect most player characters to be aligned to life or at least neutral with respect to their support for the necromancers' plans.",
										"The second conflict path might be preservation versus destruction. People who have gathered to protect the land might disagree on whether to attack and destroy the necromancers, or to work instead at strengthening the natural order so that not even the necromancers' power can overwhelm it."
									]
								},
								{
									"type": "entries",
									"name": "Multiple Choices",
									"entries": [
										"For grittier games that avoid obvious classifications of good versus bad, you might create alignment paths with more than two choices. In a game that focuses on intrigue and power struggles, for example, alignment might be a quick reference for which factions a character supports. One element of a character's alignment might indicate his or her affiliation with a noble house or guild. A second element could call out which deity or pantheon the character is tied to."
									]
								},
								{
									"type": "entries",
									"name": "Neutral Alignment",
									"entries": [
										"When creating your alignment system, think about the role of neutrality, and decide whether there's a midpoint for any alignment path. Neutral creatures might choose to sit out a struggle (as is often the case in good versus evil) or see strengths in both approaches (as in law versus chaos). The role of this choice in your campaign should make sense in terms of your central conflict."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Customizing Ability Scores",
			"source": "PHB",
			"page": 13,
			"ruleType": "V",
			"entries": [
				"At your Dungeon Master's option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.",
				"You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can't have a score lower than 8.",
				"This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.",
				{
					"type": "table",
					"caption": "Ability Score Point Cost",
					"colLabels": [
						"Score",
						"Cost"
					],
					"colStyles": [
						"col-6 text-center",
						"col-6 text-center"
					],
					"rows": [
						[
							8,
							0
						],
						[
							9,
							1
						],
						[
							10,
							2
						],
						[
							11,
							3
						],
						[
							12,
							4
						],
						[
							13,
							5
						],
						[
							14,
							7
						],
						[
							15,
							9
						]
					]
				},
				{
					"type": "inline",
					"entries": [
						"Alternatively, see the ",
						{
							"type": "link",
							"href": {
								"type": "internal",
								"path": "statgen.html",
								"hash": "pointbuy"
							},
							"text": "Point Buy Calculator."
						}
					]
				}
			]
		},
		{
			"name": "Customizing Your Origin",
			"source": "TCE",
			"page": 8,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character's origin and give you the ability to create many different types of characters. Despite that versatility, a typical character race in D&D includes little or no choice\u2014a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character's race, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character's fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters.",
				{
					"type": "entries",
					"name": "Ability Score Increases",
					"entries": [
						"Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D's past. For example, if you're a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn't apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it's unhelpful if your character doesn't conform to the archetype.",
						"If you'd like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here's how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can't apply those increases to the same ability score, and you can't increase a score above 20.",
						"For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1."
					]
				},
				{
					"type": "entries",
					"name": "Languages",
					"entries": [
						"Your character's race includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here's the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait.",
						"To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon.",
						"Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign."
					]
				},
				{
					"type": "entries",
					"name": "Proficiencies",
					"entries": [
						"Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.",
						{
							"type": "table",
							"caption": "Proficiency Swaps",
							"colLabels": [
								"Proficiency",
								"Replacement Proficiency"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"Skill",
									"Skill"
								],
								[
									"Armor",
									"Simple/martial weapon or tool"
								],
								[
									"Simple weapon",
									"Simple weapon or tool"
								],
								[
									"Martial weapon",
									"Simple/martial weapon or tool"
								],
								[
									"Tool",
									"Tool or simple weapon"
								]
							]
						},
						"For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument\u2014a type of tool\u2014instead of with longswords. Similarly, elves start with proficiency in the {@skill Perception} skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as {@skill Performance}.",
						"The \"{@book Equipment|PHB|4}\" chapter of the {@book Player's Handbook|PHB} includes weapons and tools suitable for these swaps, and your DM might allow additional options."
					]
				},
				{
					"type": "entries",
					"name": "Personality",
					"entries": [
						"The description of a race might suggest various things about the behavior and personality of that people's archetypal adventurers. You may ignore those suggestions, whether they're about alignment, moods, interests, or any other personality trait. Your character's personality and behavior are entirely yours to determine.",
						{
							"type": "inset",
							"name": "Custom Lineage",
							"entries": [
								"Instead of choosing one of the game's races for your character at 1st level, you can use the following traits to represent your character's lineage, giving you full control over how your character's origin shaped them:",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Creature Type.",
											"entry": "You are a humanoid. You determine your appearance and whether you resemble any of your kin."
										},
										{
											"type": "item",
											"name": "Size.",
											"entry": "You are Small or Medium (your choice)."
										},
										{
											"type": "item",
											"name": "Speed.",
											"entry": "Your base walking speed is 30 feet."
										},
										{
											"type": "item",
											"name": "Ability Score Increase.",
											"entry": "One ability score of your choice increases by 2."
										},
										{
											"type": "item",
											"name": "Feat.",
											"entry": "You gain one feat of your choice for which you qualify."
										},
										{
											"type": "item",
											"name": "Variable Trait.",
											"entry": "You gain one of the following options of your choice: (a) {@sense darkvision} with a range of 60 feet or (b) proficiency in one skill of your choice."
										},
										{
											"type": "item",
											"name": "Languages.",
											"entry": "You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character."
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Diagonals",
			"source": "DMG",
			"page": 252,
			"ruleType": "O",
			"entries": [
				"The {@i Player's Handbook} presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you're moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.",
				"When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement.",
				"For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet."
			]
		},
		{
			"name": "Downtime Activity: Building a Stronghold",
			"source": "DMG",
			"page": 128,
			"ruleType": "O",
			"entries": [
				"A character can spend time between adventures building a stronghold. Before work can begin, the character must acquire a plot of land. If the estate lies within a kingdom or similar domain, the character will need a royal charter (a legal document granting permission to oversee the estate in the name of the crown), a land grant (a legal document bequeathing custody of the land to the character for as long as he or she remains loyal to the crown), or a deed (a legal document that serves as proof of ownership). Land can also be acquired by inheritance or other means.",
				"Royal charters and land grants are usually given by the crown as a reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost 5,000 gp or more, if it can be bought at all.",
				"Once the estate is secured, a character needs access to building materials and laborers. The Building a Stronghold table shows the cost of building the stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each day the character is away adds 3 days to the construction time.",
				{
					"type": "table",
					"caption": "Building a Stronghold",
					"colLabels": [
						"Stronghold",
						"Construction Cost",
						"Construction Time"
					],
					"colStyles": [
						"col-4",
						"col-4 text-right",
						"col-4 text-right"
					],
					"rows": [
						[
							"Abbey",
							"50,000 gp",
							"400 days"
						],
						[
							"Guildhall, town or city",
							"5,000 gp",
							"60 days"
						],
						[
							"Keep or small castle",
							"50,000 gp",
							"400 days"
						],
						[
							"Noble estate with manor",
							"25,000 gp",
							"150 days"
						],
						[
							"Outpost or fort",
							"15,000 gp",
							"100 days"
						],
						[
							"Palace or large castle",
							"500,000 gp",
							"1,200 days"
						],
						[
							"Temple",
							"50,000 gp",
							"400 days"
						],
						[
							"Tower, fortified",
							"15,000 gp",
							"100 days"
						],
						[
							"Trading post",
							"5,000 gp",
							"60 days"
						]
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Buying a Magic Item",
			"source": "XGE",
			"page": 126,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Purchasing a magic item requires time and money to seek out and contact people willing to sell items. Even then, there is no guarantee a seller will have the items a character desires.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Finding magic items to purchase requires at least one workweek of effort and 100 gp in expenses. Spending more time and money increases your chance of finding a high-quality item."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"A character seeking to buy a magic item makes a Charisma (Persuasion) check to determine the quality of the seller found. The character gains a +1 bonus on the check for every workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy lifestyle, for a buyer must impress potential business partners.",
						"As shown on the Buying Magic Items table, the total of the check dictates which table in the Dungeon Master's Guide to roll on to determine which items are on the market. Or you can roll for items from any table associated with a lower total on the Buying Magic Items table. As a further option to reflect the availability of items in your campaign, you can apply a -10 penalty for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can double magic item costs in low magic campaigns.",
						"Using the Magic Item Price table, you then assign prices to the available items, based on their rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.",
						"You have final say in determining which items are for sale and their final price, no matter what the tables say.",
						"If the characters seek a specific magic item, first decide if it's an item you want to allow in your game. If so, include the desired item among the items for sale on a check total of 10 or higher if the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is very rare, and 30 or higher if it is legendary."
					]
				},
				{
					"type": "table",
					"caption": "Buying Magic Items",
					"colLabels": [
						"Check Total",
						"Items Acquired"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"1\u20145",
							"Roll {@dice 1d6} times on {@table Magic Item Table A}."
						],
						[
							"6\u201410",
							"Roll {@dice 1d4} times on {@table Magic Item Table B}."
						],
						[
							"11\u201415",
							"Roll {@dice 1d4} times on {@table Magic Item Table C}."
						],
						[
							"16\u201420",
							"Roll {@dice 1d4} times on {@table Magic Item Table D}."
						],
						[
							"21\u201425",
							"Roll {@dice 1d4} times on {@table Magic Item Table E}."
						],
						[
							"26\u201430",
							"Roll {@dice 1d4} times on {@table Magic Item Table F}."
						],
						[
							"31\u201435",
							"Roll {@dice 1d4} times on {@table Magic Item Table G}."
						],
						[
							"36\u201440",
							"Roll {@dice 1d4} times on {@table Magic Item Table H}."
						],
						[
							"41+",
							"Roll {@dice 1d4} times on {@table Magic Item Table I}."
						]
					]
				},
				{
					"type": "table",
					"caption": "Magic Item Price",
					"colLabels": [
						"Rarity",
						"Asking Price*"
					],
					"colStyles": [
						"col-5",
						"col-7 text-right"
					],
					"rows": [
						[
							"Common",
							"({@dice 1d6 + 1}) × 10 gp"
						],
						[
							"Uncommon",
							"{@dice 1d6 × 100} gp"
						],
						[
							"Rare",
							"{@dice 2d10 × 1,000} gp"
						],
						[
							"Very rare",
							"({@dice 1d4 + 1}) × 10,000 gp"
						],
						[
							"Legendary",
							"{@dice 2d6 × 25,000} gp"
						]
					],
					"footnotes": [
						"*Halved for a consumable item like a potion or scroll"
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Magic Item Purchase Complications table or invent your own complication.",
						{
							"type": "table",
							"caption": "Magic Item Purchase Complications",
							"colLabels": [
								"d12",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"The item is a fake, planted by an enemy.*"
								],
								[
									"2",
									"The item is stolen by the party's enemies.*"
								],
								[
									"3",
									"The item is cursed by a god."
								],
								[
									"4",
									"The item's original owner will kill to reclaim it; the party's enemies spread news of its sale.*"
								],
								[
									"5",
									"The item is at the center of a dark prophecy."
								],
								[
									"6",
									"The seller is murdered before the sale.*"
								],
								[
									"7",
									"The seller is a devil looking to make a bargain."
								],
								[
									"8",
									"The item is the key to freeing an evil entity."
								],
								[
									"9",
									"A third party bids on the item, doubling its price.*"
								],
								[
									"10",
									"The item is an enslaved, intelligent entity."
								],
								[
									"11",
									"The item is tied to a cult."
								],
								[
									"12",
									"The party's enemies spread rumors that the item is an artifact of evil.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Carousing",
			"source": "DMG",
			"page": 128,
			"ruleType": "O",
			"entries": [
				"Characters can spend their downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps them cope with the perils they face on their adventures.",
				"A carousing character spends money as though maintaining a wealthy lifestyle (see chapter 5, \"Equipment,\" of the {@i Player's Handbook}). At the end of the period spent carousing, the player rolls percentile dice and adds the character's level, then compares the total to the Carousing table to determine what happens to the character, or you choose.",
				{
					"type": "table",
					"caption": "Carousing",
					"colLabels": [
						"d100 + Level",
						"Result"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"01-10",
							"You are jailed for {@dice 1d4} days at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp to avoid jail time, or you can try to resist arrest."
						],
						[
							"11-20",
							"You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of {@dice 3d6 × 5} gp."
						],
						[
							"21-30",
							"You make an enemy. This person, business, or organization is now hostile to you. The DM determines the offended party. You decide how you offended them."
						],
						[
							"31-40",
							"You are caught up in a whirlwind romance. Roll a d20. On a 1\u20135, the romance ends badly. On a 6\u201310, the romance ends amicably. On an 11\u201320, the romance is ongoing. You determine the identity of the love interest, subject to your DM's approval. If the romance ends badly, you might gain a new flaw. If it ends well or is ongoing, your new love interest might represent a new bond."
						],
						[
							"41-80",
							"You earn modest winnings from gambling and recuperate your lifestyle expenses for the time spent carousing."
						],
						[
							"81-90",
							"You earn modest winnings from gambling. You recuperate your lifestyle expenses for the time spent carousing and gain {@dice 1d20 × 4} gp."
						],
						[
							"91-100",
							"You make a small fortune gambling. You recuperate your lifestyle expenses for the time spent carousing and gain {@dice 4d6 × 10} gp. Your carousing becomes the stuff of local legend."
						]
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Carousing",
			"source": "XGE",
			"page": 127,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Carousing is a default downtime activity for many characters. Between adventures, who doesn't want to relax with a few drinks and a group of friends at a tavern?",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Carousing covers a workweek of fine food, strong drink, and socializing. A character can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the upper class requires 250 gp for the workweek and access to the local nobility.",
						"A character with the noble background can mingle with the upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.",
						{
							"type": "table",
							"caption": "Carousing",
							"colLabels": [
								"Check Total",
								"Result"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1\u20145",
									"Character has made a hostile contact."
								],
								[
									"6\u201410",
									"Character has made no new contacts."
								],
								[
									"11\u201415",
									"Character has made an allied contact."
								],
								[
									"16\u201420",
									"Character has made two allied contacts."
								],
								[
									"21+",
									"Character has made three allied contacts."
								]
							]
						},
						"Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.",
						"Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town.",
						"Middle-class contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments.",
						"Upper-class contacts are nobles and their personal servants. Carousing with such folk covers formal banquets, state dinners, and the like.",
						"Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC's good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn't come with a guarantee of help.",
						"You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character's allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn't come into play.",
						"Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.",
						"Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.",
						"The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.",
						"At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character's Charisma modifier (minimum of 1). Specific, named contacts don't count toward this limit\u2014only ones that can be used at any time to declare an NPC as a contact."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town. As a rule of thumb, a character has a {@chance 10|10 percent} chance of triggering a complication for each workweek of carousing.",
						{
							"type": "table",
							"caption": "Lower-Class Carousing Complications",
							"colLabels": [
								"d8",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"A pickpocket lifts {@dice 1d10 × 5} gp from you.*"
								],
								[
									"2",
									"A bar brawl leaves you with a scar.*"
								],
								[
									"3",
									"You have fuzzy memories of doing something very, very illegal, but can't remember exactly what."
								],
								[
									"4",
									"You are banned from a tavern after some obnoxious behavior.*"
								],
								[
									"5",
									"After a few drinks, you swore in the town square to pursue a dangerous quest."
								],
								[
									"6",
									"Surprise! You're married."
								],
								[
									"7",
									"Streaking naked through the streets seemed like a great idea at the time."
								],
								[
									"8",
									"Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or Bench Slayer, and no one will say why.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						},
						{
							"type": "table",
							"caption": "Middle-Class Carousing Complications",
							"colLabels": [
								"d8",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*"
								],
								[
									"2",
									"You swore to complete some quest on behalf of a temple or a guild."
								],
								[
									"3",
									"A social gaffe has made you the talk of the town.*"
								],
								[
									"4",
									"A particularly obnoxious person has taken an intense romantic interest in you.*"
								],
								[
									"5",
									"You have made a foe out of a local spellcaster.*"
								],
								[
									"6",
									"You have been recruited to help run a local festival, play, or similar event."
								],
								[
									"7",
									"You made a drunken toast that scandalized the locals."
								],
								[
									"8",
									"You spent an additional 100 gp trying to impress people."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						},
						{
							"type": "table",
							"caption": "Upper-Class Carousing Complications",
							"colLabels": [
								"d8",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"A pushy noble family wants to marry off one of their scions to you.*"
								],
								[
									"2",
									"You tripped and fell during a dance, and people can't stop talking about it."
								],
								[
									"3",
									"You have agreed to take on a noble's debts."
								],
								[
									"4",
									"You have been challenged to a joust by a knight.*"
								],
								[
									"5",
									"You have made a foe out of a local noble.*"
								],
								[
									"6",
									"A boring noble insists you visit each day and listen to long, tedious theories of magic."
								],
								[
									"7",
									"You have become the target of a variety of embarrassing rumors.*"
								],
								[
									"8",
									"You spent an additional 500 gp trying to impress people."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Crafting a Magic Item",
			"source": "DMG",
			"page": 128,
			"additionalSources": [
				{
					"source": "DMG",
					"page": 141
				}
			],
			"ruleType": "O",
			"entries": [
				"Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.",
				"The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item's rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character could create a wand of magic missiles (an uncommon item), as long as the character has spell slots and can cast magic missile. That same character could make a +1 weapon (another uncommon item), no particular spell required.",
				"You can decide that certain items also require special materials or locations to be created. For example, a character might need {@item alchemist's supplies|phb} to brew a particular potion, or the formula for a flame tongue might require that the weapon be forged with lava.",
				{
					"type": "table",
					"caption": "Crafting Magic Items",
					"colLabels": [
						"Item Rarity",
						"Creation Cost",
						"Minimum Level"
					],
					"colStyles": [
						"col-4",
						"col-4 text-right",
						"col-4 text-center"
					],
					"rows": [
						[
							"Common",
							"100 gp",
							"3rd"
						],
						[
							"Uncommon",
							"500 gp",
							"3rd"
						],
						[
							"Rare",
							"5,000 gp",
							"6th"
						],
						[
							"Very rare",
							"50,000 gp",
							"11th"
						],
						[
							"Legendary",
							"500,000 gp",
							"17th"
						]
					]
				},
				"An item has a creation cost specified in the Crafting Magic Items table. A character engaged in the crafting of a magic item makes progress in 25 gp increments, spending that amount for each day of work until the total cost is paid. The character is assumed to work for 8 hours each of those days. Thus, creating an uncommon magic item takes 20 days and 500 gp. You are free to adjust the costs to better suit your campaign.",
				"If a spell will be produced by the item being created, the creator must expend one spell slot of the spell's level for each day of the creation process. The spell's material components must also be at hand throughout the process. If the spell normally consumes those components, they are consumed by the creation process. If the item will be able to produce the spell only once, as with a spell scroll, the components are consumed only once by the process. Otherwise, the components are consumed once each day of the item's creation.",
				"Multiple characters can combine their efforts to create a magic item if each of them meets the level prerequisite. Each character can contribute spells, spell slots and components, as long as everyone participates during the entire crafting process. Each character can contribute 25 gp worth of effort for each day spent helping to craft the item.",
				"Normally, a character who undertakes this activity creates a magic item described in chapter 7, \"Treasure.\" At your discretion, you can allow players to design their own magic items, using the guidelines in chapter 9, \"Dungeon Master's Workshop.\"",
				"While crafting a magic item, a character can maintain modest lifestyle without having to pay the 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5, \"Equipment,\" of the Player's Handbook).",
				{
					"type": "inset",
					"name": "Magic Item Formulas",
					"source": "DMG",
					"page": 141,
					"entries": [
						"A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items.",
						"You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items.",
						"If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item."
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Crafting an Item",
			"source": "XGE",
			"page": 128,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.",
				{
					"type": "entries",
					"name": "Resources and Resolution",
					"entries": [
						"In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item's selling cost. To determine how many workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a workweek if the items' combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.",
						"Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.",
						"A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.",
						{
							"type": "table",
							"colLabels": [
								"Proficiency",
								"Items"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"{@item Herbalism kit|phb}",
									"Antitoxin, potion of healing"
								],
								[
									"{@item Leatherworker's tools|phb}",
									"Leather armor, boots"
								],
								[
									"{@item Smith's tools|phb}",
									"Armor, weapons"
								],
								[
									"{@item Weaver's tools|phb}",
									"Cloaks, robes"
								]
							]
						},
						"If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way at its listed price."
					]
				},
				{
					"type": "entries",
					"name": "Crafting Magic Items",
					"entries": [
						"Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.",
						"Potions of healing and spell scrolls are exceptions to the following rules. For more information, see \"Brewing Potions of Healing\" later in this section and the \"Scribing a Spell Scroll\" section, below.",
						"To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. It lists the materials needed and steps required to make the item.",
						"An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure.",
						"The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.",
						{
							"type": "table",
							"caption": "Magic Item Ingredients",
							"colLabels": [
								"Item Rarity",
								"CR Range"
							],
							"colStyles": [
								"col-6",
								"col-6 text-center"
							],
							"rows": [
								[
									"Common",
									"1\u20143"
								],
								[
									"Uncommon",
									"4\u20148"
								],
								[
									"Rare",
									"9\u201412"
								],
								[
									"Very rare",
									"13\u201418"
								],
								[
									"Legendary",
									"19+"
								]
							]
						},
						"If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For example, creating mariner's armor might require the essence of a water weird. Crafting a staff of charming might require the cooperation of a specific arcanaloth, who will help only if the characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an ancient stone that was once touched by the god of magic\u2014a stone now guarded by a suspicious androsphinx.",
						"In addition to facing a specific creature, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item's rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.",
						{
							"type": "table",
							"caption": "Magic Item Crafting Time and Cost",
							"colLabels": [
								"Item Rarity",
								"Workweeks*",
								"Cost*"
							],
							"colStyles": [
								"col-4",
								"col-4 text-center",
								"col-4 text-right"
							],
							"rows": [
								[
									"Common",
									"1",
									"50 gp"
								],
								[
									"Uncommon",
									"2",
									"200 gp"
								],
								[
									"Rare",
									"10",
									"2,000 gp"
								],
								[
									"Very rare",
									"25",
									"20,000 gp"
								],
								[
									"Legendary",
									"50",
									"100,000 gp"
								]
							],
							"footnotes": [
								"*Halved for a consumable item like a potion or scroll"
							]
						},
						"To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object, or proficiency in the Arcana skill.",
						"If all the above requirements are met, the result of the process is a magic item of the desired sort."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Most of the complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might face as byproducts of the creation process are most interesting when the characters are working on a magic item: there's a {@chance 10|10 percent} chance for every five workweeks spent on crafting an item that a complication occurs. The Crafting Complications table provides examples of what might happen.",
						{
							"type": "table",
							"caption": "Crafting Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Rumors swirl that what you're working on is unstable and a threat to the community.*"
								],
								[
									"2",
									"Your tools are stolen, forcing you to buy new ones.*"
								],
								[
									"3",
									"A local wizard shows keen interest in your work and insists on observing you."
								],
								[
									"4",
									"A powerful noble offers a hefty price for your work and is not interested in hearing no for an answer.*"
								],
								[
									"5",
									"A dwarf clan accuses you of stealing its secret lore to fuel your work.*"
								],
								[
									"6",
									"A competitor spreads rumors that your work is shoddy and prone to failure.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Brewing Potions of Healing",
					"entries": [
						"Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.",
						{
							"type": "table",
							"caption": "Potion of Healing Creation",
							"colLabels": [
								"Type",
								"Time",
								"Cost"
							],
							"colStyles": [
								"col-4",
								"col-4",
								"col-4 text-right"
							],
							"rows": [
								[
									"Healing",
									"1 day",
									"25 gp"
								],
								[
									"Greater healing",
									"1 workweek",
									"100 gp"
								],
								[
									"Superior healing",
									"3 workweeks",
									"1,000 gp"
								],
								[
									"Supreme healing",
									"4 workweeks",
									"10,000 gp"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Crime",
			"source": "XGE",
			"page": 130,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"A character must spend one week and at least 25 gp gathering information on potential targets before committing the intended crime."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"The character must make a series of checks, with the DC for all the checks chosen by the character according to the amount of profit sought from the crime.",
						"The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of gold pieces, as shown on the Loot Value table.",
						"To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using thieves' tools, and the player's choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception).",
						"If none of the checks are successful, the character is caught and jailed. The character must pay a fine equal to the profit the crime would have earned and must spend one week in jail for each 25 gp of the fine.",
						"If only one check is successful, the heist fails but the character escapes.",
						"If two checks are successful, the heist is a partial success, netting the character half the payout.",
						"If all three checks are successful, the character earns the full value of the loot.",
						{
							"type": "table",
							"caption": "Loot Value",
							"colLabels": [
								"DC",
								"Value"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"10",
									"50 gp, robbery of a struggling merchant"
								],
								[
									"15",
									"100 gp, robbery of a prosperous merchant"
								],
								[
									"20",
									"200 gp, robbery of a noble"
								],
								[
									"25",
									"1,000 gp, robbery of one of the richest figures in town"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"A life of crime is filled with complications. Roll on the Crime Complications table (or create a complication of your own) if the character succeeds on only one check. If the character's rival is involved in crime or law enforcement, a complication ensues if the character succeeds on only two checks.",
						{
							"type": "table",
							"caption": "Crime Complications",
							"colLabels": [
								"d8",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"A bounty equal to your earnings is offered for information about your crime.*"
								],
								[
									"2",
									"An unknown person contacts you, threatening to reveal your crime if you don't render a service.*"
								],
								[
									"3",
									"Your victim is financially ruined by your crime."
								],
								[
									"4",
									"Someone who knows of your crime has been arrested on an unrelated matter.*"
								],
								[
									"5",
									"Your loot is a single, easily identified item that you can't fence in this region."
								],
								[
									"6",
									"You robbed someone who was under a local crime lord's protection, and who now wants revenge."
								],
								[
									"7",
									"Your victim calls in a favor from a guard, doubling the efforts to solve the case."
								],
								[
									"8",
									"Your victim asks one of your adventuring companions to solve the crime."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Gaining Renown",
			"source": "DMG",
			"page": 129,
			"ruleType": "O",
			"entries": [
				"A character can spend downtime improving his or her renown within a particular organization (see \"Renown\" in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of days equal to his or her current renown multiplied by 10, the character's renown increases by 1."
			]
		},
		{
			"name": "Downtime Activity: Gambling",
			"source": "XGE",
			"page": 130,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Games of chance are a way to make a fortune\u2014and perhaps a better way to lose one.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"This activity requires one workweek of effort plus a stake of at least 10 gp, to a maximum of 1,000 gp or more, as you see fit."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.",
						"The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is {@dice 5 + 2d10}; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.",
						{
							"type": "table",
							"caption": "Gambling Results",
							"colLabels": [
								"Result",
								"Value"
							],
							"colStyles": [
								"col-5",
								"col-7"
							],
							"rows": [
								[
									"0 successes",
									"Lose all the money you bet, and accrue a debt equal to that amount."
								],
								[
									"1 success",
									"Lose half the money you bet."
								],
								[
									"2 successes",
									"Gain the amount you bet plus half again more."
								],
								[
									"3 successes",
									"Gain double the amount you bet."
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Gambling Complications table.",
						{
							"type": "table",
							"caption": "Gambling Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You are accused of cheating. You decide whether you actually did cheat or were framed.*"
								],
								[
									"2",
									"The town guards raid the gambling hall and throw you in jail.*"
								],
								[
									"3",
									"A noble in town loses badly to you and loudly vows to get revenge.*"
								],
								[
									"4",
									"You won a sum from a low-ranking member of a thieves' guild, and the guild wants its money back."
								],
								[
									"5",
									"A local crime boss insists you start frequenting the boss's gambling parlor and no others."
								],
								[
									"6",
									"A high-stakes gambler comes to town and insists that you take part in a game."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Performing Sacred Rites",
			"source": "DMG",
			"page": 129,
			"ruleType": "O",
			"entries": [
				"A pious character can spend time between adventures performing sacred rites in a temple affiliated with a god he or she reveres. Between rites, the character spends time in meditation and prayer.",
				"A character who is a priest in the temple can lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices in a temple or assist a priest with a rite.",
				"A character who spends at least 10 days performing sacred rites gains inspiration (described in chapter 4 of the Player's Handbook) at the start of each day for the next {@dice 2d6} days."
			]
		},
		{
			"name": "Downtime Activity: Pit Fighting",
			"source": "XGE",
			"page": 131,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, the standard combat rules apply to that sort of activity.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Engaging in this activity requires one workweek of effort from a character."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in pit fighting lies in the unknown nature of a character's opponents.",
						"The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons. The DC for each of the checks is {@dice 5 + 2d10}; generate a separate DC for each one. Consult the Pit Fighting Results table to see how the character did.",
						{
							"type": "table",
							"caption": "Pit Fighting Results",
							"colLabels": [
								"Result",
								"Value"
							],
							"colStyles": [
								"col-5",
								"col-7"
							],
							"rows": [
								[
									"0 successes",
									"Lose your bouts, earning nothing."
								],
								[
									"1 success",
									"Win 50 gp."
								],
								[
									"2 successes",
									"Win 100 gp."
								],
								[
									"3 successes",
									"Win 200 gp."
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Characters involved in pit fighting must deal with their opponents, the people who bet on matches, and the matches' promoters. Every workweek spent pit fighting brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Pit Fighting Complications table.",
						{
							"type": "table",
							"caption": "Pit Fighting Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"An opponent swears to take revenge on you.*"
								],
								[
									"2",
									"A crime boss approaches you and offers to pay you to intentionally lose a few matches.*"
								],
								[
									"3",
									"You defeat a popular local champion, drawing the crowd's ire."
								],
								[
									"4",
									"You defeat a noble's servant, drawing the wrath of the noble's house.*"
								],
								[
									"5",
									"You are accused of cheating. Whether the allegation is true or not, your reputation is tarnished.*"
								],
								[
									"6",
									"You accidentally deliver a near-fatal wound to a foe."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Relaxation",
			"source": "XGE",
			"page": 131,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don't want to make use of the downtime system.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Relaxation requires one week. A character needs to maintain at least a modest lifestyle while relaxing to gain the benefit of the activity."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"Characters who maintain at least a modest lifestyle while relaxing gain several benefits. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Relaxation rarely comes with complications. If you want to make life complicated for the characters, introduce an action or an event connected to a rival."
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Religious Service",
			"source": "XGE",
			"page": 131,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temple's leaders.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character's. If such a place is available, the activity takes one workweek of time but involves no gold piece expenditure."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.",
						{
							"type": "table",
							"caption": "Religious Service",
							"colLabels": [
								"Check Total",
								"Result"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1\u201410",
									"No effect. Your efforts fail to make a lasting impression."
								],
								[
									"11\u201420",
									"You earn one favor."
								],
								[
									"21+",
									"You earn two favors."
								]
							]
						},
						"A favor, in broad terms, is a promise of future assistance from a representative of the temple. It can be expended to ask the temple for help in dealing with a specific problem, for general political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor could also take the form of a deity's intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also determines its nature.",
						"Favors earned need not be expended immediately, but only a certain number can be stored up. A character can have a maximum number of unused favors equal to 1 + the character's Charisma modifier (minimum of one unused favor)."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Religious Service Complications table.",
						{
							"type": "table",
							"caption": "Religious Service Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You have offended a priest through your words or actions.*"
								],
								[
									"2",
									"Blasphemy is still blasphemy, even if you did it by accident."
								],
								[
									"3",
									"A secret sect in the temple offers you membership."
								],
								[
									"4",
									"Another temple tries to recruit you as a spy.*"
								],
								[
									"5",
									"The temple elders implore you to take up a holy quest."
								],
								[
									"6",
									"You accidentally discover that an important person in the temple is a fiend worshiper."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Research",
			"source": "XGE",
			"page": 132,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials, bribes, gifts, and other expenses."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"The character declares the focus of the research\u2014a specific person, place, or thing. After one workweek, the character makes an Intelligence check with a +1 bonus per 50 gp spent beyond the initial 50 gp, to a maximum of +6. In addition, a character who has access to a particularly well-stocked library or knowledgeable sages gains advantage on this check. Determine how much lore a character learns using the Research Outcomes table.",
						{
							"type": "table",
							"caption": "Research Outcomes",
							"colLabels": [
								"Check Total",
								"Outcome"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1\u20145",
									"No effect."
								],
								[
									"6\u201410",
									"You learn one piece of lore."
								],
								[
									"11\u201420",
									"You learn two pieces of lore."
								],
								[
									"21+",
									"You learn three pieces of lore."
								]
							]
						},
						"Each piece of lore is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature's resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.",
						"As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth.",
						"In addition, a character might run into other complications during research. Every workweek spent in research brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Research Complications table.",
						{
							"type": "table",
							"caption": "Research Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You accidentally damage a rare book."
								],
								[
									"2",
									"You offend a sage, who demands an extravagant gift.*"
								],
								[
									"3",
									"If you had known that book was cursed, you never would have opened it."
								],
								[
									"4",
									"A sage becomes obsessed with convincing you of a number of strange theories about reality.*"
								],
								[
									"5",
									"Your actions cause you to be banned from a library until you make reparations.*"
								],
								[
									"6",
									"You uncovered useful lore, but only by promising to complete a dangerous task in return."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Running a Business",
			"source": "DMG",
			"page": 129,
			"ruleType": "O",
			"entries": [
				"Adventurers can end up owning businesses that have nothing to do with delving into dungeons or saving the world. A character might inherit a smithy, or the party might be given a parcel of farmland or a tavern as a reward. If they hold on to the business, they might feel obliged to spend time between adventures maintaining the venture and making sure it runs smoothly.",
				"A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30), then compares the total to the Running a Business table to determine what happens.",
				"If the character is required to pay a cost as a result of rolling on this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner, the character takes a -10 penalty to subsequent rolls made on this table.",
				{
					"type": "table",
					"caption": "Running a Business",
					"colLabels": [
						"d100 + Days",
						"Result"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"01-20",
							"You must pay one and a half times the business's maintenance cost for each of the days."
						],
						[
							"21-30",
							"You must pay the business's full maintenance cost for each of the days."
						],
						[
							"31-40",
							"You must pay half the business's maintenance cost for each of the days. Profits cover the other half."
						],
						[
							"41-60",
							"The business covers its own maintenance cost for each of the days."
						],
						[
							"61-80",
							"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 1d6 × 5} gp."
						],
						[
							"81-90",
							"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 2d8 × 5} gp."
						],
						[
							"91-100",
							"The business covers its own maintenance cost for each of the days. It earns a profit of {@dice 3d10 × 5} gp."
						]
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Scribing a Spell Scroll",
			"source": "XGE",
			"page": 133,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character's known spells, in order to scribe a scroll of that spell.",
						"If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.",
						{
							"type": "table",
							"caption": "Spell Scroll Costs",
							"colLabels": [
								"Spell Level",
								"Time",
								"Cost"
							],
							"colStyles": [
								"col-4 text-center",
								"col-4",
								"col-4 text-right"
							],
							"rows": [
								[
									"Cantrip",
									"1 day",
									"15 gp"
								],
								[
									"1st",
									"1 day",
									"25 gp"
								],
								[
									"2nd",
									"3 days",
									"250 gp"
								],
								[
									"3rd",
									"1 workweek",
									"500 gp"
								],
								[
									"4th",
									"2 workweeks",
									"2,500 gp"
								],
								[
									"5th",
									"4 workweeks",
									"5,000 gp"
								],
								[
									"6th",
									"8 workweeks",
									"15,000 gp"
								],
								[
									"7th",
									"16 workweeks",
									"25,000 gp"
								],
								[
									"8th",
									"32 workweeks",
									"50,000 gp"
								],
								[
									"9th",
									"48 workweeks",
									"250,000 gp"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every workweek spent scribing brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Scribe a Scroll Complications table.",
						{
							"type": "table",
							"caption": "Scribe a Scroll Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"You bought up the last of the rare ink used to craft scrolls, angering a wizard in town."
								],
								[
									"2",
									"The priest of a temple of good accuses you of trafficking in dark magic.*"
								],
								[
									"3",
									"A wizard eager to collect one of your spells in a book presses you to sell the scroll."
								],
								[
									"4",
									"Due to a strange error in creating the scroll, it is instead a random spell of the same level."
								],
								[
									"5",
									"The rare parchment you bought for your scroll has a barely visible map on it."
								],
								[
									"6",
									"A thief attempts to break into your workroom.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Selling a Magic Item",
			"source": "XGE",
			"page": 133,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Selling a magic item is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there's no guarantee that a character will receive a good offer even if a legitimate buyer is found.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"A character can find a buyer for one magic item by spending one workweek and 25 gp, which is used to spread word of the desired sale. A character must pick one item at a time to sell."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.",
						{
							"type": "table",
							"caption": "Magic Item Base Prices",
							"colLabels": [
								"Rarity",
								"Base Price*"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"Common",
									"100 gp"
								],
								[
									"Uncommon",
									"400 gp"
								],
								[
									"Rare",
									"4,000 gp"
								],
								[
									"Very rare",
									"40,000 gp"
								],
								[
									"Legendary",
									"200,000 gp"
								]
							],
							"footnotes": [
								"*Halved for a consumable item like a potion or scroll"
							]
						},
						{
							"type": "table",
							"caption": "Magic Item Offer",
							"colLabels": [
								"Check Total",
								"Offer"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1\u201410",
									"50% of base price"
								],
								[
									"11\u201420",
									"100% of base price"
								],
								[
									"21+",
									"150% of base price"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn't want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every workweek spent trying to sell an item brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Magic Item Sale Complications table.",
						{
							"type": "table",
							"caption": "Magic Item Sale Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Your enemy secretly arranges to buy the item to use it against you.*"
								],
								[
									"2",
									"A thieves' guild, alerted to the sale, attempts to steal your item.*"
								],
								[
									"3",
									"A foe circulates rumors that your item is a fake.*"
								],
								[
									"4",
									"A sorcerer claims your item as a birthright and demands you hand it over."
								],
								[
									"5",
									"Your item's previous owner, or surviving allies of the owner, vow to retake the item by force."
								],
								[
									"6",
									"The buyer is murdered before the sale is finalized.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Selling Magic Items",
			"source": "DMG",
			"page": 129,
			"ruleType": "O",
			"entries": [
				"Few people can afford to buy a magic item, and fewer still know how to find one. Adventurers are exceptional in this regard due to the nature of their profession.",
				"A character who comes into possession of a common, uncommon, rare, or very rare magic item that he or she wants to sell can spend downtime searching for a buyer. This downtime activity can be performed only in a city or another location where one can find wealthy individuals interested in buying magic items. Legendary magic items and priceless artifacts can't be sold during downtime. Finding someone to buy such an item can be the substance of an adventure or quest.",
				"For each salable item, the character makes a DC 20 Intelligence (Investigation) check to find buyers. Another character can use his or her downtime to assist with the search, granting advantage on the checks. On a failed check, no buyer for the item is found after a search that lasts 10 days. On a successful check, a buyer for the item is found after a number of days based on the item's rarity, as shown in the Salable Magic Item table.",
				"A character can attempt to find buyers for multiple magic items at once. Although this requires multiple Intelligence (Investigation) checks, the searches are occurring simultaneously, and the results of multiple failures or successes aren't added together. For example, if the character finds a buyer for a common magic item in 2 days and a buyer for an uncommon item in 5 days, but fails to find a buyer for a rare item up for grabs, the entire search takes 10 days.",
				"For each item a character wishes to sell, the player rolls percentile dice and consults the Selling a Magic Item table, applying a modifier based on the item's rarity, as shown in the Salable Magic Items table. The character also makes a Charisma (Persuasion) check and adds that check's total to the roll. The subsequent total determines what a buyer offers to pay for the item.",
				"You determine a buyer's identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it's up to you whether the sale creates legal complications for the party later.",
				{
					"type": "table",
					"caption": "Salable Magic Items",
					"colLabels": [
						"Rarity",
						"Base Price",
						"Days to Find Buyer",
						"d100 Roll Modifier*"
					],
					"colStyles": [
						"col-3",
						"col-3 text-right",
						"col-3 text-center",
						"col-3 text-center"
					],
					"rows": [
						[
							"Common",
							"100 gp",
							"{@dice 1d4}",
							"+10"
						],
						[
							"Uncommon",
							"500 gp",
							"{@dice 1d6}",
							"+0"
						],
						[
							"Rare",
							"5,000 gp",
							"{@dice 1d8}",
							"-10"
						],
						[
							"Very rare",
							"50,000 gp",
							"{@dice 1d10}",
							"-20"
						]
					],
					"footnotes": [
						"*Apply this modifier to rolls on the Selling a Magic Item table."
					]
				},
				{
					"type": "table",
					"caption": "Selling a Magic Item",
					"colLabels": [
						"d100 + Mod",
						"You Find..."
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"20 or lower",
							"A buyer offering a tenth of the base price"
						],
						[
							"21-40",
							"A buyer offering a quarter of the base price, and a shady buyer offering half the base price"
						],
						[
							"41-80",
							"A buyer offering half the base price, and a shady buyer offering the full base price"
						],
						[
							"81-90",
							"A buyer offering the full base price"
						],
						[
							"91 or higher",
							"A shady buyer offering one and a half times the base price, no questions asked"
						]
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Sowing Rumors",
			"source": "DMG",
			"page": 131,
			"ruleType": "O",
			"entries": [
				"Swaying public opinion can be an effective way to bring down a villain or elevate a friend. Spreading rumors is an efficient, if underhanded, way to accomplish that goal. Well-placed rumors can increase the subject's standing in a community or embroil someone in scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question.",
				"Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a town or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.",
				{
					"type": "table",
					"caption": "Sowing Rumors",
					"colLabels": [
						"Settlement Size",
						"Time Required"
					],
					"colStyles": [
						"col-6 text-center",
						"col-6 text-center"
					],
					"rows": [
						[
							"Village",
							"{@dice 2d6} days"
						],
						[
							"Town",
							"{@dice 4d6} days"
						],
						[
							"City",
							"{@dice 6d6} days"
						]
					]
				},
				"The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community's prevailing attitude toward the subject shifts one step toward friendly or hostile, as the character wishes. If the check fails, the rumor gains no traction, and further attempts to propagate it fail.",
				"Shifting a community's general attitude toward a person or organization doesn't affect everyone in the community. Individuals might hold to their own opinions, particularly if they have personal experience in dealing with the subject of the rumors."
			]
		},
		{
			"name": "Downtime Activity: Training",
			"source": "XGE",
			"page": 134,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"Given enough free time and the services of an instructor, a character can learn a language or pick up proficiency with a tool.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Receiving training in a language or tool typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed). Training costs 25 gp per workweek."
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Complications that arise while training typically involve the teacher. Every ten workweeks spent in training brings a {@chance 10|10 percent} chance of a complication, examples of which are on the Training Complications table.",
						{
							"type": "table",
							"caption": "Training Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Your instructor disappears, forcing you to spend one workweek finding a new one.*"
								],
								[
									"2",
									"Your teacher instructs you in rare, archaic methods, which draw comments from others."
								],
								[
									"3",
									"Your teacher is a spy sent to learn your plans.*"
								],
								[
									"4",
									"Your teacher is a wanted criminal."
								],
								[
									"5",
									"Your teacher is a cruel taskmaster."
								],
								[
									"6",
									"Your teacher asks for help dealing with a threat."
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Training to Gain Levels",
			"source": "DMG",
			"page": 131,
			"ruleType": "V",
			"entries": [
				"As a variant rule, you can require characters to spend downtime training or studying before they gain the benefits of a new level. If you choose this option, once a character has earned enough experience points to attain a new level, he or she must train for a number of days before gaining any class features associated with the new level.",
				"The training time required depends on the level to be gained, as shown on the Training to Gain Levels table. The training cost is for the total training time.",
				{
					"type": "table",
					"caption": "Training to Gain Levels",
					"colLabels": [
						"Level Attained",
						"Training Time",
						"Training Cost"
					],
					"colStyles": [
						"col-4 text-center no-wrap",
						"col-4 text-center",
						"col-4 text-center"
					],
					"rows": [
						[
							"2nd-4th",
							"10 days",
							"20 gp"
						],
						[
							"5th-10th",
							"20 days",
							"40 gp"
						],
						[
							"11th-16th",
							"30 days",
							"60 gp"
						],
						[
							"17th-20th",
							"40 days",
							"80 gp"
						]
					]
				}
			]
		},
		{
			"name": "Downtime Activity: Work",
			"source": "XGE",
			"page": 134,
			"ruleType": "VO",
			"type": "entries",
			"entries": [
				"When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character's attempt to find temporary work, the quality and wages of which are difficult to predict.",
				{
					"type": "entries",
					"name": "Resources",
					"entries": [
						"Performing a job requires one workweek of effort."
					]
				},
				{
					"type": "entries",
					"name": "Resolution",
					"entries": [
						"To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.",
						{
							"type": "table",
							"caption": "Wages",
							"colLabels": [
								"Check Total",
								"Earnings"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"9 or lower",
									"Poor lifestyle for the week"
								],
								[
									"10\u201414",
									"Modest lifestyle for the week"
								],
								[
									"15\u201420",
									"Comfortable lifestyle for the week"
								],
								[
									"21+",
									"Comfortable lifestyle for the week + 25 gp"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Complications",
					"entries": [
						"Ordinary work is rarely filled with significant complications. Still, the Work Complications table can add some difficulties to a worker's life. Each workweek of activity brings a {@chance 10|10 percent} chance that a character encounters a complication.",
						{
							"type": "table",
							"caption": "Work Complications",
							"colLabels": [
								"d6",
								"Complication"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"A difficult customer or a fight with a coworker reduces the wages you earn by one category.*"
								],
								[
									"2",
									"Your employer's financial difficulties result in your not being paid.*"
								],
								[
									"3",
									"A coworker with ties to an important family in town takes a dislike to you.*"
								],
								[
									"4",
									"Your employer is involved with a dark cult or a criminal enterprise."
								],
								[
									"5",
									"A crime ring targets your business for extortion.*"
								],
								[
									"6",
									"You gain a reputation for laziness (unjustified or not, as you choose), giving you disadvantage on checks made for this downtime activity for the next six workweeks you devote to it.*"
								]
							],
							"footnotes": [
								"*Might involve a rival"
							]
						}
					]
				}
			]
		},
		{
			"name": "Downtime Revisited",
			"source": "XGE",
			"page": 123,
			"ruleType": "VO",
			"type": "section",
			"entries": [
				"It's possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 10th level and beyond in a short amount of game time. Although that pace works fine for many campaigns, some DMs prefer a campaign story with pauses built into it\u2014times when adventurers are not going on adventures. The downtime rules given in this section can be used as alternatives to the approach in the Player's Handbook and the Dungeon Master's Guide, or you can use the material here to inspire the creation of your own options.",
				"By engaging the characters in downtime activities that take weeks or even months to complete, you can give your campaign a longer time line\u2014one in which events in the world play out over years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of the story that you and the characters tell.",
				"Downtime rules also provide ways for characters to spend\u2014or be relieved of\u2014the monetary treasure they amass on their adventures.",
				"The system presented here consists of two elements. First, it introduces the concept of rivals. Second, it details a number of downtime activities that characters can undertake.",
				{
					"type": "entries",
					"name": "Rivals",
					"entries": [
						"Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engaging in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.",
						"A rival's agenda changes over time. Though the characters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.",
						{
							"type": "entries",
							"name": "Creating a Rival",
							"entries": [
								"In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master's Guide to build a new NPC for this purpose, or pick one from your current cast of supporting characters and embellish that NPC as described below.",
								"It's possible for the characters to have two or three rivals at a time, each with a separate agenda. At least one should be a villain, but the others might be neutral or good; conflicts with those rivals might be social or political, rather than manifesting as direct attacks.",
								"The best rivals have a connection with their adversaries on a personal level. Find links in the characters' backstories or the events of recent adventures that explain what sparked the rival's actions. The best trouble to put the characters in is trouble they created for themselves.",
								{
									"type": "table",
									"caption": "Rival",
									"colLabels": [
										"d20",
										"Rival"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Tax collector who is convinced the characters are dodging fees"
										],
										[
											"2",
											"Politician who is concerned that the characters are causing more trouble than they solve"
										],
										[
											"3",
											"High priest who worries the characters are diminishing the temple's prestige"
										],
										[
											"4",
											"Wizard who blames the characters for some recent troubles"
										],
										[
											"5",
											"Rival adventuring party"
										],
										[
											"6",
											"Bard who loves a scandal enough to spark one"
										],
										[
											"7",
											"Childhood rival or member of a rival clan"
										],
										[
											"8",
											"Scorned sibling or parent"
										],
										[
											"9",
											"Merchant who blames the characters for any business woes"
										],
										[
											"10",
											"Newcomer out to make a mark on the world"
										],
										[
											"11",
											"Sibling or ally of defeated enemy"
										],
										[
											"12",
											"Official seeking to restore a tarnished reputation"
										],
										[
											"13",
											"Deadly foe disguised as a social rival"
										],
										[
											"14",
											"Fiend seeking to tempt the characters to evil"
										],
										[
											"15",
											"Spurned romantic interest"
										],
										[
											"16",
											"Political opportunist seeking a scapegoat"
										],
										[
											"17",
											"Traitorous noble looking to foment a revolution"
										],
										[
											"18",
											"Would-be tyrant who brooks no opposition"
										],
										[
											"19",
											"Exiled noble looking for revenge"
										],
										[
											"20",
											"Corrupt official worried that recent misdeeds will be revealed"
										]
									]
								},
								"To add the right amount of detail to a rival you want to create, give some thought to what that NPC is trying to accomplish and what resources and methods the rival can bring to bear against the characters.",
								{
									"type": "entries",
									"name": "Goals",
									"entries": [
										"An effective rival has a clear reason for interfering with the characters' lives. Think about what the rival wants, how and why the characters stand in the way, and how the conflict could be resolved. Ideally, a rival's goal directly involves the characters or something they care about."
									]
								},
								{
									"type": "entries",
									"name": "Assets",
									"entries": [
										"Think about the resources the rival can marshal. Does the character have enough money to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, temples, or other groups? Make a list of the rival's assets, and consider how they can be used."
									]
								},
								{
									"type": "entries",
									"name": "Plans",
									"entries": [
										"The foundation of a rival's presence in the campaign is the actions the rival takes or the events that occur as a result of that character's goals. Each time you resolve one or more workweeks of downtime, pick one of the ways a rival's plans might be advanced and introduce it into play.",
										"Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.",
										"A rival's action might be a direct attack, such as an assassination attempt, that you play out during a session. Or it might be a background activity that you describe as altering the campaign in some way. For example, a rival who wants to increase the prestige of the temple of a war god might hold a festival with drink, food, and gladiatorial games. Even if the characters aren't directly involved, the event becomes the talk of the town.",
										"Some elements of a rival's plans might involve events in the world that aren't under the rival's control. Whether such an event can be easily anticipated or not, the rival's plans might include contingencies for taking advantage of such happenings."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Downtime Activities",
					"entries": [
						"Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.",
						"Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.",
						{
							"type": "entries",
							"name": "Resolving Activities",
							"entries": [
								"The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character's relevant ability modifiers. Follow the steps in the activity, and determine the results.",
								"Most downtime activities require a workweek (5 days) to complete. Some activities require days, weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day engaged in the downtime activity for that day to count toward the activity's completion.",
								"The days of an activity don't need to be consecutive; you can spread them over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see below) and possibly double the activity's costs to represent the inefficiency of the character's progress."
							]
						},
						{
							"type": "entries",
							"name": "Complications",
							"entries": [
								"The description of each activity includes a discussion of complications you can throw at the characters. The consequences of a complication might spawn entire adventures, introduce NPCs to vex the party, or give the characters headaches or advantages in any number of other ways.",
								"Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devise one of your own, and then share it with the player."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Example Downtime Activities",
					"entries": [
						"The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.",
						"See the following entries for details:",
						{
							"type": "list",
							"items": [
								"{@variantrule Downtime Activity: Buying a Magic Item|XGE}",
								"{@variantrule Downtime Activity: Carousing|XGE}",
								"{@variantrule Downtime Activity: Crafting an Item|XGE}",
								"{@variantrule Downtime Activity: Crime|XGE}",
								"{@variantrule Downtime Activity: Gambling|XGE}",
								"{@variantrule Downtime Activity: Pit Fighting|XGE}",
								"{@variantrule Downtime Activity: Relaxation|XGE}",
								"{@variantrule Downtime Activity: Religious Service|XGE}",
								"{@variantrule Downtime Activity: Research|XGE}",
								"{@variantrule Downtime Activity: Scribing a Spell Scroll|XGE}",
								"{@variantrule Downtime Activity: Selling a Magic Item|XGE}",
								"{@variantrule Downtime Activity: Training|XGE}",
								"{@variantrule Downtime Activity: Work|XGE}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Emrakul's Madness",
			"source": "PSI",
			"page": 30,
			"ruleType": "VO",
			"entries": [
				"If you do want to add elements of Emrakul's madness to your campaign, use the {@variantrule New Ability Scores: Honor and Sanity||Sanity} score rules in chapter 9 of the Dungeon Master's Guide. Allow characters to make Sanity checks to interpret the effects of Emrakul's corruption, and Sanity saving throws to resist the effects of the spreading madness.",
				"A creature or character whose Sanity score is below 10 can begin to manifest signs of physical corruption, which progresses in stages.",
				{
					"type": "entries",
					"name": "Distorted (Sanity 8\u20139)",
					"entries": [
						"Even before Emrakul's arrival, some cultists and those who pried too deep into dark secrets begin to change. In this early stage, physical proportions shift, with one or more of the creature's limbs or some part of the face growing larger, almost always asymmetrically. Noticeable skin blemishes can also appear, most often as boils or clumps of cauliflower-like growths (though these do not yet resemble the lattice of Emrakul's flesh). Creature statistics are unchanged."
					]
				},
				{
					"type": "entries",
					"name": "Deformed (Sanity 6\u20137)",
					"entries": [
						"In the second stage, a creature can develop a dead or bulging eye, huge tumorous growths, curled hands or feet, violent palsy, oozing secretions from the skin or eyes, raw red patches on the skin, and similar deformities. Patches of lattice-like growths often appear on the skin. In some cases, particularly in Nephalia, cultists begin to manifest distinctly fishlike features\u2014goggling eyes, scaled or slimy skin, webbing between the fingers or toes, or gill-like flaps on the face or neck. Creature statistics remain unchanged."
					]
				},
				{
					"type": "entries",
					"name": "Disfigured (Sanity 4\u20135)",
					"entries": [
						"In the third stage, the lips shrink away from the teeth, which can rot and fall out. Fingers and toes sometimes fuse together or start transforming into tentacles. Bleeding sores erupt on the skin, or bulbous growths can appear under the skin. Cultists in Nephalia often grow finlike protrusions or pincerlike hands. At this stage, creatures might manifest improved natural armor or weapons, or simple benefits such as the Amphibious trait of a {@creature bullywug}, the Blind Senses of a {@creature grimlock}, Chameleon Skin like a {@creature troglodyte}, the Slippery trait of a {@creature kuo-toa}, or the Spider Climb trait of an {@creature ettercap}."
					]
				},
				{
					"type": "entries",
					"name": "Misshapen (Sanity 2\u20133)",
					"entries": [
						"In the fourth stage, a creature's flesh often rots away or grows out of control, either leaving muscle and bone visible beneath or concealing features beneath masses of fleshy lattice or bulbous growths. Bone structure can alter radically, creating additional limbs or turning existing limbs into bizarrely jointed tentacles. Extra eyes can appear in unexpected places, or the head can transform into something resembling a fish or octopus. At this stage, a corrupted creature might begin to transform into an entirely different creature. A human could effectively become any of the creatures mentioned above, or some other vaguely humanoid monster such as a {@creature kenku}, a {@creature lizardfolk}, a {@creature sahuagin}, or a yuan-ti."
					]
				},
				{
					"type": "entries",
					"name": "Monstrous (Sanity 1)",
					"entries": [
						"The most warped creatures are barely even recognizable. Some become little more than a mass of writhing tentacles, or lose their physical coherence entirely. Two or more creatures can fuse together, joined by fleshy lattice. The \"lucky\" ones retain a basically humanoid shape, but otherwise appear completely monstrous, with twisted faces, extra limbs, horny growths, jointed tentacle extrusions, and so on. Such a creature might effectively become an Eldrazilike monster such as an {@creature aboleth}, a {@creature chuul}, a {@creature cloaker}, a {@creature gibbering mouther}, or a {@creature mind flayer}."
					]
				}
			]
		},
		{
			"name": "Encounters at Sea",
			"source": "GoS",
			"page": 207,
			"type": "section",
			"entries": [
				"The open seas provide endless opportunities for adventure. This section supplies you with a variety of random tables, perfect for detailing the challenges awaiting your characters on and beneath the waves.",
				{
					"type": "entries",
					"name": "Random Encounters",
					"entries": [
						"For each day of a voyage, in addition to checking for hazards, roll a {@dice d20}. On a 19 or 20, the ship has a random encounter. If you roll both a hazard and a random encounter, the ship experiences both. They might occur simultaneously or in an order of your choice.",
						"The levels given on the following tables allow you to sculpt what dangers the characters face. The low-level table is useful for when a ship travels in safe waters, while the higher-level ones are suited for primeval waters, far from well-trafficked sea lanes. The tables also allow for encounters with other ships and the discovery of mysterious, uncharted islands. Additional tables for further detailing such encounters are included later in this appendix.",
						{
							"type": "table",
							"caption": "Open Water Encounters (Levels 1\u20134)",
							"colLabels": [
								"d100",
								"Encounter"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201303",
									"{@dice 3d6} {@creature Quipper||quippers}"
								],
								[
									"04\u201308",
									"1 {@creature swarm of quippers}"
								],
								[
									"09\u201312",
									"{@dice 3d10} {@creature Dolphin|VGM|dolphins} (see {@adventure appendix C|GoS|10})"
								],
								[
									"13\u201314",
									"1 {@creature giant octopus}"
								],
								[
									"15\u201316",
									"{@dice 1d4} {@creature Killer Whale||killer whales}"
								],
								[
									"17\u201318",
									"{@dice 1d6} {@creature merfolk}"
								],
								[
									"19\u201320",
									"{@dice 1d6} {@creature Giant Sea Horse||giant sea horses}"
								],
								[
									"21\u201324",
									"{@dice 1d8} {@creature Giant Crab||giant crabs}"
								],
								[
									"25\u201328",
									"{@dice 1d4} {@creature Reef Shark||reef sharks}"
								],
								[
									"29",
									"1 {@creature hunter shark}"
								],
								[
									"30\u201334",
									"{@dice 1d4} {@creature sahuagin}"
								],
								[
									"35\u201337",
									"{@dice 1d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10})"
								],
								[
									"38\u201340",
									"A rank 1 whirlpool connected to the Elemental Plane of Water (see \"{@adventure Whirlpools|GoS|8|Whirlpools}\")"
								],
								[
									"41\u201345",
									"{@dice 1d4} {@creature Locathah|GoS|locathahs} (see {@adventure appendix C|GoS|10})"
								],
								[
									"46\u201351",
									"{@dice 1d3} {@creature Harpy||harpies}"
								],
								[
									"52\u201354",
									"2 {@creature merrow}"
								],
								[
									"55\u201357",
									"1 {@creature sahuagin priestess} and {@dice 1d4} {@creature sahuagin}"
								],
								[
									"58\u201359",
									"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10} for both)"
								],
								[
									"60\u201362",
									"1 {@creature plesiosaurus}"
								],
								[
									"63\u201364",
									"{@dice 1d3} {@creature Sea Hag||sea hags}"
								],
								[
									"65\u201367",
									"{@dice 1d4} {@creature Blood Hawk||blood hawks}"
								],
								[
									"68\u201370",
									"1 {@creature sahuagin champion|GoS} (see {@adventure appendix C|GoS|10})"
								],
								[
									"71\u201374",
									"1 {@creature giant shark}"
								],
								[
									"75",
									"1 {@creature young bronze dragon}"
								],
								[
									"76\u201300",
									"A ship (generated at random)"
								]
							]
						},
						{
							"type": "table",
							"caption": "Open Water Encounters (Levels 5\u201310)",
							"colLabels": [
								"d100",
								"Encounter"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201303",
									"1 {@creature giant shark}"
								],
								[
									"04\u201307",
									"{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"
								],
								[
									"08\u201311",
									"{@dice 1d10} {@creature Killer Whale||killer whales}"
								],
								[
									"12\u201317",
									"{@dice 3d6} {@creature merfolk}"
								],
								[
									"18\u201325",
									"1 {@creature sahuagin high priestess|GoS} and 1 {@creature sahuagin wave shaper|GoS} (see {@adventure appendix C|GoS|10} for both)"
								],
								[
									"26\u201330",
									"{@dice 2d8} {@creature Giant Crab||giant crabs}"
								],
								[
									"31\u201335",
									"{@dice 2d4} {@creature Reef Shark||reef sharks}"
								],
								[
									"36\u201338",
									"{@dice 1d4} {@creature Hunter Shark||hunter sharks}"
								],
								[
									"39\u201340",
									"{@dice 1d4} {@creature Water Elemental||water elementals}"
								],
								[
									"41",
									"A rank 2 whirlpool connected to the Elemental Plane of Water (see \"{@adventure Whirlpools|GoS|8|Whirlpools}\")"
								],
								[
									"42\u201345",
									"{@dice 2d4} {@creature Locathah|GoS|locathahs} (see {@adventure appendix C|GoS|10})"
								],
								[
									"46\u201347",
									"1 {@creature harpy matriarch|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 1d4} {@creature Harpy||harpies}"
								],
								[
									"48\u201349",
									"{@dice 2d4} {@creature merrow}"
								],
								[
									"50\u201352",
									"1 {@creature sahuagin baron} and {@dice 1d4} {@creature sahuagin}"
								],
								[
									"53\u201357",
									"1 {@creature koalinth sergeant|GoS} and {@dice 2d4} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10} for both)"
								],
								[
									"58\u201359",
									"{@dice 2d8} {@creature Giant Crab||giant crabs}"
								],
								[
									"60\u201361",
									"{@dice 1d4} {@creature Plesiosaurus||plesiosauruses}"
								],
								[
									"62\u201363",
									"A coven of 3 {@creature Sea Hag||sea hags}"
								],
								[
									"64\u201365",
									"{@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters} (see {@adventure appendix C|GoS|10})"
								],
								[
									"66\u201369",
									"1 {@creature hydra}"
								],
								[
									"70\u201371",
									"1 {@creature marid}"
								],
								[
									"72",
									"1 {@creature storm giant}"
								],
								[
									"73",
									"1 {@creature adult bronze dragon}"
								],
								[
									"74",
									"1 {@creature dragon turtle}"
								],
								[
									"75\u201390",
									"A ship (generated at random)"
								],
								[
									"91\u201300",
									"A mysterious island (generated at random)"
								]
							]
						},
						{
							"type": "table",
							"caption": "Open Water Encounters (Levels 11\u201320)",
							"colLabels": [
								"d100",
								"Encounter"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201303",
									"1 {@creature storm giant}"
								],
								[
									"04\u201307",
									"{@dice 2d6} {@creature Giant Shark||giant sharks}"
								],
								[
									"08\u201311",
									"1 {@creature marid}"
								],
								[
									"12\u201318",
									"1 {@creature sahuagin high priestess|GoS} and {@dice 2d4} {@creature Sahuagin Champion|GoS|sahuagin champions} (see {@adventure appendix C|GoS|10} for both)"
								],
								[
									"19\u201325",
									"1 {@creature sahuagin baron} and {@dice 1d4} {@creature Sahuagin Blademaster|GoS|sahuagin blademasters} (see {@adventure appendix C|GoS|10})"
								],
								[
									"26\u201328",
									"{@dice 3d6} {@creature Reef Shark||reef sharks}"
								],
								[
									"29\u201332",
									"{@dice 2d6} {@creature Hunter Shark||hunter sharks}"
								],
								[
									"33\u201339",
									"A rank 3 whirlpool connected to the Elemental Plane of Water (see \"{@adventure Whirlpools|GoS|8|Whirlpools}\")"
								],
								[
									"40\u201343",
									"A rank 4 whirlpool connected to the Elemental Plane of Water (see \"{@adventure Whirlpools|GoS|8|Whirlpools}\")"
								],
								[
									"44\u201345",
									"{@dice 1d3} {@creature Hydra||hydras}"
								],
								[
									"46\u201348",
									"{@dice 1d4} {@creature koalinth sergeant|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature koalinth|GoS} (see {@adventure appendix C|GoS|10})"
								],
								[
									"49\u201350",
									"{@dice 2d4} {@creature Plesiosaurus||plesiosauruses}"
								],
								[
									"51\u201353",
									"{@dice 3d6} {@creature merrow}"
								],
								[
									"54\u201357",
									"1 {@creature harpy matriarch|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 2d8} {@creature Harpy||harpies}"
								],
								[
									"58\u201360",
									"A coven of 3 {@creature Sea Hag||sea hags}"
								],
								[
									"61\u201363",
									"1 {@creature dragon turtle}"
								],
								[
									"64",
									"1 {@creature ancient bronze dragon}"
								],
								[
									"65\u201375",
									"A ship (generated at random)"
								],
								[
									"76\u201300",
									"A mysterious island (generated at random)"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Encumbrance",
			"source": "PHB",
			"page": 176,
			"ruleType": "V",
			"entries": [
				"The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5.",
				"If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.",
				"If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution."
			]
		},
		{
			"name": "Environmental Elements",
			"source": "UAWGE",
			"page": 8,
			"ruleType": "O",
			"entries": [
				"Combat can feel very mechanical. {@i I move 10 feet. I make an attack roll. I use a reaction.} One way for the DM to encourage more cinematic action is to present a list of Environmental Elements. In a tavern, this list could include Chandelier, Plate Glass Window, Roaring Fireplace, Tray of Drinks, Drunk Patron. If you're fighting in an ancient tomb the list could be Pile of Gold Coins, Scattered Bones, Rotting Tapestry, Moss-Covered Statue. Each turn, a player can work one of these elements into their description of their action. The primary purpose of this is to give players ideas; interesting details to use while describing their actions. But if a player comes up with a particularly clever way to use an element, the DM could grant advantage on a check or attack roll, or some other benefit. The rogue needs to cross a room full of enemies and wants to swing on the chandelier? As the DM, I'd let them make a simple Dexterity (Acrobatics) check to avoid opportunity attacks, essentially getting a free Disengage action.",
				"Environmental elements are always  optional and largely cosmetic. As a DM, you  don't have to grant a bonus for every use of an   element. But presenting a list can help players  think of the location as more than just squares  on a map and challenge them to add more  cinematic flair to their actions."
			]
		},
		{
			"name": "Equipment Sizes",
			"source": "PHB",
			"page": 145,
			"ruleType": "V",
			"entries": [
				"In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example, a burly half-orc won't fit in a halfling's leather armor, and a gnome would be swallowed up in a cloud giant's elegant robe.",
				"The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard's uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise.",
				"Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll {@dice 1d4 × 10} or determine the increase in cost based on the extent of the alterations required."
			]
		},
		{
			"name": "Explosives",
			"source": "DMG",
			"page": 267,
			"ruleType": "O",
			"entries": [
				"A campaign might include explosives from the Renaissance or the modern world (the latter are priceless), as presented in the Explosives table.",
				{
					"type": "entries",
					"name": "Bomb",
					"entries": [
						"As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take {@dice 3d6} fire damage."
					]
				},
				{
					"type": "entries",
					"name": "Gunpowder",
					"entries": [
						"Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.",
						"Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it ({@dice 3d6} for a powder horn, {@dice 7d6} for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet."
					]
				},
				{
					"type": "entries",
					"name": "Dynamite",
					"entries": [
						"As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking {@dice 3d6} bludgeoning damage on a failed save, or half as much damage on a successful one.",
						"A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by {@dice 1d6} (to a maximum of {@dice 10d6}) and the burst radius by 5 feet (to a maximum of 20 feet).",
						"Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that initiative."
					]
				},
				{
					"type": "entries",
					"name": "Grenades",
					"entries": [
						"As an action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.",
						"Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking {@dice 5d6} piercing damage on a failed save, or half as much damage on a successful one.",
						"One round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round."
					]
				}
			]
		},
		{
			"name": "Facing",
			"source": "DMG",
			"page": 252,
			"ruleType": "O",
			"entries": [
				"If you want the precision of knowing which way a creature is facing, consider using this optional rule. Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.",
				"A creature can normally target only creatures in its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls against it with advantage.",
				"Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.",
				"Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one. On squares, you pick one side of a creature's space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.",
				"On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature's space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.",
				"A square or hex might be in more than one arc, depending on how you draw the lines from a creature's space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it's in that arc. If half of it is in a side arc and the rear arc, it's in the side arc."
			]
		},
		{
			"name": "Falling",
			"source": "XGE",
			"page": 77,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Falling from a great height is a significant risk for adventurers and their foes. The rule given in the Player's Handbook is simple: at the end of a fall, you take {@dice 1d6} bludgeoning damage for every 10 feet you fell, to a maximum of {@dice 20d6}. You also land {@condition prone}, unless you somehow avoid taking damage from the fall. Here are two optional rules that expand on that simple rule.",
				{
					"type": "entries",
					"name": "Rate of Falling",
					"entries": [
						"The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a {@creature griffon} or on board an {@item airship}? Realistically, a fall from such a height can take more than a few seconds, extending past the end of the turn when the fall occurred. If you'd like high-altitude falls to be properly time-consuming, use the following optional rule.",
						"When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted."
					]
				},
				{
					"type": "entries",
					"name": "Flying Creatures and Falling",
					"entries": [
						"A flying creature in flight falls if it is knocked {@condition prone}, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the {@spell fly} spell.",
						"If you'd like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature's current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked {@condition prone} but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.",
						"If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is {@condition prone}, it can halt the fall on its turn by spending half its flying speed to counter the {@condition prone} condition (as if it were standing up in midair)."
					]
				}
			]
		},
		{
			"name": "Familiars",
			"source": "MM",
			"page": 347,
			"ruleType": "V",
			"entries": [
				"Any spellcaster that can cast the {@spell find familiar} spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the {@i Player's Handbook}) or some other {@filter Tiny monster|bestiary|size=T|miscellaneous=!swarm}, such as a {@creature crawling claw}, an {@creature imp}, a {@creature pseudodragon}, or a {@creature quasit}.",
				"{@note This variant is {@link intended for NPCs.|https://twitter.com/JeremyECrawford/status/920714594334654465}}"
			]
		},
		{
			"name": "Familiars",
			"source": "VGM",
			"page": 213,
			"ruleType": "V",
			"entries": [
				"Any spellcaster that can cast the {@spell find familiar} spell (such as an apprentice, warlock, or wizard) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the {@i Player's Handbook}) or some other {@filter Tiny monster|bestiary|size=T|miscellaneous=!swarm}, such as a {@creature cranium rat|vgm}, a {@creature crawling claw}, a {@creature gazer|vgm}, an {@creature imp}, a {@creature pseudodragon}, or a {@creature quasit}.",
				"{@note This variant is {@link intended for NPCs.|https://twitter.com/JeremyECrawford/status/920714594334654465}}"
			]
		},
		{
			"name": "Fear and Horror",
			"source": "DMG",
			"page": 266,
			"ruleType": "O",
			"entries": [
				"The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign.",
				{
					"name": "Fear",
					"type": "entries",
					"entries": [
						"When adventurers confront threats they have no hope of overcoming, you can call for them to make a Wisdom saving throw. Set the DC according to the circumstances. A character who fails the save becomes {@condition frightened} for 1 minute. The character can repeat the saving throw at the end of each of his or her turns, ending the effect on the character on a successful save."
					]
				},
				{
					"name": "Horror",
					"type": "entries",
					"entries": [
						"Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when adventurer see something completely contrary to the common understanding of what can and should occur in the world, or upon the realization of a dreadful truth.",
						"In such a situation, you can call on characters to make a Charisma saving throw to resist the horror. Set the DC based on the magnitude of the horrific circumstances. On a failed save, a character gains a {@table short-Term Madness||short-term} or {@table Long-Term Madness||long-term} form of madness that you choose or determine randomly, as detailed in chapter 8, \"Running the Game.\""
					]
				}
			]
		},
		{
			"name": "Fear and Stress",
			"source": "VRGR",
			"page": 195,
			"type": "section",
			"entries": [
				"Terror takes a toll. The ramifications of frightful experiences might be an instant of instinct-triggering shock or a lasting, traumatic echo. The {@book Dungeon Master's Guide|DMG} presents options for {@book fear and horror|DMG|9|Fear and Horror} to help reinforce terrifying themes in play. This section presents an alternative system, exploring reactions personalized to individual characters and offering incentive for players to embrace roleplaying moments of fear. Options exploring fear provide guidance to create frightening moments for a character outside of spells or monster abilities, while rules for stress model the lingering toll such events can take. None of these options are required to create an enjoyable horror roleplaying experience, but they provide ways to measure the effects of characters facing and overcoming their fears.",
				{
					"type": "entries",
					"name": "Seeds of Fear",
					"entries": [
						"Aside from supernatural sources of dread and monsters who strike terror in their victims, fear is subjective and often quite personal. A battle-hardened warrior and a reclusive scholar might not deal with frightful circumstances in the same way. During character creation, a player can choose up to two Seeds of Fear to represent things their character finds truly frightening. The Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might change.",
						"A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one.",
						{
							"type": "table",
							"caption": "Seeds of Fear",
							"colLabels": [
								"d12",
								"Seed"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1",
									"\"I can't stand dark places.\""
								],
								[
									"2",
									"\"I'm terrified of a particular kind of animal.\""
								],
								[
									"3",
									"\"Deep water will be the death of me.\""
								],
								[
									"4",
									"\"I can't stand heights.\""
								],
								[
									"5",
									"\"I hate being stuck in tight spaces.\""
								],
								[
									"6",
									"\"Being around crowds unnerves me, for I always feel judged.\""
								],
								[
									"7",
									"\"I hate feeling isolated or being alone.\""
								],
								[
									"8",
									"\"Storms and extreme weather rattle me.\""
								],
								[
									"9",
									"\"Being followed chills my blood.\""
								],
								[
									"10",
									"\"Sudden noises or appearances fray my nerves.\""
								],
								[
									"11",
									"\"I can't be comfortable around creatures larger than I am.\""
								],
								[
									"12",
									"\"Reflections always seem like they're looking straight through me.\""
								]
							]
						},
						{
							"type": "entries",
							"name": "Using Seeds of Fear",
							"entries": [
								"When a character encounters one of their Seeds of Fear, and interacts with the situation in a way that reinforces the seed, such as screaming or stumbling back from a horrid event, consider giving the character inspiration for their fear-focused reaction (see \"Inspiration\" in the {@book Player's Handbook|PHB}). Once a character gains inspiration in this way, they shouldn't be able to do so again until they finish a long rest.",
								"For example, imagine that a character has the Seed of Fear \"I hate being stuck in tight spaces\" and must squeeze through a narrow crack in a cave wall to continue an adventure. If the player portrays the character's response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making noise to widen the crack, or portraying some other fearful response, these would be perfect opportunities to reward the player's consideration of a Seed of Fear by granting their character inspiration."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Fear",
					"entries": [
						"An overwhelming foe or horrid monster doesn't need magic or some supernatural ability to strike fear into the most stalwart adventurers. During any frightful encounter, you can call on a character to make a saving throw to resist being scared. The character must succeed on a DC 15 Wisdom saving throw or become {@condition frightened} until the end of their next turn.",
						"Any of the following circumstances might be reasons to have one or more characters make saving throws to resist being {@condition frightened}:",
						{
							"type": "list",
							"items": [
								"The character experiences one of their Seeds of Fear.",
								"An enemy is immune to the character's attacks or spells.",
								"An enemy demonstrates it can deal enough damage to reduce a character to 0 hit points in one blow.",
								"A creature is alien or monstrous in ways the character never could have imagined.",
								"An object undermines a character's understanding of reality."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Stress",
					"entries": [
						"Charging headlong into terrifying situations is the stock in trade for adventurers. Among the Domains of Dread, though, periods of respite between harrowing experiences can be rare. Even the hardiest adventurers find themselves worn down over time, their performance suffering as they struggle to cope with the dread and despair.",
						"Various circumstances might cause a character stress. Stress can be tracked numerically as a Stress Score, increasing in trying situations and decreasing with care. At your discretion, a character's Stress Score might increase by 1 when one of the following situations occurs:",
						{
							"type": "list",
							"items": [
								"A tense, dramatic moment, especially one involving one of a character's Seeds of Fear",
								"Every 24 hours the character goes without finishing a long rest",
								"Witnessing the death of a loved one",
								"A nightmare or darkest fear made real",
								"Shattering the character's fundamental understanding of reality",
								"Witnessing a person transform into a horrid or unnatural creature"
							]
						},
						"When a character makes an attack roll, an ability check, or a saving throw, they must apply their current Stress Score as a penalty to the roll.",
						{
							"type": "entries",
							"name": "Reducing Stress",
							"entries": [
								"A character who spends an entire day relaxing or in otherwise calm circumstances reduces their Stress Score by 1 when they finish their next long rest.",
								"The {@spell calm emotions} spell effect used to suppress the {@condition charmed} and {@condition frightened} conditions also suppresses the effects of one's Stress Score for the spell's duration.",
								"A {@spell lesser restoration} spell reduces the target's Stress Score by 1, and a {@spell greater restoration} spell reduces a character's Stress Score to 0."
							]
						}
					]
				}
			]
		},
		{
			"name": "Feats",
			"source": "PHB",
			"page": 165,
			"ruleType": "O",
			"entries": [
				"A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.",
				"At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.",
				"You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow\u2014perhaps by a withering curse\u2014you can't benefit from the Grappler feat until your Strength is restored.",
				{
					"type": "inline",
					"entries": [
						"See the ",
						{
							"type": "link",
							"href": {
								"type": "internal",
								"path": "feats.html"
							},
							"text": "Feats section"
						},
						" for more information."
					]
				}
			]
		},
		{
			"name": "Firearms",
			"source": "DMG",
			"page": 267,
			"ruleType": "O",
			"entries": [
				"If you want to model the swashbuckling style of The Three Musketeers and similar tales, you can introduce gunpowder weapon to your campaign that are associated with the Renaissance. Similarly, in a campaign where a spaceship has crashed or elements of modern-day Earth are present, futuristic or modern firearms might appear. The Firearms table provides examples of firearms from all three of those periods. The modern and futuristic items are priceless.",
				{
					"type": "entries",
					"name": "Proficiency",
					"entries": [
						"It's up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn't have such proficiency. During their downtime, characters can use the training rules in the Player's Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use."
					]
				},
				{
					"type": "entries",
					"name": "Properties",
					"entries": [
						"Firearms use special ammunition, and some of them have the burst fire or reload property.",
						{
							"type": "entries",
							"name": "Ammunition",
							"entries": [
								"The ammunition of a firearm is destroyed upon use. Renaissance and modern firearms use bullets. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make."
							]
						},
						{
							"type": "entries",
							"name": "Burst Fire",
							"entries": [
								"A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition."
							]
						},
						{
							"type": "entries",
							"name": "Reload",
							"entries": [
								"A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice)."
							]
						}
					]
				}
			]
		},
		{
			"name": "Flanking",
			"source": "DMG",
			"page": 251,
			"ruleType": "O",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.",
						"A creature can't flank an enemy that it can't see. A creature also can't flank while it is {@condition incapacitated}. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.",
						{
							"name": "Flanking on Squares",
							"type": "entries",
							"entries": [
								"When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.",
								"When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures' spaces. If the line passes through opposite sides or corners of the enemy's space, the enemy is flanked."
							]
						},
						{
							"name": "Flanking on Hexes",
							"type": "entries",
							"entries": [
								"When a creature and at least one of its allies are adjacent to an enemy and on opposite sides of the enemy's space, they flank that enemy, and each of them has advantage on attack rolls against that enemy. On hexes, count around the enemy from one creature to its ally. Against a Medium or smaller creature, the allies flank if there are 2 hexes between them. Against a Large creature, the allies flank if there are 4 hexes between them. Against a Huge creature, they must have 5 hexes between them. Against a Gargantuan creature, they must have at least 6 hexes between them."
							]
						}
					]
				}
			]
		},
		{
			"name": "Greyhawk Initiative",
			"source": "UAGreyhawkInitiative",
			"page": 1,
			"type": "section",
			"entries": [
				{
					"type": "entries",
					"name": "Overview",
					"entries": [
						"The Greyhawk initiative variant institutes the following rules, which replace the standard initiative system.",
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Rounds",
									"entries": [
										"Combat is organized into rounds. Each round, everyone involved in the combat has a chance to move and take actions, as with standard initiative. But the durations of effects are measured in rounds, rather than ending during a specific creature's turn."
									]
								},
								{
									"type": "entries",
									"name": "Variable Turn Order",
									"entries": [
										"Each round, every creature involved in the battle rolls initiative. The order in which creatures take their turns changes from round to round, making it impossible to predict how events in combat will unfold."
									]
								},
								{
									"type": "entries",
									"name": "Initiative Dice",
									"entries": [
										"Rather than making a {@dice d20} roll for initiative, characters and monsters might roll a variety of initiative dice\u2014normally {@dice d4} to {@dice d10}. If you roll more than one initiative die, you add the results together to determine your initiative. The number and type of initiative dice you roll depend on the types of activities you want your character to undertake during the next round."
									]
								},
								{
									"type": "entries",
									"name": "Initiative Count",
									"entries": [
										"Under the standard system, creatures with higher initiative have a chance to act each round before creatures with lower initiative. With this variant system, {@b initiative now runs from low to high}. Creatures with a lower initiative roll can act in combat before creatures with a higher initiative roll."
									]
								},
								{
									"type": "entries",
									"name": "Order of Operations",
									"entries": [
										"These rules make it more likely for certain actions to take place earlier in a round, and for other actions to take place later. Missile fire usually occurs first, melee attacks next, and spellcasting last. This is just an overall pattern, though, not an ironclad rule. As with the standard initiative system, the luck of the dice always determines exactly when combatants act."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Rounds",
							"entries": [
								"Combat under this system is divided into rounds, each of which continues to represent about 6 seconds of action.",
								{
									"type": "entries",
									"name": "Durations",
									"entries": [
										"Any effect that normally lasts until the end of a turn instead lasts until the end of the round during which that turn takes place. Similarly, any effect that normally lasts until the start of a turn now lasts until the start of the round during which that turn takes place. If the order in which effects end is important for some reason, roll a {@dice d20} for each effect (rerolling any ties). The effect with the lowest roll ends first, with the others ending in order of their results from lowest to highest."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Surprise",
							"entries": [
								"A surprised creature adds +10 to its initiative result and cannot take reactions while it is surprised. A creature is surprised until the end of the round during which it is surprised."
							]
						},
						{
							"type": "entries",
							"name": "Determine Action Order",
							"entries": [
								"Before a round begins, each creature involved in a combat decides what it wants to do and rolls initiative. Your chosen actions determine which initiative dice you roll.",
								"Actions are broken down by speed. Because a lower initiative count allows a creature to act more quickly, fast or simple actions use smaller dice and more complex actions use larger dice.",
								"When rolling initiative, you roll all the dice that represent your actions, then add up the result. You do not add any modifier (including your Dexterity modifier) to this roll.",
								{
									"type": "table",
									"caption": "Initiative Dice",
									"colLabels": [
										"Die",
										"Action"
									],
									"colStyles": [
										"col-3",
										"col-9"
									],
									"rows": [
										[
											"{@dice d4}",
											"Ranged attack"
										],
										[
											"{@dice d6}",
											"Movement"
										],
										[
											"",
											"Swap gear"
										],
										[
											"",
											"Any other action"
										],
										[
											"{@dice d8}",
											"Melee attack"
										],
										[
											"{@dice d10}",
											"Cast a spell"
										]
									]
								},
								{
									"type": "entries",
									"name": "Multiple Dice",
									"entries": [
										"It is common for characters to roll multiple dice for initiative. If you want to move in toward a foe and make a melee attack, you roll and add together {@dice 1d6} for movement and {@dice 1d8} for the attack. The result is your initiative."
									]
								},
								{
									"type": "inset",
									"name": "Variant: Weapon Speed",
									"entries": [
										"If you want to add more distinction to weapons at the cost of speed, replace rolling a {@dice d4} for ranged attacks and a {@dice d8} for melee attacks with the following:",
										"When determining initiative, a creature attacking with a weapon rolls initiative dice equal to the damage dice rolled for the weapon. Use the base damage listed in the Weapons table in chapter 5 of the {@i Player's Handbook}, ignoring additional damage granted by spells, magical effects, feats, and so on."
									]
								},
								{
									"type": "entries",
									"name": "Bonus Actions",
									"entries": [
										"If you want to use a bonus action on your turn, you roll an additional die that corresponds to the type of action you plan to take with your bonus action. That die is added to any dice you roll for your movement and your normal action."
									]
								},
								{
									"type": "entries",
									"name": "Multiple Actions",
									"entries": [
										"If an effect grants you an additional action without the use of a bonus action, you roll an initiative die for only one of your actions. Use the largest die that corresponds to any one of the actions you plan to take."
									]
								},
								{
									"type": "entries",
									"name": "Reactions and Forced Activities",
									"entries": [
										"Initiative covers only the actions you take on your turn, so that using a reaction has no effect on your initiative. You can take one reaction per round, as normal, unless an ability grants you more. Likewise, any activities you are forced to undertake not on your turn (typically in response to another creature's actions) have no effect on your initiative."
									]
								},
								{
									"type": "entries",
									"name": "Delaying",
									"entries": [
										"You cannot use the Ready action under these rules, but you can instead choose to delay your turn. Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose. If more than one creature has chosen to delay, each creature's original initiative needs to be noted. Whenever a delaying creature decides to act, another delaying creature with a lower initiative can decide to act immediately before it."
									]
								},
								{
									"type": "entries",
									"name": "Swapping Gear",
									"entries": [
										"If you want to sheathe or drop a weapon, you roll an additional {@dice 1d6} for your initiative. You can decide to swap your gear at any point during your turn."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Creatures Unable to Act",
							"entries": [
								"Any creature that is unable to take actions (most likely because it is {@condition incapacitated}) does not roll initiative. Any effects that such creatures must resolve, such as death saving throws, are resolved at the end of the round."
							]
						},
						{
							"type": "entries",
							"name": "Choosing Another Creature's Actions",
							"entries": [
								"If you are in a position to choose the actions that another creature takes on its turn (for example, if you have successfully targeted that creature with the dominate monster spell), you roll initiative for the actions you plan to have the creature take, then add that result to your initiative. The final result is the creature's initiative.",
								"In general, if an effect causes a creature to change its actions and it has not yet taken a turn, the creature rerolls its initiative and adds the result to the initiative of the creature or effect that triggered the change."
							]
						},
						{
							"type": "entries",
							"name": "Action Declaration and Resolution",
							"entries": [
								"At the start of a round, each combatant chooses actions for the round. At this stage, actions do not need any more detail than what is needed to determine the initiative roll. A character can plan on casting a spell, but does not yet need to pick a specific spell or a target. A character planning on moving doesn't need to have a destination in mind.",
								"During its turn, each combatant then chooses specific targets, spells, and so on for its chosen actions. The only restriction is that a creature cannot choose actions not covered by its initiative roll. As such, you might find that you need to alter the details of your plans as the action unfolds\u2014meaning that it's often desirable to leave yourself options when you choose which actions to roll for."
							]
						},
						{
							"type": "entries",
							"name": "Ties",
							"entries": [
								"If two creatures tie for initiative, those creatures act in order of Dexterity, with the highest Dexterity going first. If both creatures have the same Dexterity, roll randomly to determine which one acts first."
							]
						},
						{
							"type": "inset",
							"name": "Variant: Spell Disruption",
							"entries": [
								"For added AD&D flavor, you can introduce the spell disruption rule. Under this rule, if a creature that wants to cast a spell takes damage during the round before it can act, it is restricted to casting cantrips on its turn."
							]
						},
						{
							"type": "entries",
							"name": "Special Rules",
							"entries": [
								"Certain effects can alter initiative rolls in the game.",
								{
									"type": "entries",
									"name": "Initiative Bonuses or Penalties",
									"entries": [
										"Though this system does not apply a creature's Dexterity modifier to its initiative rolls, other effects can alter initiative. If an effect would grant you a bonus to your initiative roll under the standard system, instead reduce the size of one die you roll for initiative, so that a {@dice d6} becomes a {@dice d4}, a {@dice d4} becomes a {@dice d3}, and so on. In the case of a penalty to your initiative, you apply the reverse process, increasing the size of one die rolled instead."
									]
								},
								{
									"type": "entries",
									"name": "Advantage or Disadvantage",
									"entries": [
										"If an effect would grant you advantage or disadvantage on your initiative roll under the standard system, you apply that to the largest initiative die you roll (or to one of those initiative dice if you roll more than one of the same type). Roll the initiative die twice, using the lowest roll if you have advantage or the highest roll if you have disadvantage."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Haunted Traps",
			"source": "VRGR",
			"page": 196,
			"type": "section",
			"entries": [
				"Like other traps, haunted traps represent threats leveled toward trespassers. They originate in an area spontaneously, often resulting from overwhelming negative emotions, tragedy, or evil. Just as some terrible fates might cause a tormented individual to rise as an undead creature, so might supernatural evil and violent emotions manifest more generally as one or more haunted traps. Such traps provide a way to theme the dangers and monsters of a haunted place to reveal a grim history or frightening tale. When creating haunted traps, consider what events brought them into being and how the trap's effects suggest those origins.",
				{
					"type": "entries",
					"name": "Detecting Haunted Traps",
					"entries": [
						"Every haunted trap has an emanation, which might be as subtle as a drop in temperature or as overt as an object moving of its own accord. A haunted trap's emanation occurs before the trap takes effect. A character notices the emanation if their passive Wisdom ({@skill Perception}) score equals or exceeds 10 + the trap's Haunt Bonus. A character who notices the haunted trap has until the start of their next turn to react, which might include fleeing to avoid the trap or attempting to disarm it (see the following section). Class features and spells, such as Divine Sense and {@spell detect evil and good}, that discern desecration also detect haunted traps."
					]
				},
				{
					"type": "entries",
					"name": "Disarming Haunted Traps",
					"entries": [
						"Characters who notice a haunted trap before it activates can attempt to disarm it. Typical methods of disarming traps, such as thieves' tools and {@spell dispel magic}, don't affect haunted traps. However, the Channel Divinity class feature and the {@spell remove curse} spell can disarm a haunted trap.",
						"To use Channel Divinity to disarm a haunted trap, a character uses an action to present their holy symbol and speak a prayer. To use {@spell remove curse} instead, a character must cast the spell and touch an object that is part of the trap. Whichever disarming method is used, the trap itself then makes a saving throw against the character's spell save DC, adding its Haunt Bonus to the save. On a failure, the trap is disarmed for 24 hours. If the trap fails the save by 10 or more, the trap is disarmed permanently.",
						"Depending on the haunted trap's origins, certain spells might also affect the trap. For example, a haunted trap with a fiendish origin might be permanently disarmed by the spell {@spell dispel evil and good}.",
						"Some haunted traps might also be disarmed in nonmagical ways related to the history of a haunted area. Such methods might be as simple as wearing the clothes of a haunted house's former owner or singing a lullaby that soothes a restless spirit. Haunted traps disarmed in such ways typically remain disarmed for 24 hours."
					]
				},
				{
					"type": "entries",
					"name": "Sample Haunted Traps",
					"entries": [
						"Several haunted traps are presented here in alphabetical order. Customize them to create terrifying traps appropriate for your adventures.",
						{
							"type": "entries",
							"name": "Danse Macabre",
							"entries": [
								"{@i Haunt Bonus +4}",
								"This haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap's emanation manifests as the sound of distant, mournful music. A round later, a phantom performer appears and begins playing the instrument for the next minute. While the performer plays, any creature that enters or starts its turn in the haunted trap's area must succeed on a DC 14 Wisdom saving throw or float 20 feet into the air and be affected by the spell {@spell Otto's irresistible dance}. There they are joined by illusory dancers as they dance for the remainder of the performer's song. As an action, a dancing creature can repeat the saving throw to end the effect on itself, whereupon it falls 20 feet and takes {@dice 2d6} bludgeoning damage. If a creature's saving throw to resist the trap or to stop dancing is successful, the creature is immune to the haunted trap for the next 24 hours.",
								"While the phantom performer plays, any creature within the haunted trap's area can use an action to try to convince the performer to stop playing, doing so with a successful DC 14 Charisma ({@skill Persuasion}) check. When the performer stops playing, all creatures affected by the haunted trap are freed from its effects and float to the ground safely."
							]
						},
						{
							"type": "entries",
							"name": "Faceless Malice",
							"entries": [
								"{@i Haunt Bonus +2}",
								"This haunted trap affects a 15-foot-cube in front of an ornate mirror hanging on a wall. When a visible creature enters the area, the trap's emanation manifests as the creature's distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC 12 Wisdom saving throw or be {@condition blinded}, {@condition deafened}, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The {@spell remove curse} spell ends this effect, as does destroying the mirror. The mirror has AC 12, 10 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. After a creature fails its saving throw against the trap, the trap won't activate again for 24 hours.",
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/VRGR/110-04-006.faceless-malice.png"
									},
									"title": "The faceless malice haunted trap claims a victim",
									"width": 850,
									"height": 1253
								}
							]
						},
						{
							"type": "entries",
							"name": "Icon of the Lower Aerial Kingdoms",
							"entries": [
								"{@i Haunt Bonus +6}",
								"This haunted trap is tied to the 10-foot-radius sphere surrounding an ominous, 1-foot-tall statue of a menacing, four-winged, birdlike figure. Once per day, when a creature enters the area, the trap's emanation manifests as the sound of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be {@condition charmed} and {@condition incapacitated} for 1 minute. These conditions last until the creature is damaged or someone else uses an action to shake the creature. If the affected creature remains {@condition charmed} for the full minute, they are then affected as per the spell {@spell magic jar}, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when {@spell dispel evil and good} or a similar spell is cast on the affected creature, or when the statue is destroyed. The statue has AC 17, 15 hit points, and immunity to poison and psychic damage.",
								"This haunted trap manifests as the result of a fiendish influence. Casting {@spell dispel evil and good} on the statue permanently disarms the haunted trap."
							]
						},
						{
							"type": "entries",
							"name": "Morbid Memory",
							"entries": [
								"{@i Haunt Bonus +0}",
								"A morbid memory trap presents little danger, but it proves useful in revealing important and unsettling glimpses into an area's past. This haunted trap affects a single room or 30-foot-square area. When a creature enters the area, the trap's emanation manifests as faint, disembodied whispers. If that creature is still in the area at the start of its next turn, an illusory scene plays out, repeating some terrible event that happened in the area. This vision typically lasts 1 minute. When the vision ends, all creatures in the area that saw the illusion must succeed on a DC 10 Wisdom saving throw or become {@condition frightened} of the area for the next {@dice 1d4} rounds. {@condition Frightened} creatures must take the {@action Dash} action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won't activate again for 24 hours."
							]
						}
					]
				}
			]
		},
		{
			"name": "Healing",
			"source": "DMG",
			"page": 266,
			"ruleType": "O",
			"entries": [
				"These optional rules make it easier or harder for adventurers to recover from injury, either increasing or reducing the amount of time your players can spend adventuring before rest is required.",
				{
					"type": "entries",
					"name": "Healer's Kit Dependency",
					"entries": [
						"A character can't spend any Hit Dice after finishing a short rest until someone expends one use of a healer's kit to bandage and treat the character's wounds."
					]
				},
				{
					"type": "entries",
					"name": "Healing Surges",
					"entries": [
						"This optional rule allows characters to heal up in the thick of combat and works well for parties that feature few or no characters with healing magic, or for campaigns in which magical healing is rare.",
						"As an action, a character can use a healing surge and spend up to half his or her Hit Dice. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.",
						"A character who uses a healing surge can't do so again until he or she finishes a short or long rest. Under this optional rule, a character regains all spent Hit Dice at the end of a long rest. With a short rest, a character regains Hit Dice equal to his or her level divided by four (minimum of one dice).",
						"For a more superheroic feel, you can let a character use a healing surge as a bonus action, rather than as an action."
					]
				},
				{
					"type": "entries",
					"name": "Slow Natural Healing",
					"entries": [
						"Characters don't regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.",
						"This optional rule prolongs the amount of time that characters need to recover from their wounds without the benefits of magical healing and works well for grittier, more realistic campaigns."
					]
				}
			]
		},
		{
			"name": "Hero Points",
			"source": "DMG",
			"page": 264,
			"ruleType": "O",
			"entries": [
				"Hero points work well in epic fantasy and mythic campaigns in which the characters are meant to be more like superheroes than the average adventurer is.",
				"With this option, a character starts with 5 hero points at 1st level. Each time the character gains a level, he or she loses any unspent hero points and gains a new total equal to 5 + half the character's level.",
				"A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a {@dice d6} and add it to the {@dice d20}, possibly turning a failure into a success. A player can spend only 1 hero point per roll.",
				"In addition, whenever a character fails a death saving throw, the player can spend one hero point to turn the failure into a success."
			]
		},
		{
			"name": "Hitting Cover",
			"source": "DMG",
			"page": 272,
			"ruleType": "O",
			"entries": [
				"When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack.",
				"First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit."
			]
		},
		{
			"name": "Human Languages",
			"source": "SCAG",
			"page": 112,
			"ruleType": "O",
			"entries": [
				"Many human ethnicities and nations in Faerûn have their own language in addition to Common Most human languages are written in Thorass the alphabet of Old Common derived from the Chondathan language that traders used as their common tongue A few human languages use other alphabets including Draconic Dethek and Espruar The languages of the ethnicities described in the Players Handbook and this book are as follows:",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Arkaiun:",
							"entry": "Dambrathan (written in Espruar)"
						},
						{
							"type": "item",
							"name": "Bedine:",
							"entry": "Midani"
						},
						{
							"type": "item",
							"name": "Calishite:",
							"entry": "Alzhedo"
						},
						{
							"type": "item",
							"name": "Chondathan:",
							"entry": "Chondathan"
						},
						{
							"type": "item",
							"name": "Damaran:",
							"entry": "Damaran (written in Dethek)"
						},
						{
							"type": "item",
							"name": "Ffolk:",
							"entry": "Waelan"
						},
						{
							"type": "item",
							"name": "Gur:",
							"entry": "Guran (a patois of Roushoum and Rashemi)"
						},
						{
							"type": "item",
							"name": "Halruaan:",
							"entry": "Halruaan (written in Draconic)"
						},
						{
							"type": "item",
							"name": "Illuskan:",
							"entry": "Illuskan"
						},
						{
							"type": "item",
							"name": "Imaskari:",
							"entry": "Roushoum"
						},
						{
							"type": "item",
							"name": "Mulan:",
							"entry": "Chessentan, Mulhorandi, Untheric, or Thayan"
						},
						{
							"type": "item",
							"name": "Nar:",
							"entry": "Damaran"
						},
						{
							"type": "item",
							"name": "Rashemi:",
							"entry": "Rashemi"
						},
						{
							"type": "item",
							"name": "Shaaran:",
							"entry": "Shaaran (written in Dethek)"
						},
						{
							"type": "item",
							"name": "Shou:",
							"entry": "Shou"
						},
						{
							"type": "item",
							"name": "Tethyrian:",
							"entry": "Chondathan"
						},
						{
							"type": "item",
							"name": "Tuigan:",
							"entry": "Tuigan"
						},
						{
							"type": "item",
							"name": "Turami:",
							"entry": "Turmic"
						},
						{
							"type": "item",
							"name": "Ulutiun:",
							"entry": "Uluik"
						}
					]
				},
				"If your Dungeon Master allows this option then any human from an ethnic group that has its own language is assumed to know that language as well as Common. This ethnic language is treated as a free additional language for such individuals."
			]
		},
		{
			"name": "Initiative Variants",
			"source": "DMG",
			"page": 270,
			"ruleType": "O",
			"entries": [
				"This section offers different ways to handle initiative.",
				{
					"type": "entries",
					"name": "Initiative Score",
					"entries": [
						"With this optional rule, creatures don't roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier.",
						"By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably\u2014at the cost of an initiative order that is often predictable."
					]
				},
				{
					"type": "entries",
					"name": "Side Initiative",
					"entries": [
						"Recording initiative for each PC and monster, arranging everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule.",
						"Under this variant, the players roll a {@dice d20} for their initiative as a group, or side. You also roll a {@dice d20}. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken.",
						"When it's a side's turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns.",
						"If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete.",
						"This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act."
					]
				},
				{
					"type": "entries",
					"name": "Speed Factor",
					"entries": [
						"Some DMs find the regular progression of initiative too predictable and prone to abuse. Players can use their knowledge of the initiative order to influence their decisions. For example, a badly wounded fighter might charge a troll because he knows that the cleric goes before the monster and can heal him.",
						"Speed factor is an option for initiative that introduces more uncertainty into combat, at the cost of speed of play. Under this variant, the participants in a battle roll initiative each round. Before rolling, each character or monster must choose an action.",
						{
							"type": "entries",
							"name": "Initiative Modifiers",
							"entries": [
								"Modifiers might apply to a creature's initiative depending on its size and the action it takes. For example, a creature that fights with a light weapon or casts a simple spell is more likely to act before a creature armed with a heavy or slow weapon. See the Speed Factor Initiative Modifiers table for details. If an action has no modifier listed, the action has no effect on initiative. If more than one modifier applies such as wielding a two-handed, heavy melee weapon, apply them all to the initiative roll."
							]
						},
						{
							"type": "table",
							"caption": "Speed Factor Initiative Modifiers",
							"colLabels": [
								"Factor",
								"Initiative Modifier"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"Spellcasting",
									"Subtract the spell's level"
								],
								[
									"Melee, heavy weapon",
									"-2"
								],
								[
									"Melee, light or finesse weapon",
									"+2"
								],
								[
									"Melee, two-handed weapon",
									"-2"
								],
								[
									"Ranged, loading weapon",
									"-5"
								]
							]
						},
						{
							"type": "table",
							"colLabels": [
								"Creature Size",
								"Initiative Modifier"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"Tiny",
									"+5"
								],
								[
									"Small",
									"+2"
								],
								[
									"Medium",
									"+0"
								],
								[
									"Large",
									"-2"
								],
								[
									"Huge",
									"-5"
								],
								[
									"Gargantuan",
									"-8"
								]
							]
						},
						"Don't apply the same modifier more than once on a creature's turn. For example, a rogue fighting with two daggers gains the +2 bonus for using a light or finesse weapon only once. In the case of spellcasting, apply only the modifier from the highest-level spell.",
						"Apply any modifiers for bonus actions to that creature's turn, remembering never to apply the same modifier twice. For instance, a paladin casts a 2nd-level spell as a bonus action and then attacks with a shortsword. The paladin takes a -2 penalty for the spell and gains a +2 bonus for using a light weapon, for a total modifier of +0.",
						"The table is only a starting point. You can refer to it when adjudicating any actions a character takes that you think should be faster or slower. Quick, easy actions should grant a bonus, while slow, difficult ones should incur a penalty. As a rule of thumb, apply a bonus or penalty of 2 or 5 for an action.",
						"For example, a fighter wants to turn a winch to raise a portcullis. This is a complex, difficult action. You could rule that it incurs a -5 initiative penalty.",
						{
							"type": "entries",
							"name": "Rolling Initiative",
							"entries": [
								"After deciding on an action, everyone rolls initiative and applies modifiers, keeping the result secret. You then announce an initiative number, starting with 30 and working down (it helps to call out ranges of numbers at the start). Break any ties by having the combatant with the highest Dexterity act first. Otherwise, roll to determine who goes first."
							]
						},
						{
							"type": "entries",
							"name": "Turns",
							"entries": [
								"On its turn, a creature moves as normal but must take the action it selected or take no action at all.",
								"Once everyone has acted, the process repeats. Everyone in the battle selects an action, rolls initiative, and takes turns in order."
							]
						}
					]
				}
			]
		},
		{
			"name": "Injuries",
			"source": "DMG",
			"page": 272,
			"ruleType": "O",
			"entries": [
				"Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries.",
				"It's up to you to decide when to check for a lingering injury. A creature might sustain a lingering injury under the following circumstances:",
				{
					"type": "list",
					"items": [
						"When it takes a critical hit",
						"When it drops to 0 hit points but isn't killed outright",
						"When it fails a death saving throw by 5 or more"
					]
				},
				"To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.",
				{
					"type": "table",
					"caption": "Lingering Injuries",
					"colLabels": [
						"d20",
						"Injury"
					],
					"colStyles": [
						"col-2 text-center no-wrap",
						"col-10"
					],
					"rows": [
						[
							"1",
							"{@bold Lose an Eye.} You have disadvantage on Wisdom ({@skill Perception}) checks that rely on sight and on ranged attack rolls. Magic such as the {@spell regenerate} spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're {@condition blinded}."
						],
						[
							"2",
							"{@bold Lose an Arm or a Hand.} You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the {@spell regenerate} spell can restore the lost appendage."
						],
						[
							"3",
							"{@bold Lose a Foot or Leg.} Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall {@condition prone} after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the {@spell regenerate} spell can restore the lost appendage."
						],
						[
							"4",
							"{@bold Limp.} Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall {@condition prone}. Magical healing removes the limp."
						],
						[
							"5-7",
							"{@bold Internal Injury.} Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting."
						],
						[
							"8-10",
							"{@bold Broken Ribs.} This has the same effect as Internal Injury above, except that the save DC is 10."
						],
						[
							"11-13",
							"{@bold Horrible Scar.} You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma ({@skill Persuasion}) checks and advantage on Charisma ({@skill Intimidation}) checks. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."
						],
						[
							"14-16",
							"{@bold Festering Wound.} Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals."
						],
						[
							"17-20",
							"{@bold Minor Scar.} The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as {@spell heal} and {@spell regenerate}, removes the scar."
						]
					]
				},
				"Instead of using the effect described in the table, you can put the responsibility of representing a character's lingering injury in the hands of the player. Roll on the Lingering Injuries table as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It's up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way."
			]
		},
		{
			"name": "Inspiration",
			"source": "DMG",
			"page": 240,
			"entries": [
				"Awarding inspiration is an effective way to encourage roleplaying and risk-taking. As explained in the Player's Handbook, having inspiration gives a character an obvious benefit: being able to gain advantage on one ability check, attack roll, or saving throw. Remember that a character can have no more than one inspiration at a time.",
				{
					"type": "entries",
					"name": "Awarding Inspiration",
					"entries": [
						"Think of inspiration as a spice that you can use to enhance your campaign. Some DMs forgo using inspiration, while others embrace it as a key part of the game. If you take away anything from this section, remember this golden rule: inspiration should make the game more enjoyable for everyone. Award inspiration when players take actions that make the game more exciting, amusing, or memorable.",
						"As a rule of thumb, aim to award inspiration to each character about once per session of play. Over time, you might want to award inspiration more or less often, at a rate that works best for your table. You might use the same rate for your entire DMing career, or you might change it with each campaign.",
						"Offering inspiration as a reward encourages certain types of behavior in your players. Think of your style as a DM and your group's preferences. What helps make the game more fun for your group? What type of action fit in with your campaign's style or genre? Your answer to those questions help determine when you award inspiration.",
						{
							"type": "entries",
							"name": "Roleplaying",
							"entries": [
								"Using inspiration to reward roleplaying is a good place to start for most groups. Reward a player with inspiration when that player causes his or her character to do something that is consistent with the character's personality trait, flaw, or bond. The character's action should be notable in some way. It might drive the story forward, push the adventurers into danger, or make everyone at the table laugh. In essence. you reward the player for roleplaying in a way that makes the game more enjoyable for everyone else.",
								"Take into account each player's roleplaying style, and try not to favor one style over another. For example, Allison might be comfortable speaking in an accent and adopting her character's mannerisms, but Paul feels self-conscious when trying to act and prefers to describe his character's attitude and actions. Neither style is better than the other. Inspiration encourages players to take part and make a good effort, and awarding it fairly makes the game better for everyone."
							]
						},
						{
							"type": "entries",
							"name": "Heroism",
							"entries": [
								"You can use inspiration to encourage player characters to take risks. A fighter might not normally hurl himself over a balcony to land in the mid of a pack of hungry ghouls, but you can reward the character's daring maneuver with inspiration. Such a reward tells the players that you want them to embrace swashbuckling action.",
								"This approach is great for campaigns that emphasize action-packed heroics. For such campaigns, consider allowing inspiration to be spent after a {@dice d20} roll, rather than before. This approach turns inspiration into a cushion against failure\u2014and a guarantee that it comes into play only when a player is faced directly by failure. Such an assurance makes risky tactics less daunting."
							]
						},
						{
							"type": "entries",
							"name": "A Reward for Victory",
							"entries": [
								"Some DMs prefer to play an impartial role in their campaigns. Inspiration normally requires a DM's judgment to award, which might run against your style if you like a campaign where you let dice determine most outcomes. If that's your style, consider using inspiration as a reward when the characters achieve an important goal or victory, representing a surge of confidence and energy.",
								"Under this model, give everyone in the party inspiration if the characters manage to defeat a powerful foe, execute a cunning plan to achieve a goal, or otherwise overcome a daunting obstacle in the campaign."
							]
						},
						{
							"type": "entries",
							"name": "Genre Emulation",
							"entries": [
								"Inspiration is a handy tool for reinforcing the conventions of a particular genre. Under this approach, think of the motifs of a genre as personality traits, flaws, and bonds that can apply to any of the adventurers. For example, in a campaign inspired by film noir, characters could have an additional flaw: \"I can 't resist helping a person I find alluring despite warnings that he or she is nothing but trouble.\" If the characters agree to help a suspicious but seductive noble and thereby become entangled in a web of intrigue and betrayal, reward them with inspiration.",
								"Similarly, characters in a horror story typically can't help but spend a night in a haunted house to learn its secrets. They probably also go off alone when they shouldn't. If the party splits up, consider giving each character inspiration.",
								"A sensible person would avoid the noble's intrigues and the haunted house, but in film noir or horror, we're not dealing with sensible people; we're dealing with protagonists in a particular type of story. For this approach to work, create a list of your genre's main conventions and share it with your players. Before the campaign begins, talk about the list to make sure your group is on board for embracing those conventions."
							]
						},
						{
							"type": "entries",
							"name": "Players and Inspiration",
							"entries": [
								"Remember that a player with inspiration can award it to another player. Some groups even like to treat inspiration as a group resource, deciding collectively when to spend it on a roll. It's best to let players award their inspiration as they see fit, but feel free to talk to them about following certain guidelines, particularly if you're trying to reinforce conventions of a certain genre."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "When Do You Award Inspiration",
					"entries": [
						"Consider the timing of your inspiration rewards. Some DMs like to award inspiration in response to an action. Other DMs like to encourage specific actions by offering inspiration while a player is considering options. Both approaches have their strengths and weaknesses.",
						"Waiting until after an action preserves the flow of play, but it also means players don't know whether their decisions will earn them inspiration. It also means the player can't spend the inspiration on the act that earned it, unless you allow a player to retroactively spend it or are quick enough to award it before any rolls. This approach works best for groups that want to focus on immersion and player agency, where the DM steps back and gives the players more freedom to do what they want.",
						"Telling a player that an action will earn inspiration provides clarity, but it can make it feel like you are manipulating the players or making choices for them. Offering inspiration before an action works great with groups that are comfortable with an emphasis on genre emulation and group storytelling, where character freedom isn't as important as weaving a compelling tale together.",
						"Start with awarding inspiration after an action, especially for your first campaign or when playing with a new group. That approach is the least disruptive to the flow of play and avoids making the players feel as if you are being manipulative."
					]
				},
				{
					"type": "entries",
					"name": "Tracking Inspiration",
					"entries": [
						"A player typically notes on a character sheet whether he or she has inspiration, or you can use poker chips or some other token. Alternatively, you can hand out special d20s to represent inspiration. When a player spends inspiration, he or she rolls the die and then hands it back to you. If the player instead gives the inspiration to someone else, the {@dice d20} can go to that other person."
					]
				},
				{
					"type": "entries",
					"name": "Ignoring Inspiration",
					"entries": [
						"Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration.",
						"If you choose to ignore inspiration, you're telling the players that your campaign is one where you let the dice fall where they may. It's a good option for gritty campaigns or ones where the DM focuses on playing an impartial role as a rules arbiter."
					]
				},
				{
					"type": "entries",
					"name": "Variant: Only Players Award Inspiration",
					"entries": [
						"As a DM, you have a lot to track during the game. Sometimes you can lose track of inspiration and forget to award it. As a variant rule, you can allow the players to handle awarding inspiration entirely. During every session, each player can award inspiration to another player. A player follows whatever guidelines the group has agreed on for awarding inspiration.",
						"This approach makes your life easier and also gives players the chance to recognize each other for good play. You still need to make sure that inspiration is being awarded fairly.",
						"This approach works best with groups that are focused on the story. It falls flat if the players merely manipulate it to gain advantage in key situations, without earning inspiration by way of good roleplaying or whatever other criteria the group has established.",
						"In this variant, you can allow each player to award inspiration more than once per session. If you do so, the first time that a player awards inspiration in a session is free. Whenever that player awards it later in the same session, you gain inspiration that you can spend to give advantage to any foe of the player characters. There's no limit to the number of inspirations you can gain in this way, and unspent inspiration carries over from one session to the next."
					]
				}
			]
		},
		{
			"name": "Inspiration",
			"source": "PHB",
			"page": 125,
			"type": "section",
			"entries": [
				"Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.",
				{
					"type": "entries",
					"name": "Gaining Inspiration",
					"entries": [
						"Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game.",
						"You either have inspiration or you don't\u2014you can't stockpile multiple \"inspirations\" for later use."
					]
				},
				{
					"type": "entries",
					"name": "Using Inspiration",
					"entries": [
						"If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.",
						"Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration."
					]
				}
			]
		},
		{
			"name": "Level Advancement without XP",
			"source": "DMG",
			"page": 261,
			"entries": [
				"You can do away with experience points entirely and control the rate of character advancement. Advance characters based on how many sessions they play, or when they accomplish significant story goals in the campaign. In either case, you tell the players when their characters gain a level.",
				"This method of level advancement can be particularly helpful if your campaign doesn't include much combat, or includes so much combat that tracking XP becomes tiresome.",
				{
					"type": "entries",
					"name": "Session-Based Advancement",
					"entries": [
						"A good rate of session-based advancement is to have characters reach 2nd level after the first session of play, 3rd level after another session, and 4th level after two more sessions. Then spend two or three sessions for each subsequent level. This rate mirrors the standard rate of advancement, assuming sessions are about four hours long."
					]
				},
				{
					"type": "entries",
					"name": "Story-Based Advancement",
					"entries": [
						"When you let the story of the campaign drive advancement, you award levels when adventurers accomplish significant goals in the campaign."
					]
				}
			]
		},
		{
			"name": "Loyalty",
			"source": "DMG",
			"page": 93,
			"ruleType": "O",
			"entries": [
				"Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those she doesn't particularly like). An NPC party member who is abused or ignored is likely to abandon the party, whereas an NPC who owes a life characters or shares their goals might fight to the death for them. Loyalty can be roleplayed or represented by this rule.",
				{
					"type": "entries",
					"name": "Loyalty Score",
					"entries": [
						"An NPC's loyalty is measured on a numerical scale from 0 to 20. The NPC's maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes\u2014perhaps a character dies or leaves the group-adjust the NPC's loyalty score accordingly."
					]
				},
				{
					"type": "entries",
					"name": "Tracking Loyalty",
					"entries": [
						"Keep track of an NPC's loyalty score in secret so that the players won't know for sure whether an NPC party member is loyal or disloyal (even if the NPC is currently under a player's control).",
						"An NPC's loyalty score increases by {@dice 1d4} if other party members help the NPC achieve a goal tied to its bond. Likewise, an NPC's loyalty score increases by {@dice 1d4} if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC 's loyalty score can never be raised above its maximum.",
						"When other party members act in a manner that runs counter to the NPC's alignment or bond, reduce the PC's loyalty score by {@dice 1d4}. Reduce the NPC's loyalty score by {@dice 2d4} if the character is abused, misled, or endangered by other party members for purely selfish reasons.",
						"An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0.",
						"An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no longer acts in the party's best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party's downfall."
					]
				}
			]
		},
		{
			"name": "Madness",
			"source": "DMG",
			"page": 258,
			"srd": true,
			"type": "section",
			"entries": [
				"In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.",
				{
					"type": "entries",
					"name": "Going Mad",
					"entries": [
						"Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.",
						"Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score (see chapter 9, \"Dungeon Master's Workshop\"), a creature makes a Sanity saving throw instead."
					]
				},
				{
					"type": "entries",
					"name": "Madness Effects",
					"entries": [
						"Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.",
						"A character afflicted with {@b short-term madness} is subjected to an effect from the Short-Term Madness table for {@dice 1d10} minutes.",
						"A character afflicted with {@b long-term madness} is subjected to an effect from the Long-Term Madness table for {@dice 1d10 × 10} hours.",
						"A character afflicted with {@b indefinite madness} gains a new character flaw from the Indefinite Madness table that lasts until cured.",
						{
							"type": "table",
							"caption": "Short-Term Madness",
							"colLabels": [
								"d100",
								"Effects (lasts {@dice 1d10} minutes)"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"01-20",
									"The character retreats into his or her mind and becomes {@condition paralyzed}. The effect ends if the character takes any damage."
								],
								[
									"21-30",
									"The character becomes {@condition incapacitated} and spends the duration screaming, laughing, or weeping."
								],
								[
									"31-40",
									"The character becomes {@condition frightened} and must use his or her action and movement each round to flee from the source of the fear."
								],
								[
									"41-50",
									"The character begins babbling and is incapable of normal speech or spellcasting."
								],
								[
									"51-60",
									"The character must use his or her action each round to attack the nearest creature."
								],
								[
									"61-70",
									"The character experiences vivid hallucinations and has disadvantage on ability checks."
								],
								[
									"71-75",
									"The character does whatever anyone tells him or her to do that isn't obviously self-destructive."
								],
								[
									"76-80",
									"The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal."
								],
								[
									"81-90",
									"The character is {@condition stunned}."
								],
								[
									"91-100",
									"The character falls {@condition unconscious}."
								]
							]
						},
						{
							"type": "table",
							"caption": "Long-Term Madness",
							"colLabels": [
								"d100",
								"Effects (lasts {@dice 1d10 × 10} hours)"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"01-10",
									"The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins."
								],
								[
									"11-20",
									"The character experiences vivid hallucinations and has disadvantage on ability checks."
								],
								[
									"21-30",
									"The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks"
								],
								[
									"31-40",
									"The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the {@spell antipathy/sympathy} spell."
								],
								[
									"41-45",
									"The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects."
								],
								[
									"46-55",
									"The character becomes attached to a \"lucky charm,\" such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it."
								],
								[
									"56-65",
									"The character is {@condition blinded} (25%) or {@condition deafened} (75%)."
								],
								[
									"66-75",
									"The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity."
								],
								[
									"76-85",
									"The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect."
								],
								[
									"86-90",
									"Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the {@spell confusion} spell. The confusion effect lasts for 1 minute."
								],
								[
									"91-95",
									"The character loses the ability to speak."
								],
								[
									"96-100",
									"The character falls {@condition unconscious}. No amount of jostling or damage can wake the character."
								]
							]
						},
						{
							"type": "table",
							"caption": "Indefinite Madness",
							"colLabels": [
								"d100",
								"Flaw (lasts until cured)"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"01-15",
									"\"Being drunk keeps me sane.\""
								],
								[
									"16-25",
									"\"I keep whatever I find.\""
								],
								[
									"26-30",
									"\"I try to become more like someone else I know\u2014adopting his or her style of dress, mannerisms, and name.\""
								],
								[
									"31-35",
									"\"I must bend the truth, exaggerate, or outright lie to be interesting to other people.\""
								],
								[
									"36-45",
									"\"Achieving my goal is the only thing of interest to me, and I'll ignore everything else to pursue it.\""
								],
								[
									"46-50",
									"\"I find it hard to care about anything that goes on around me.\""
								],
								[
									"51-55",
									"\"I don't like the way people judge me all the time.\""
								],
								[
									"56-70",
									"\"I am the smartest, wisest, strongest, fastest, and most beautiful person I know.\""
								],
								[
									"71-80",
									"\"I am convinced that powerful enemies are hunting me, and their agents are everywhere I go. I am sure they're watching me all the time.\""
								],
								[
									"81-85",
									"\"There's only one person I can trust. And only I can see this special friend.\""
								],
								[
									"86-95",
									"\"I can't take anything seriously. The more serious the situation, the funnier I find it.\""
								],
								[
									"96-100",
									"\"I've discovered that I really like killing people.\""
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Curing Madness",
					"entries": [
						"A {@spell calm emotions} spell can suppress the effects of madness, while a {@spell lesser restoration} spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, {@spell remove curse} or {@spell dispel evil and good||dispel evil} might also prove effective. A {@spell greater restoration} spell or more powerful magic is required to rid a character of indefinite madness."
					]
				}
			]
		},
		{
			"name": "Magic Tattoos",
			"source": "UA2020SpellsAndMagicTattoos",
			"page": 8,
			"entries": [
				"Blending magic and artistry with ink and needles, magic tattoos imbue their bearers with wondrous effects and abilities. Magic tattoos are initially bound to magic needles, which transfer their magic to a creature. The designs of magic tattoos vary greatly in appearance depending on who created it, but they share general characteristics that hint at the effect of the tattoo.",
				"Once inscribed on a creature's skin, damage or injury doesn't impair the tattoo's function, even if the tattoo is defaced.",
				"The rarer a magic tattoo is, the more space it occupies on a creature's skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is.",
				{
					"type": "table",
					"caption": "Magic Tattoo Coverage",
					"colLabels": [
						"Tattoo Rarity",
						"Area Covered"
					],
					"colStyles": [
						"col-6",
						"col-6"
					],
					"rows": [
						[
							"Common",
							"Up to 6 inches"
						],
						[
							"Uncommon",
							"Half a limb or the scalp"
						],
						[
							"Rare",
							"One limb"
						],
						[
							"Very Rare",
							"Two limbs or the chest or upper back"
						],
						[
							"Legendary",
							"Two limbs and the torso"
						]
					]
				},
				{
					"type": "inset",
					"name": "Variant: Body Modification",
					"entries": [
						"These items needn't be limited to just tattoos. They can instead be presented as other body modifications such as brands, scarification, birthmarks, patterns of scales, or any other cosmetic skin adornment or alteration. Consider the object a magical body modification is bound to instead of tattoo needles, such as branding irons or enchanted dragon scales."
					]
				},
				{
					"type": "entries",
					"name": "Tattoo Descriptions",
					"entries": [
						"The magic tattoos are presented in alphabetical order. They follow the rules for magic items, as presented in the {@book Dungeon Master's Guide|7|Magic Items}.",
						{
							"type": "list",
							"columns": 3,
							"items": [
								"{@item Absorbing Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Barrier Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Blood Fury Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Coiling Grasp Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Eldritch Claw Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Ghost Step Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Illuminator's Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Lifewell Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Masquerade Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Shadowfell Brand Tattoo|UA2020SpellsAndMagicTattoos}",
								"{@item Spellwrought Tattoo|UA2020SpellsAndMagicTattoos}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Mass Combat",
			"source": "UAMassCombat",
			"page": 1,
			"type": "section",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The mass combat rules are designed to allow you, the DM, to determine the outcome of battles involving hundreds of combatants with a few die rolls. It also zooms down into the action with enough detail to allow player characters the chance to affect the outcome of a battle.",
						"The system works by giving each creature a battle rating based on the creature's challenge rating. Battle rating is an abstract measure of a creature's combat effectiveness.",
						"To make managing hundreds, or even thousands, of creatures at a time easier, creatures in the mass combat system are organized into units. A unit might include hundreds of individuals.",
						"Each unit involved in a battle also has a morale rating. Morale measures the unit's motivation to engage in battle. Units with high morale are willing to fight to the death, while ones with low morale are likely to fall apart in the face of adversity.",
						"Commanders play a key role in resolving battles. Each unit has a commander, whose Charisma modifiers applies to initiative and morale."
					]
				},
				{
					"type": "entries",
					"name": "Battle Rating",
					"entries": [
						"The mass combat rules rely on a creature's battle rating (BR) to summarize its effectiveness in combat. A creature's BR is based on its challenge rating (CR), as shown in the Battle Rating by Challenge Rating table. BR encompasses a creature's attacks, hit points, AC, and special abilities by relying on CR as a summary of its power.",
						"BR starts as a bonus, from +1 to +50. A creature of CR 1 or lower is too weak to provide a BR on its own. The table shows that such creatures provide a +1 bonus when they gather in large enough groups. For instance, five CR 1/2 creatures provide a BR of +1. Smaller groups of CR 1/2 creatures provide no BR.",
						"In combat, a unit's BR can be reduced by being attacked, going as low as 0 or a negative number. See the \"Attacks\" section later in these rules for details.",
						{
							"type": "table",
							"caption": "Battle Rating by Challenge Rating",
							"colLabels": [
								"CR",
								"BR"
							],
							"colStyles": [
								"col-2 text-center",
								"col-10"
							],
							"rows": [
								[
									"1/8",
									"+1 per 20 creatures"
								],
								[
									"1/4",
									"+1 per 10 creatures"
								],
								[
									"1/2",
									"+1 per 5 creatures"
								],
								[
									"1",
									"+1 per 2 creatures"
								],
								[
									"2",
									"+1"
								],
								[
									"3",
									"+2"
								],
								[
									"4",
									"+3"
								],
								[
									"5",
									"+4"
								],
								[
									"6",
									"+5"
								],
								[
									"7",
									"+6"
								],
								[
									"8",
									"+8"
								],
								[
									"9",
									"+10"
								],
								[
									"10",
									"+12"
								],
								[
									"11",
									"+16"
								],
								[
									"12",
									"+18"
								],
								[
									"13",
									"+22"
								],
								[
									"14",
									"+26"
								],
								[
									"15",
									"+30"
								],
								[
									"16",
									"+34"
								],
								[
									"17",
									"+38"
								],
								[
									"18",
									"+42"
								],
								[
									"19",
									"+46"
								],
								[
									"20",
									"+50"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Creating Units",
					"entries": [
						"A unit is a single, cohesive group of soldiers that is organized to fight together. A unit can comprise up to 400 Tiny, Small, or Medium creatures. Larger creatures take up more space when counting toward that limit, as shown in the Creature Size in Units table. To count toward a unit's limit, a creature must have a BR.",
						{
							"type": "table",
							"caption": "Creature Size in Units",
							"colLabels": [
								"Size",
								"Space in Unit"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"Tiny",
									"1"
								],
								[
									"Small",
									"1"
								],
								[
									"Medium",
									"1"
								],
								[
									"Large",
									"4"
								],
								[
									"Huge",
									"9"
								],
								[
									"Gargantuan",
									"16"
								]
							]
						},
						"For example, a unit could include 50 Large creatures and 200 Medium ones. The total space taken up is 400, 200 for the Large creatures and 200 for the Medium ones.",
						{
							"type": "entries",
							"name": "Commanders",
							"entries": [
								"Each unit must have a commander. The commander needs to be one of the creatures included in the unit but does not count toward determining the unit's size. Note the commander's Charisma modifier."
							]
						},
						{
							"type": "entries",
							"name": "BR Total",
							"entries": [
								"Once you have created a unit, total up the BR values of its creatures, including its commander. The total is the unit's BR.",
								"For creatures that are mounted, such as knights riding a horse, add the BR for the mounts based on their CR, just as you would for any other creatures."
							]
						},
						{
							"type": "entries",
							"name": "Unit Space",
							"entries": [
								"A unit takes up a space that measures 100 feet on each side regardless of how many creatures are in it. The unit's size is an abstraction to make tracking units on the battlefield easy in play."
							]
						},
						{
							"type": "entries",
							"name": "Ranged Attackers",
							"entries": [
								"A unit can make ranged attacks if all its members, other than its commander, can make an attack with a range of at least 100 feet on an at-will basis. If this is the case, note the shortest maximum range of its members' ranged attacks. This is the unit's maximum range."
							]
						},
						{
							"type": "inset",
							"name": "Unit Design",
							"entries": [
								"It's best to organize similar or identical creatures into a unit. The rules aim to remain simple by reducing a unit's abilities to the lowest common denominator."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Morale Rating",
					"entries": [
						"Morale is a rating like an ability score modifier. It ranges from -10 to +10. These rules sometimes require a unit to make a check using its morale rating; roll a {@dice d20}, add the unit's morale rating, and compare the total to the relevant DC, just as for an ability check.",
						"You select a morale rating for each unit involved in a battle. Assign the rating based on how the unit has been treated by its allies and commanders, the stakes of the battle, the unit's investment in the outcome, and any other factors that you think should play a role.",
						{
							"type": "table",
							"caption": "Morale Ratings",
							"colLabels": [
								"Morale",
								"Description"
							],
							"colStyles": [
								"col-6",
								"col-6"
							],
							"rows": [
								[
									"-10",
									"Openly rebellious"
								],
								[
									"-8",
									"Mutinous"
								],
								[
									"-4",
									"Disgruntled"
								],
								[
									"-2",
									"Shaky"
								],
								[
									"0",
									"The typical unit"
								],
								[
									"+2",
									"Motivated"
								],
								[
									"+4",
									"Stalwart"
								],
								[
									"+8",
									"Fanatic"
								],
								[
									"+10",
									"Unbreakable"
								]
							]
						},
						"As a rule of thumb, start a unit's morale at 0 on the Morale Ratings table. For each factor that decreases the unit's morale, shift one row up the table. For each factor that improves it, shift one row down. When you're done with this exercise, you have a good idea of the unit's morale rating. Or you can simply assign a morale rating based on your judgment.",
						"Finally, you alter the morale rating based on the unit commander's Charisma modifier. Add the commander's Charisma modifier to the unit's morale, to reflect the commander's ability to motivate and lead.",
						{
							"type": "entries",
							"name": "Factors Affecting Morale",
							"entries": [
								"Here are some of the factors that can reduce a unit's morale rating:",
								{
									"type": "list",
									"items": [
										"poor treatment by a commander or allies",
										"animosity toward an allied unit",
										"low or no pay",
										"no stake in the battle's outcome",
										"incompetent or ill-prepared commanders",
										"a daunting, overwhelming foe",
										"poor equipment"
									]
								},
								"The reverse of any of those factors can improve morale."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Running Battles",
					"entries": [
						"These rules use a structure like the combat rules in the Player's Handbook. The biggest change centers on resolving attacks, which uses BR rather than attack rolls, AC, and damage.",
						{
							"type": "entries",
							"name": "Time",
							"entries": [
								"The mass combat rules use a timescale different from the regular combat rules, with 1 round representing 1 minute of action. This timescale accounts for the time and complexity needed to maneuver hundreds or even thousands of combatants."
							]
						},
						{
							"type": "entries",
							"name": "Initiative",
							"entries": [
								"You don't roll initiative for units. Instead, each unit has a fixed initiative:",
								{
									"type": "abilityGeneric",
									"name": "Initiative",
									"text": "10 + unit morale rating + commander's",
									"attributes": [
										"cha"
									]
								},
								"Units act in order of initiative, from highest to lowest as normal. In the event of a tie, randomly determine the order in which the tied units act. Determine this once, and then use that order for the rest of the combat.",
								"As in the regular combat rules, a unit can move and take one action on its turn (see \"Action Options\" below). A unit can use some or all of its movement before taking its action, and can then use the rest of its movement after acting"
							]
						},
						{
							"type": "entries",
							"name": "Speed",
							"entries": [
								"A unit's speed equals 10 times the lowest speed of its members. It can use movement modes, such as flight, only if every member of the unit can use it. Don't count the speed of mounted creatures when determining the unit's speed and movement types. The riders use their mounts to move.",
								{
									"type": "entries",
									"name": "Movement",
									"entries": [
										"A unit must stop moving if it moves adjacent to an enemy unit, and a unit can't move if it is adjacent to an enemy unit, unless it uses the Disengage action that turn. Otherwise, use the rules for movement from the {@i Player's Handbook} to resolve how far a unit can move."
									]
								},
								{
									"type": "entries",
									"name": "Miniatures",
									"entries": [
										"It helps to use miniatures to track battles of great size. For these rules, use a grid or hexes with each square/hex measuring 100 feet on a side and with one miniature per unit. When moving, a unit can move into a square/hex if the unit has at least half the movement needed to enter it available."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Action Options",
							"entries": [
								"When a unit takes its action, it chooses one of the following action options: Attack, Dash, Defend, Disengage, or Guard. Each option is described below.",
								{
									"type": "entries",
									"name": "Attack",
									"entries": [
										"An attack is an opposed check between a unit's BR and its target's BR. A unit can attack at any range that all of its members can make attacks at. Full details on resolving attacks are given in the \"Attacks\" section below."
									]
								},
								{
									"type": "entries",
									"name": "Dash",
									"entries": [
										"A unit that dashes increases its speed for its turn. This increase equals the unit's speed."
									]
								},
								{
									"type": "entries",
									"name": "Defend",
									"entries": [
										"A unit that defends focuses on building a shield wall or otherwise making itself harder to hurt. Until the end of its next turn, units that attack it suffer disadvantage on their BR checks."
									]
								},
								{
									"type": "entries",
									"name": "Disengage",
									"entries": [
										"A unit that is adjacent to an enemy unit normally can't move. If the unit takes the Disengage action, it has the chance to move away. The unit must immediately make a DC 10 morale check. If it fails, it loses its action and doesn't move. If it succeeds, it can move up to half its speed. During this move, it doesn't need to stop if it moves adjacent to an enemy unit."
									]
								},
								{
									"type": "entries",
									"name": "Guard",
									"entries": [
										"A unit that guards prepares to attack any enemy that draws close to it. The next time an enemy unit enters a space adjacent to this unit, it immediately makes an attack against the enemy unit."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Attacks",
							"entries": [
								"Attacks in the mass combat rules use opposed BR checks to determine which side has the upper hand.",
								"A unit can attack an adjacent enemy unit if any creature in the unit is within 5 feet of the target. It can make an attack at range if all its members can make ranged attacks that can reach the target.",
								"When a unit attacks a target, the attacking unit rolls a {@dice d20} and adds its BR, as does the target. You then compare the results to determine the result of the fight:",
								{
									"type": "list",
									"style": "list-hang-notitle",
									"items": [
										{
											"type": "item",
											"name": "Tie.",
											"entry": "Nothing happens if the attacker and the target tie."
										},
										{
											"type": "item",
											"name": "Target Wins.",
											"entry": "If the target's total is higher, the attack has no effect."
										},
										{
											"type": "item",
											"name": "Attacker Wins by 10 or Less.",
											"entry": "The attacker scores casualties, but not enough to break the target unit. The target's BR is reduced by 2."
										},
										{
											"type": "item",
											"name": "Attacker Wins by 11 or More.",
											"entry": "The attacker scores heavy casualties on the target. The target's BR is reduced by 5, and it must immediately make a DC 10 morale check. If the check fails, the unit flees the battle and is eliminated. Remove it from play."
										}
									]
								},
								"The attacker can gain advantage or suffer disadvantage on its BR roll, based on the following factors:",
								{
									"type": "list",
									"style": "list-hang",
									"name": "Advantage",
									"items": [
										"The attacker is on higher ground, such as uphill from the defender.",
										"The defender is adjacent to at least one enemy unit, other than the attacker."
									]
								},
								{
									"type": "list",
									"style": "list-hang",
									"name": "Disadvantage",
									"items": [
										"The defender is partially behind a wall or similar cover.",
										"The defender is adjacent to at least two friendly units."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Abstraction and Battle Rating",
							"entries": [
								"Remember that the mass combat rules are designed to make running big, important battles fast and easy. It uses BR to summarize a creature's spells, special abilities, and so on. There are no special rules for resistance or spell casting because the rules assume that CR has already accounted for them."
							]
						},
						{
							"type": "entries",
							"name": "Morale Checks",
							"entries": [
								"In addition to the morale checks caused by certain actions, a unit must make a morale check if certain conditions occur during the battle:",
								{
									"type": "list",
									"style": "list-hang",
									"items": [
										{
											"type": "item",
											"name": "Casualties.",
											"entry": "If a unit is reduced to half or less of its starting BR, it must immediately make a DC 15 morale check. If it fails, it is eliminated from the battle. Remove it from play."
										},
										{
											"type": "item",
											"name": "Friendly Casualties.",
											"entry": "If a friendly unit within 500 feet of the unit is eliminated, the unit must immediately make a DC 10 morale check. If it fails, the unit can't move or take actions on its next turn."
										}
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Characters in Mass Combat",
					"entries": [
						"The real fun of running a mass battle is giving player characters and important NPCs a chance to affect the outcome. You might be tempted to absorb such characters into units and ignore their special abilities. You can do so by using the rules for determining CR in the {@i Dungeon Master's Guide} to assign CRs to the characters. However, mass battles are more fun for players when they have a chance to engage in heroics that alter the course of the fight.",
						"You can give the characters an opportunity to shine by pausing the large-scale battle and letting them engage in a regular combat (see \"Character-Scale Combat\" below) or by letting them use their abilities from within a unit (see \"Characters in Units below).",
						{
							"type": "entries",
							"name": "Character Abilities",
							"entries": [
								"Whatever way the characters are involved in a mass combat, resolve their features, spells, and other abilities using the standard rules, rather than the mass combat rules. For example, a wall of ice can block a 100-foot long line. If a unit moves next to it, use the individual members' stats to make their saving throws and apply damage. If members of a unit are killed, recalculate the unit's BR after removing the casualties.",
								"Adjudicating these effects requires your judgment as DM. Consider the nature of the situation, how a unit interacts with a spell or other effect, and apply the effects as you see fit. Going back to wall of ice, you might judge that 30 creatures from a unit attempt to smash it down. Those creatures suffer the wall's effects, but they also have a chance to damage it. Use the rules for handling mobs on page 250 of the {@i Dungeon Master's Guide} to speed things up."
							]
						},
						{
							"type": "entries",
							"name": "Character-Scale Combat",
							"entries": [
								"You can think of the mass combat rules as looking at a battle from high altitude. You lose detail but can see and manage the big picture. When PCs take part in a battle, your view can zoom down to experience the action in more detail.",
								"When characters battle units, you can use the standard combat rules, with the guidelines for resolving mob attacks (see \"Handling Mobs\" in the {@i Dungeon Master's Guide}, page 250).",
								"You may decide that all or part of a unit stops to fight the PCs. Pause the mass battle, and resolve the characters' fight like a normal combat, until you are satisfied that you have reached a conclusion, with either side defeated or driven off. You can then resume the mass combat."
							]
						},
						{
							"type": "entries",
							"name": "Characters in Units",
							"entries": [
								"If the characters join a unit, don't include them in the unit's size or BR calculation. Instead, when the unit attacks, allow the characters to make their own separate attacks, cast spells, and to use magic items against the enemy unit using the guidelines given above. Allow them to pick out which members of the unit they want to target, in case the unit is composed of several types of creatures. Characters attacking in this manner can target only creatures included in the target unit's BR.",
								"On the unit's turn, each character has one turn to make attacks, cast spells, use a magic item, or the like. Resolve the characters' attacks and spells and determine how many targets they eliminate. Determine how the loss of those creatures reduces the unit's BR, then resolve the unit fight as normal.",
								"If a spell or effect leaves a creature unable to move or take actions, count that creature as eliminated for the rest of the battle.",
								"If the characters' unit comes under attack, resolve the fight as normal. The results don't apply to the characters. If their unit is eliminated, they remain on the battlefield and can continue to act."
							]
						},
						{
							"type": "entries",
							"name": "Critical Events",
							"entries": [
								"In addition to allowing characters to take part in fights between units, think of critical events that might take place during the battle and give characters a chance to take part in those events. Critical events can include the following:",
								{
									"type": "list",
									"items": [
										"Prevent enemy scouts from seizing a bridge or other position.",
										"Assassinate an enemy commander.",
										"Hold attackers away from a gate while friendly soldiers repair it.",
										"Sneak into an enemy stronghold to sabotage its defenses.",
										"Destroy an approaching siege engine.",
										"Steal the enemy's battle plans."
									]
								},
								"These critical events play out just like short adventures. You should map the area, determine the opposition, and prepare any NPCs as needed. When creating critical events, think about the consequences for success and failure. What happens if the PCs manage to destroy a bridge the enemy needs to cross a river? If the PCs don't raise the castle gates by dawn, what happens next?",
								"The situation at the start of a clash could be dictated by the PCs' success or failure beforehand. An enemy unit might start a battle in a strong position, lurking in a village with cover, because the PCs failed to outmaneuver them. Or the PCs might destroy an evil wizard's castle gate, rendering his fortification useless in the coming battle."
							]
						}
					]
				},
				{
					"type": "inset",
					"name": "NPCs, PCs, and Battle Rating",
					"entries": [
						"You can always calculate a character's BR and simply include it in a unit, though the level of abstraction in the rules removes individual actions from a player's control. This approach is best for NPCs who are commanders or who are background players in the battle.",
						"Treat critical NPCs, such as important villains and rivals, in the same way you would manage PCs. Let the players seek them out, for the clash between them is undoubtedly a critical event in determining how the battle unfolds."
					]
				}
			]
		},
		{
			"name": "Massive Damage",
			"source": "DMG",
			"page": 273,
			"ruleType": "O",
			"entries": [
				"This optional rule makes it easier for a creature to be felled by massive damage.",
				"When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.",
				{
					"type": "table",
					"caption": "System Shock",
					"colLabels": [
						"d10",
						"Effect"
					],
					"colStyles": [
						"col-1 text-center no-wrap",
						"col-12"
					],
					"rows": [
						[
							"1",
							"The creature drops to 0 hit points."
						],
						[
							"2-3",
							"The creature drops to 0 hit points but is stable."
						],
						[
							"4-5",
							"The creature is {@condition stunned} until the end of its next turn."
						],
						[
							"6-7",
							"The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn."
						],
						[
							"8-10",
							"The creature can't take reactions until the end of its next turn."
						]
					]
				}
			]
		},
		{
			"name": "Milestones",
			"source": "DMG",
			"page": 261,
			"entries": [
				"You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as milestones, as with the following examples:",
				{
					"type": "list",
					"items": [
						"Accomplishing one in a series of goals necessary to complete the adventure.",
						"Discovering a hidden location or piece of information relevant to the adventure.",
						"Reaching an important destination."
					]
				},
				"When awarding XP, treat a major milestone as a hard encounter and a minor milestone as an easy encounter. If you want to reward your players for their progress through an adventure with something more than XP and treasure, give them additional small rewards at milestone points. Here are some examples:",
				{
					"type": "list",
					"items": [
						"The adventurers gain the benefit of a short rest.",
						"Characters can recover a Hit Die or a low-level spell slot.",
						"Characters can regain the use of magic items that have had their limited uses expended."
					]
				}
			]
		},
		{
			"name": "Mixing Potions",
			"source": "DMG",
			"page": 140,
			"ruleType": "V",
			"entries": [
				"A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.",
				"When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.",
				{
					"type": "table",
					"caption": "Potion Miscibility",
					"colLabels": [
						"d100",
						"Result"
					],
					"colStyles": [
						"col-2 text-center no-wrap",
						"col-10"
					],
					"rows": [
						[
							"01",
							"The mixture creates a magical explosion, dealing {@dice 6d10} force damage to the mixer and {@dice 1d10} force damage to each creature within 5 feet of the mixer."
						],
						[
							"02-08",
							"The mixture becomes an ingested poison of the DM's choice."
						],
						[
							"09-15",
							"Both potions lose their effects."
						],
						[
							"16-25",
							"One potion loses its effect."
						],
						[
							"26-35",
							"Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way."
						],
						[
							"36-90",
							"Both potions work normally."
						],
						[
							"91-99",
							"The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally."
						],
						[
							"00",
							"Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a {@item potion of healing} might increase the drinker's hit point maximum by 4, or {@item oil of etherealness} might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as {@spell dispel magic} or {@spell remove curse}, might end this lasting effect."
						]
					]
				}
			]
		},
		{
			"name": "Morale",
			"source": "DMG",
			"page": 273,
			"ruleType": "O",
			"entries": [
				"Some combatants might run away when a fight turns against them. You can use this optional rule to help determine when monsters and NPCs flee.",
				"A creature might flee under any of the following circumstances:",
				{
					"type": "list",
					"items": [
						"The creature is surprised.",
						"The creature is reduced to half its hit points or fewer for the first time in the battle.",
						"The creature has no way to harm the opposing side on its turn."
					]
				},
				"A group of creatures might flee under any of the following circumstances:",
				{
					"type": "list",
					"items": [
						"All the creatures in the group are surprised.",
						"The group's leader is reduced to 0 hit points, {@condition incapacitated}, taken prisoner, or removed from battle.",
						"The group is reduced to half its original size with no losses on the opposing side."
					]
				},
				"To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw for the creature or the group's leader. If the opposition is overwhelming, the saving throw is made with disadvantage, or you can decide that the save fails automatically. If a group's leader can't make the saving throw for whatever reason, have the creature in the group with the next highest Charisma score make the saving throw instead.",
				"On a failed save, the affected creature or group flees by the most expeditious route. If escape is impossible, the creature or group surrenders. If a creature or group that surrenders is attacked by its conquerors, the battle might resume, and it's unlikely that further attempts to flee or surrender will be made.",
				"A failed saving throw isn't always to the adventurers' benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder."
			]
		},
		{
			"name": "More Difficult Identification",
			"source": "DMG",
			"page": 136,
			"ruleType": "V",
			"entries": [
				"If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does."
			]
		},
		{
			"name": "Multiclassing",
			"source": "PHB",
			"page": 163,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.",
				"With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.",
				"As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely. never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.",
				{
					"type": "entries",
					"name": "Prerequisites",
					"entries": [
						"To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.",
						{
							"type": "table",
							"caption": "Multiclassing Prerequisites",
							"colLabels": [
								"Class",
								"Ability Score Minimum"
							],
							"colStyles": [
								"col-2",
								"col-10"
							],
							"rows": [
								[
									"{@class Barbarian}",
									"Strength 13"
								],
								[
									"{@class Bard}",
									"Charisma 13"
								],
								[
									"{@class Cleric}",
									"Wisdom 13"
								],
								[
									"{@class Druid}",
									"Wisdom 13"
								],
								[
									"{@class Fighter}",
									"Strength 13 or Dexterity 13"
								],
								[
									"{@class Monk}",
									"Dexterity 13 and Wisdom 13"
								],
								[
									"{@class Paladin}",
									"Strength 13 and Charisma 13"
								],
								[
									"{@class Ranger}",
									"Dexterity 13 and Wisdom 13"
								],
								[
									"{@class Rogue}",
									"Dexterity 13"
								],
								[
									"{@class Sorcerer}",
									"Charisma 13"
								],
								[
									"{@class Warlock}",
									"Charisma 13"
								],
								[
									"{@class Wizard}",
									"Intelligence 13"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Experience Points",
					"entries": [
						"The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter I, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric."
					]
				},
				{
					"type": "entries",
					"name": "Hit Points and Hit Dice",
					"entries": [
						"You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.",
						"You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. if the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a {@dice d10}, so if you are a paladin 5/fighter 5, you have ten {@dice d10} Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five {@dice d10} Hit Dice and five {@dice d8} Hit Dice."
					]
				},
				{
					"type": "entries",
					"name": "Proficiency Bonus",
					"entries": [
						"Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3."
					]
				},
				{
					"type": "entries",
					"name": "Proficiencies",
					"entries": [
						"When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.",
						{
							"type": "table",
							"caption": "Multiclassing Proficiencies",
							"colLabels": [
								"Class",
								"Proficiencies Gained"
							],
							"colStyles": [
								"col-2",
								"col-10"
							],
							"rows": [
								[
									"{@class Barbarian}",
									"Shields, simple weapons, martial weapons"
								],
								[
									"{@class Bard}",
									"Light armor, one skill of your choice, one musical instrument of your choice"
								],
								[
									"{@class Cleric}",
									"Light armor, medium armor, shields"
								],
								[
									"{@class Druid}",
									"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)"
								],
								[
									"{@class Fighter}",
									"Light armor, medium armor, shields, simple weapons, martial weapons"
								],
								[
									"{@class Monk}",
									"Simple weapons, shortswords"
								],
								[
									"{@class Paladin}",
									"Light armor, medium armor, shields, simple weapons, martial weapons"
								],
								[
									"{@class Ranger}",
									"Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list"
								],
								[
									"{@class Rogue}",
									"Light armor, one skill from the class's skill list, thieves' tools"
								],
								[
									"{@class Sorcerer}",
									"\u2014"
								],
								[
									"{@class Warlock}",
									"Light armor, simple weapons"
								],
								[
									"{@class Wizard}",
									"\u2014"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Class Features",
					"entries": [
						"When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.",
						{
							"type": "entries",
							"name": "Channel Divinity",
							"entries": [
								"If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes."
							]
						},
						{
							"type": "entries",
							"name": "Extra Attack",
							"entries": [
								"If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack."
							]
						},
						{
							"type": "entries",
							"name": "Unarmored Defense",
							"entries": [
								"If you already have the Unarmored Defense feature, you can't gain it again from another class."
							]
						},
						{
							"type": "entries",
							"name": "Spellcasting",
							"entries": [
								"Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.",
								{
									"type": "entries",
									"name": "Spells Known and Prepared",
									"entries": [
										"You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.",
										"Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus."
									]
								},
								{
									"type": "entries",
									"name": "Spell Slots",
									"entries": [
										"You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.",
										"If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like {@spell burning hands}, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.",
										"For example, if you are the aforementioned ranger 4/wizard 3. you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know\u2014and potentially enhance their effects."
									]
								},
								{
									"type": "entries",
									"name": "Pact Magic",
									"entries": [
										"If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know."
									]
								},
								{
									"type": "table",
									"caption": "Multiclass Spellcaster: Spell Slots per Spell Level",
									"colLabels": [
										"Lvl.",
										"1st",
										"2nd",
										"3rd",
										"4th",
										"5th",
										"6th",
										"7th",
										"8th",
										"9th"
									],
									"colStyles": [
										"col-1-2",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center",
										"col-1-2 text-center"
									],
									"rows": [
										[
											"1st",
											2,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"2nd",
											3,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"3rd",
											4,
											2,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"4th",
											4,
											3,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"5th",
											4,
											3,
											2,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"6th",
											4,
											3,
											3,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"7th",
											4,
											3,
											3,
											1,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"8th",
											4,
											3,
											3,
											2,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"9th",
											4,
											3,
											3,
											3,
											1,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"10th",
											4,
											3,
											3,
											3,
											2,
											"\u2014",
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"11th",
											4,
											3,
											3,
											3,
											2,
											1,
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"12th",
											4,
											3,
											3,
											3,
											2,
											1,
											"\u2014",
											"\u2014",
											"\u2014"
										],
										[
											"13th",
											4,
											3,
											3,
											3,
											2,
											1,
											1,
											"\u2014",
											"\u2014"
										],
										[
											"14th",
											4,
											3,
											3,
											3,
											2,
											1,
											1,
											"\u2014",
											"\u2014"
										],
										[
											"15th",
											4,
											3,
											3,
											3,
											2,
											1,
											1,
											1,
											"\u2014"
										],
										[
											"16th",
											4,
											3,
											3,
											3,
											2,
											1,
											1,
											1,
											"\u2014"
										],
										[
											"17th",
											4,
											3,
											3,
											3,
											2,
											1,
											1,
											1,
											1
										],
										[
											"18th",
											4,
											3,
											3,
											3,
											3,
											1,
											1,
											1,
											1
										],
										[
											"19th",
											4,
											3,
											3,
											3,
											3,
											2,
											1,
											1,
											1
										],
										[
											"20th",
											4,
											3,
											3,
											3,
											3,
											2,
											2,
											1,
											1
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Mysterious Islands",
			"source": "GoS",
			"page": 211,
			"type": "section",
			"entries": [
				"Small islands dot most oceans, distant or unexplored locales that might host all manner of adventures. The following rules can be used to generate any islands the characters might encounter.",
				{
					"type": "entries",
					"name": "Island Size",
					"entries": [
						"These rules are used to generate islands with areas roughly {@dice 1d6} miles long and {@dice 1d6} miles wide. Most islands aren't perfect rectangles, and most coastlines aren't perfectly straight, so feel free to make areas of the island shorter, longer, thinner, or wider as you see fit."
					]
				},
				{
					"type": "entries",
					"name": "Island Habitat",
					"entries": [
						"An island can have any habitat that seems appropriate for the clime it occupies. For example, islands of floating ice are found in arctic seas, while islands with jungle habitats are found in tropical waters. Not all islands are created by nature, though. A powerful spellcaster or divine being could conjure an island made of crystal, iron, or any material you choose."
					]
				},
				{
					"type": "entries",
					"name": "Island Theme",
					"entries": [
						"Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island's story in one broad stroke. Once you have a theme, consult its section after the table to determine related details and story hooks.",
						{
							"type": "table",
							"caption": "Island Theme",
							"colLabels": [
								"d6",
								"Theme"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Alien"
								],
								[
									"2",
									"Cursed"
								],
								[
									"3",
									"Hostile"
								],
								[
									"4",
									"Sanctum"
								],
								[
									"5",
									"Welcoming"
								],
								[
									"6",
									"Wild"
								]
							]
						},
						{
							"type": "entries",
							"name": "Alien",
							"entries": [
								"Alien islands are inhabited by isolated creatures with ways of life beyond most beings' comprehensions. Everything about the culture of the island, from architecture to food, is unfamiliar and unsettling to outsiders. At your discretion the inhabitants of the island might speak, read, and write a language all their own.",
								{
									"type": "table",
									"caption": "Alien Island Leader",
									"colLabels": [
										"d4",
										"Leader"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@creature Aboleth}"
										],
										[
											"2",
											"{@creature Beholder}"
										],
										[
											"3",
											"{@creature Death slaad}"
										],
										[
											"4",
											"{@creature Kraken}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Alien Island Inhabitants",
									"colLabels": [
										"d6",
										"Inhabitants"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 1d6} {@creature Berserker||berserkers} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}"
										],
										[
											"2\u20133",
											"{@dice 1d6} {@creature Cult Fanatic||cult fanatics} and {@dice 5d10} {@creature Cultist||cultists}"
										],
										[
											"4",
											"{@dice 1d6} {@creature Lizardfolk Shaman||lizardfolk shamans} and {@dice 5d10} {@creature lizardfolk}"
										],
										[
											"5",
											"{@dice 1d6} {@creature Bullywug Croaker|GoS|bullywug croakers} (see {@adventure appendix C|GoS|10}) and {@dice 5d10} {@creature Bullywug||bullywugs}"
										],
										[
											"6",
											"{@dice 1d8} {@creature Locathah Hunter|GoS|locathah hunters} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature locathah|GoS} (see {@adventure appendix C|GoS|10})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Alien Inhabitant Reactions",
									"colLabels": [
										"d6",
										"Reaction"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The inhabitants try to force the characters to serve their leader."
										],
										[
											"2",
											"The inhabitants demand the characters give their leader an item worth {@dice 10d10 × 100} gp."
										],
										[
											"3",
											"The inhabitants wish to devour the characters."
										],
										[
											"4",
											"Some inhabitants are planning to rise up against their leader and ask the characters for help."
										],
										[
											"5",
											"The inhabitants see the characters as no more than insects and refuse to interact with them unless forced."
										],
										[
											"6",
											"The inhabitants see the characters as gods and can be convinced to worship them."
										]
									]
								},
								{
									"type": "table",
									"caption": "Alien Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The leader has a {@item spell scroll} of {@spell true resurrection} among its belongings."
										],
										[
											"2",
											"The island contains a piece of a tablet with instructions on how to open a portal to the Far Realm."
										],
										[
											"3",
											"The island's leader knows how to end a planar disease infecting a humanoid settlement."
										],
										[
											"4",
											"A {@creature mage} with information the characters need hides among the ranks of the inhabitants, learning their ways."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Cursed",
							"entries": [
								"Cursed islands are steeped in dark magic from a ritual cast by necromancers, hag covens, evil spellcasters, foul deities, or worse. The island might still hold some hint as to why it was cursed, or all trace of those who brought down the affliction might have been scoured away.",
								{
									"type": "table",
									"caption": "Island Curses",
									"colLabels": [
										"d6",
										"Curse"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"When a creature dies on the island, its spirit rises as a {@creature specter} {@dice 1d4} hours after death. The specter is obsessed with killing its former friends."
										],
										[
											"2",
											"Creatures that aren't inhabitants of the island must succeed on a Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain one level of {@condition exhaustion}. The DC for this check equals 10 + the number of hours spent on the island."
										],
										[
											"3",
											"Each day at dawn, the island conjures {@dice 2d10} {@creature Magma Mephit||magma mephits}, which are hostile toward creatures that aren't inhabitants of the island."
										],
										[
											"4",
											"When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or be {@condition blinded} for 8 hours."
										],
										[
											"5",
											"Creatures must succeed on a DC 10 Constitution saving throw at the end of each hour they spend on the island. If they fail, they gain a 1-inch scar in a random place on their body. Only a {@spell remove curse} spell or similar magic removes the scar."
										],
										[
											"6",
											"When a creature that isn't an inhabitant of the island completes a long rest there, it must succeed on a DC 15 Wisdom saving throw or gain a random form of long-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8, \"{@adventure Running the Game|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG})."
										]
									]
								},
								{
									"type": "table",
									"caption": "Cursed Island Inhabitants",
									"colLabels": [
										"d6",
										"Inhabitants"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 5d10} {@creature Specter||specters}"
										],
										[
											"2",
											"{@dice 10d10} {@creature Zombie||zombies}"
										],
										[
											"3",
											"A coven of 3 {@creature Sea Hag||sea hags} and {@dice 1d4} {@creature Flameskull||flameskulls}"
										],
										[
											"4",
											"1 {@creature medusa} and {@dice 3d10} {@creature Skeleton||skeletons}"
										],
										[
											"5",
											"1 {@creature vampire} and {@dice 2d6} {@creature vampire spawn}"
										],
										[
											"6",
											"1 {@creature demilich} and {@dice 2d10} {@creature Wraith||wraiths}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Cursed Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The island contains rare spell components the characters need."
										],
										[
											"2",
											"Pirates buried treasure worth {@dice 5d6 × 1,000} gp on the island."
										],
										[
											"3",
											"A keelboat carrying {@dice 1d6} {@creature Commoner||commoners} crashed on the island. The commoners are struggling to survive."
										],
										[
											"4",
											"The {@creature ghost} of a character's loved one is trapped on the island."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Hostile",
							"entries": [
								"Hostile islands contain creatures that want to harm the characters. These creatures fill their islands with traps and attack outsiders out of hunger, boredom, or fear.",
								{
									"type": "table",
									"caption": "Hostile Island Leader",
									"colLabels": [
										"d6",
										"Leader"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@creature Cloud giant}"
										],
										[
											"2",
											"{@creature Hill giant}"
										],
										[
											"3",
											"{@creature Oni}"
										],
										[
											"4",
											"{@creature Spirit naga}"
										],
										[
											"5",
											"{@creature Werewolf}"
										],
										[
											"6",
											"A chromatic dragon of the DM's choice"
										]
									]
								},
								{
									"type": "table",
									"caption": "Hostile Island Leader Motivations",
									"colLabels": [
										"d4",
										"Motivation"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The leader wants to commandeer a boat to conquer other islands."
										],
										[
											"2",
											"The leader takes all treasure gained by its followers, growing rich off their brutality."
										],
										[
											"3",
											"The leader needs humanoid remains to perform a ritual with a dark purpose."
										],
										[
											"4",
											"The leader never ages because it consumes the souls of creatures its followers kill."
										]
									]
								},
								{
									"type": "table",
									"caption": "Hostile Inhabitants",
									"colLabels": [
										"d6",
										"Inhabitants"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 3d10} {@creature Winged Kobold||winged kobolds} and {@dice 10d10} {@creature Kobold||kobolds}"
										],
										[
											"2",
											"1 {@creature goblin boss} and {@dice 8d10} {@creature Goblin||goblins}"
										],
										[
											"3",
											"{@dice 1d6} {@creature Berserker||berserkers} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}"
										],
										[
											"4",
											"1 {@creature Orc War Chief||orc chieftain}, {@dice 2d10} {@creature Orog||orogs}, and {@dice 5d10} {@creature Orc||orcs}"
										],
										[
											"5",
											"{@dice 4d10} {@creature Ogre||ogres}"
										],
										[
											"6",
											"{@dice 3d10} {@creature Troll||trolls}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Hostile Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The island's leader killed an NPC the characters admired."
										],
										[
											"2",
											"The island's leader has a {@item headband of intellect}."
										],
										[
											"3",
											"The characters are challenged by rivals to survive a night on the island."
										],
										[
											"4",
											"An eloquent invitation from the island's leader invites the characters for a hunt."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Sanctum",
							"entries": [
								"The inhabitants of sanctum islands use the seas to protect themselves and their property, or they simply enjoy the isolation a remote island affords. The creatures on sanctum islands usually live in permanent structures like abbeys, fortresses, libraries, or towers.",
								{
									"type": "table",
									"caption": "Sanctum Island Leader",
									"colLabels": [
										"d6",
										"Leader"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@creature Archmage}"
										],
										[
											"2",
											"{@creature Lich}"
										],
										[
											"3",
											"{@creature Night hag}"
										],
										[
											"4",
											"{@creature Noble}"
										],
										[
											"5",
											"{@creature Rakshasa}"
										],
										[
											"6",
											"{@creature Werebear}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Sanctum Island Inhabitants",
									"colLabels": [
										"d6",
										"Inhabitants"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 5d10} {@creature Guard||guards} and {@dice 10d10} {@creature Commoner||commoners}"
										],
										[
											"2",
											"1 {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}), 1 {@creature pirate bosun|GoS} (see {@adventure appendix C|GoS|10}), {@dice 2d4} {@creature Pirate Deck Wizard|GoS|pirate deck wizards} (see {@adventure appendix C|GoS|10}), and {@dice 8d10} {@creature Bandit||bandits}"
										],
										[
											"3",
											"{@dice 1d6} {@creature Flesh Golem||flesh golems}, {@dice 1d4} {@creature Priest||priests}, and {@dice 2d10} {@creature Acolyte||acolytes}"
										],
										[
											"4",
											"{@dice 2d4} {@creature Veteran||veterans}, {@dice 2d10} {@creature Scout||scouts}, {@dice 4d10} {@creature Guard||guards}"
										],
										[
											"5",
											"{@dice 1d4} {@creature Stone Golem||stone golems}, {@dice 1d4} {@creature Mage||mages}, and {@dice 3d10} {@creature Guard||guards}"
										],
										[
											"6",
											"1 {@creature shield guardian}, {@dice 2d4} {@creature Knight||knights}, {@dice 2d6} {@creature Priest||priests}, and {@dice 6d10} {@creature Commoner||commoners}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Sanctum Island Reactions",
									"colLabels": [
										"d6",
										"Reaction"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The characters are allowed on the island, but the inhabitants don't allow the characters into any buildings."
										],
										[
											"2",
											"The inhabitants like the characters and give them advice to help them impress the island's leader."
										],
										[
											"3",
											"Some unhappy inhabitants believe the characters are their ticket off the island. They flirt, lie, bribe, and beg to be taken away."
										],
										[
											"4",
											"The inhabitants attempt to convince the characters to use the island as a base of operations and contribute to the community."
										],
										[
											"5",
											"The inhabitants hunger for information about the outside world and allow the characters to use news as currency."
										],
										[
											"6",
											"The inhabitants don't trust the characters. All Charisma checks made to influence the inhabitants have disadvantage."
										]
									]
								},
								{
									"type": "table",
									"caption": "Sanctum Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"A {@creature spy} among the inhabitants needs extraction from the island."
										],
										[
											"2",
											"The island's leader misses an item (such as a flower or a particular food) that can't be found on the island and offers a reward for the item."
										],
										[
											"3",
											"The island asks for aid against an {@creature adult green dragon} that regularly raids it."
										],
										[
											"4",
											"The island has an armory full of legendary adamantine and silvered weapons."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Welcoming",
							"entries": [
								"Welcoming islands host creatures that are friendly toward the characters. These creatures provide what aid they can and might even put themselves in harm's way for the characters if a friendship is established.",
								{
									"type": "table",
									"caption": "Welcoming Island Leader",
									"colLabels": [
										"d6",
										"Leader"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@creature Bard|VGM} (see {@adventure appendix C|GoS|10})"
										],
										[
											"2",
											"{@creature Druid}"
										],
										[
											"3",
											"{@creature Guardian naga}"
										],
										[
											"4",
											"{@creature Treant}"
										],
										[
											"5",
											"{@creature Unicorn}"
										],
										[
											"6",
											"A metallic dragon of the DM's choice"
										]
									]
								},
								{
									"type": "table",
									"caption": "Welcoming Island Inhabitants",
									"colLabels": [
										"d6",
										"Inhabitants"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 5d10} {@creature aarakocra}"
										],
										[
											"2",
											"{@dice 8d8} {@creature Pixie||pixies} and {@dice 8d8} {@creature Sprite||sprites}"
										],
										[
											"3",
											"{@dice 1d6} {@creature Lizardfolk Shaman||lizardfolk shamans} and {@dice 5d10} {@creature lizardfolk}"
										],
										[
											"4",
											"{@dice 1d6} {@creature Druid||druids} and {@dice 5d10} {@creature Tribal Warrior||tribal warriors}"
										],
										[
											"5",
											"{@dice 3d10} {@creature Centaur||centaurs}"
										],
										[
											"6",
											"{@dice 3d10} {@creature Scout||scouts} and {@dice 5d10} {@creature Commoner||commoners}"
										]
									]
								},
								{
									"type": "table",
									"caption": "Welcoming Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The island is a colony or outpost sponsored by a nation or wealthy noble the characters are associated with."
										],
										[
											"2",
											"The island's residents swear a character looks like a beloved past leader. Melancholy, they treat the characters as they would their lost hero."
										],
										[
											"3",
											"The island never gets visitors. The characters' arrival is cause for a peculiar but earnest celebration."
										],
										[
											"4",
											"The island's leader is a long-lost relative or friend of a character's family."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Wild Island",
							"entries": [
								"Nature reigns on wild islands. The creatures on the island respond to the ebb and flow of the natural world rather than trying to tame the environment.",
								{
									"type": "table",
									"caption": "Wild Island Features",
									"colLabels": [
										"d6",
										"Feature"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"A waterfall flows up a mountainside."
										],
										[
											"2",
											"The island slowly rotates clockwise."
										],
										[
											"3",
											"Geysers shoot bright light into the sky at night."
										],
										[
											"4",
											"Razorvine (see \"{@book Wilderness Hazards|DMG|5|Wilderness Hazards}\" in chapter 5, \"{@adventure Adventure Environments|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}) grows in 10-foot-tall hedges shaped like animals."
										],
										[
											"5",
											"Rain on the island creates a beautiful melody."
										],
										[
											"6",
											"All beasts on the island have {@sense truesight} out to a range of 120 ft."
										]
									]
								},
								{
									"type": "table",
									"caption": "Wild Island Encounters",
									"colLabels": [
										"d20",
										"Encounter"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"{@dice 2d8} {@creature Baboon||baboons}"
										],
										[
											"2",
											"{@dice 1d4} {@creature Brown Bear||brown bears}"
										],
										[
											"3",
											"1 {@creature owlbear}"
										],
										[
											"4",
											"{@dice 2d6} {@creature Giant Toad||giant toads}"
										],
										[
											"5",
											"{@dice 2d10} {@creature Giant Wasp||giant wasps}"
										],
										[
											"6",
											"{@dice 2d4} {@creature Giant Spider||giant spiders}"
										],
										[
											"7",
											"{@dice 4d4} {@creature Pixie||pixies} or {@dice 4d4} {@creature Sprite||sprites}"
										],
										[
											"8",
											"{@dice 1d4} {@creature Blink Dog||blink dogs}"
										],
										[
											"9",
											"1 {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}) and {@dice 3d10} {@creature Bandit||bandits} digging up buried treasure"
										],
										[
											"10",
											"{@dice 3d6} {@creature Tribal Warrior||tribal warriors}"
										],
										[
											"11",
											"{@dice 2d4} {@creature Druid||druids}"
										],
										[
											"12",
											"{@dice 1d6} {@creature Dryad||dryads}"
										],
										[
											"13",
											"{@dice 2d4} {@creature Centaur||centaurs}"
										],
										[
											"14",
											"1 {@creature ankheg}"
										],
										[
											"15",
											"{@dice 1d10} {@creature Giant Boar||giant boars}"
										],
										[
											"16",
											"{@dice 2d6} {@creature Giant Eagle||giant eagles}"
										],
										[
											"17",
											"{@dice 1d4} {@creature Giant Ape||giant apes}"
										],
										[
											"18",
											"{@dice 1d4} {@creature Treant||treants}"
										],
										[
											"19",
											"1 {@creature roc}"
										],
										[
											"20",
											"{@dice 1d4} {@creature veteran} explorers"
										]
									]
								},
								{
									"type": "table",
									"caption": "Wild Island Story Hooks",
									"colLabels": [
										"d4",
										"Story Hook"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The island hides a spring that restores life to anyone washed in it, as per the {@spell raise dead} spell. A creature can only benefit from the spring once."
										],
										[
											"2",
											"A {@creature djinni} recluse dwells on the island and grants favors."
										],
										[
											"3",
											"{@creature Pixie||Pixies} beg the characters to help them oust a group of {@dice 3d10} trophy hunters ({@creature Scout||scouts}) from the island."
										],
										[
											"4",
											"The island holds the tomb of an archdruid, which contains a portal to the Feywild."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "New Ability Scores: Honor and Sanity",
			"source": "DMG",
			"page": 264,
			"ruleType": "O",
			"entries": [
				"If you're running a campaign shaped by a strict code of honor or the constant risk of insanity, consider adding one or both these new ability scores: Honor and Sanity.",
				"These abilities function like the standard six abilities, with exceptions specified in each ability below.",
				"Here's how to incorporate these optional abilities at character creation:",
				{
					"type": "list",
					"items": [
						"If your players use the standard array of ability scores, add one 11 to the array for each optional ability you add.",
						"If your players use the optional point-buy system, add 3 points to the number of points for each optional ability you add.",
						"If your players roll their ability scores, have them roll for the added ability scores."
					]
				},
				"If you ever need to make a check or saving throw for Honor or Sanity for a monster that lacks the score, you can use Charisma for Honor and Wisdom for Sanity.",
				{
					"type": "entries",
					"name": "Honor Score",
					"entries": [
						"If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means of measuring a character's devotion to that code. This ability fits well in a setting inspired by Asian cultures, such as Kara-Tur in the Forgotten Realms. The Honor ability is also useful in any campaign that revolves around orders of knights.",
						"Honor measures not only a character's devotion to a code but also the character's understanding of it. The Honor score can also reflect how others perceive a character's honor. A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves.",
						"Unlike other abilities, Honor can't be raised with normal ability score increases. Instead, you can award increases to Honor\u2014or impose reductions\u2014based on a character's actions. At the end of an adventure, if you think a character 's actions in the adventure reflected well or poorly on his or her understanding of the code, you can increase or decrease the character's Honor by 1. As with other ability scores, a character's Honor can't exceed 20 or fall below 1.",
						{
							"type": "entries",
							"name": "Honor Checks",
							"entries": [
								"Honor checks can be used in social situations, much as Charisma would, when a character's understanding of a code of conduct is the most defining factor in the way a social interaction will play out. You might also call for an Honor check when a character is in one of the following situations:",
								{
									"type": "list",
									"items": [
										"Being unsure how to act with honor",
										"Surrendering while trying to save face",
										"Trying to determine another character's Honor score",
										"Trying to use the proper etiquette in a delicate social situation",
										"Using his or her honorable or dishonorable reputation to influence someone else"
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Honor Saving Throws",
							"entries": [
								"An Honor saving throw comes into play when you want to determine whether a character might inadvertently do something dishonorable. You might call for an Honor saving throw in the following situations:",
								{
									"type": "list",
									"items": [
										"Avoiding an accidental breach of honor or etiquette",
										"Resisting the urge to respond to goading or insults from an enemy",
										"Recognizing when an enemy attempts to trick a character into a breach of honor"
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Sanity Score",
					"entries": [
						"Consider using the Sanity score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character's mind.",
						"A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.",
						{
							"type": "entries",
							"name": "Sanity Checks",
							"entries": [
								"You might ask characters to make a Sanity check in place of an Intelligence check to recall lore about the alien creatures of madness featured in your campaign, to decipher the writings of raving lunatics, or to learn spells from tomes of forbidden lore. You might also call for a Sanity check when a character tries one of the following activities:",
								{
									"type": "list",
									"items": [
										"Deciphering a piece of text written in a language so alien that it threatens to break a character's mind",
										"Overcoming the lingering effects of madness",
										"Comprehending a piece of alien magic foreign to all normal understanding of magic"
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Sanity Saving Throws",
							"entries": [
								"You might call for a Sanity saving throw when a character runs the risk of succumbing to madness, such as in the following situations:",
								{
									"type": "list",
									"items": [
										"Seeing a creature from the Far Realm or other alien realms for the first time",
										"Making direct contact with the mind of an alien creature",
										"Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell",
										"Passing through a demiplane built on alien physics",
										"Resisting an effect conferred by an attack or spell that deals psychic damage"
									]
								},
								"A failed Sanity save might result in short-term, long-term, or indefinite madness, as described in chapter 8, \"Running the Game.\" Any time a character suffers from long-term or indefinite madness, the character's Sanity is reduced by 1. A greater restoration spell can restore Sanity lost in this way, and a character can increase his or her Sanity through level advancement."
							]
						}
					]
				}
			]
		},
		{
			"name": "Ocean Environs",
			"source": "GoS",
			"page": 202,
			"type": "section",
			"entries": [
				"For those who dwell on land, the sea is an alien world filled with unpredictable hazards. Yet rare treasures hide in the depths, making such dangers well worth the risk for brave and brazen mariners. This section details a variety of environmental features one might encounter both on and beneath the waves.",
				{
					"type": "entries",
					"name": "Blue Holes",
					"entries": [
						"A blue hole is a circular sinkhole that forms on the bed of the sea in shallow water. The deep blue water of the hole creates a stark contrast with the lighter color of the shallow water that surrounds it. Blue holes have diameters of {@dice 1d10 × 100} feet and are {@dice 1d10 × 100} feet deep.",
						"Blue holes are filled with secrets. Many blue holes hide monsters or treasure, as shown on the Hiding in Blue Holes table.",
						{
							"type": "table",
							"caption": "Hiding in Blue Holes",
							"colLabels": [
								"d10",
								"Creatures or Treasure"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1",
									"{@dice 2d10} {@creature sahuagin}"
								],
								[
									"2",
									"1 {@creature giant octopus}"
								],
								[
									"3",
									"{@dice 1d4 + 1} {@creature Chuul||chuuls}"
								],
								[
									"4",
									"1 {@creature sea hag} and {@dice 2d4} {@creature merrow}"
								],
								[
									"5",
									"1 {@creature plesiosaurus}"
								],
								[
									"6",
									"{@dice 1d4} {@creature Swarm of Quippers||swarms of quippers}"
								],
								[
									"7",
									"{@dice 2d4} {@creature Reef Shark||reef sharks}"
								],
								[
									"8",
									"1 {@creature giant shark}"
								],
								[
									"9",
									"{@dice 1d6} items from {@book Magic Item Table A|DMG|7|Random Magic Items} in chapter 7, \"{@adventure Treasure|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}"
								],
								[
									"10",
									"Treasure rolled on the {@table Individual Treasure: Challenge 0\u20144|DMG|Treasure Hoard: Challenge 0\u20134 table} in chapter 7, \"{@adventure Treasure|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Coral Reefs",
					"entries": [
						"Coral reefs grow all over the ocean floor, though most are found within depths of less than 150 feet near the shoreline. Reefs range from a few feet to over 1,000 miles in length and width. These colorful ecosystems house small fish, crustaceans, and mollusks. As a result, predators come to reefs looking for prey.",
						"Uneven and sharp, coral reefs can harm those forced into them. A creature forcibly moved on the reef\u2014without using the creature's action, bonus action, or reaction\u2014takes 3 ({@dice 1d6}) slashing damage per 5 feet of reef that it is pushed over."
					]
				},
				{
					"type": "entries",
					"name": "Currents",
					"entries": [
						"Ocean water is moved by wind and tides to create constant river-like flows called currents. Tidal currents are typically the strongest. They're usually found within 50 miles of shore and at depths of less than 300 feet. These currents have a speed of {@dice 1d6} miles per hour that changes daily.",
						"Currents become weaker farther out to sea and deeper in the ocean. These currents have a speed of {@dice 1d4}\u22121 miles per hour that changes daily.",
						{
							"type": "image",
							"href": {
								"type": "internal",
								"path": "variantrules/GoS/096-za-06-ocean-environs-p203.png"
							},
							"width": 708,
							"height": 1000
						},
						{
							"type": "entries",
							"name": "Currents and Travel",
							"entries": [
								"When a vessel or creature travels in the same direction as a current, that current's speed is added to the vessel or creature's travel pace. A creature or vessel traveling against a current has that current's speed subtracted from the vessel or creature's travel pace. If this results in a negative travel pace, the vessel or creature can let the current carry it. Alternatively, the crew of the vessel or the creature can fight against the current by rowing or swimming hard, moving at half the vessel or creature's normal pace. Vessels and creatures fighting against a current must make a Constitution saving throw at the end of every hour traveled, with a bonus equal to the crew's quality (if they have crew). Vessels that fail have their crew's quality score decreased by 1. Creatures that fail gain one level of {@condition exhaustion}. The DC for this saving throw is 10 + 1 for every consecutive hour spent fighting the current."
							]
						},
						{
							"type": "entries",
							"name": "Submerged in Currents",
							"entries": [
								"When a creature without a swimming speed is submerged in a current, the creature must succeed on a Strength ({@skill Athletics}) check at the end of its turn or get pulled {@dice 1d4 × 5} feet in the direction of the current. The DC for this check equals 10 + the number of miles per hour the current is moving."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Depth",
					"entries": [
						"The deeper a surface-dwelling creature travels into the sea, the more hostile the environment becomes. Those venturing into the depths must keep the following natural forces in mind.",
						{
							"type": "entries",
							"name": "Illumination",
							"entries": [
								"When it comes to light, the sea is divided into three layers:",
								"{@b Sunlight Zone}. The sunlight zone extends from the water's surface to a depth of 650 feet. This area of the sea has the same natural illumination conditions as above the water.",
								"{@b Twilight Zone}. The twilight zone is between the depths of 650 and 1,000 feet. When the sunlight zone above is bathed in natural bright light, the twilight zone is filled with dim light. If the sunlight zone is filled with dim light or darkness, the twilight zone is dark.",
								"{@b Midnight Zone}. Any depth below 1,000 feet is considered the midnight zone, since no natural light from the surface penetrates this deep."
							]
						},
						{
							"type": "entries",
							"name": "Pressure and Temperature",
							"entries": [
								"Water pressure, or the weight of water on top of a creature or object, increases with depth. Conversely, temperature decreases as depth increases. The pressure and temperature's effects on creatures without a swimming speed at depths below 100 feet can be found in the \"{@book Unusual Environments|DMG|5|Unusual Environments}\" section in chapter 5 of the {@book Dungeon Master's Guide|DMG}."
							]
						},
						{
							"type": "entries",
							"name": "Optional Rule: Pressure and Objects",
							"entries": [
								"With this optional rule, characters who dive deep in the ocean require specialized equipment that can withstand the ocean's pressure. Nonmagical objects not made to withstand the water pressure are destroyed at various depths, as determined by the material used to create them. This destructive depth is presented for various materials on the Objects and Water Pressure table. Objects made of other materials break at the DM's discretion.",
								{
									"type": "table",
									"caption": "Objects and Water Pressure",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Material",
										"Destructive Depth"
									],
									"rows": [
										[
											"Glass, crystal, ice",
											"100 ft."
										],
										[
											"Wood, bone",
											"500 ft."
										],
										[
											"Stone",
											"1,000 ft."
										],
										[
											"Iron, steel",
											"1,500 ft."
										],
										[
											"Mithral",
											"2,000 ft."
										],
										[
											"Adamantine",
											"2,500 ft."
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Eldritch Mist",
					"entries": [
						"While natural fog on the ocean can be a nuisance to ship crews, eldritch mist strikes fear into sailors everywhere. These rare, mysterious mists are almost indistinguishable from the naturally occurring variety until it's too late.",
						"If a ship encounters eldritch mist, choose a type or roll for one on the Eldritch Mist Types table.",
						{
							"type": "table",
							"caption": "Eldritch Mist Types",
							"colLabels": [
								"d6",
								"Mist Type"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1\u20132",
									"Ghost Fog"
								],
								[
									"3\u20134",
									"Shadowfell Fog"
								],
								[
									"5\u20136",
									"Wild Magic Fog"
								]
							]
						},
						{
							"type": "entries",
							"name": "Mist Thickness",
							"entries": [
								"Mist lightly obscures the area it fills. Depending on its density, it heavily obscures an area beyond a certain distance from creatures within. Use the Mist Thickness table to determine a mist's thickness at random. The Mist Obfuscation table notes how far a creature in mist can see before the area beyond is heavily obscured.",
								{
									"type": "table",
									"caption": "Mist Thickness",
									"colLabels": [
										"d10",
										"Thickness"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1\u20133",
											"Light"
										],
										[
											"4\u20137",
											"Moderate"
										],
										[
											"8\u20139",
											"Heavy"
										],
										[
											"10",
											"Very Heavy"
										]
									]
								},
								{
									"type": "table",
									"caption": "Mist Obfuscation",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Thickness",
										"Heavily Obscured Distance"
									],
									"rows": [
										[
											"Light",
											"30 ft."
										],
										[
											"Moderate",
											"20 ft."
										],
										[
											"Heavy",
											"10 ft."
										],
										[
											"Very heavy",
											"5 ft."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Ghost Fog",
							"entries": [
								"Ghost fog contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is ghost fog.",
								"The souls of the dead want the living to join them. Every hour a ship is immersed in ghost fog, roll any die. On an even number, {@dice 2d4} hostile {@creature Specter||specters} appear and attack those on the ship. If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.",
								"All non-undead creatures immersed in ghost fog are vulnerable to necrotic damage."
							]
						},
						{
							"type": "entries",
							"name": "Shadowfell Fog",
							"entries": [
								"Shadowfell fog seeps into the Material Plane at thin points in the boundary between the two planes. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is Shadowfell fog.",
								"When a vessel travels through this oppressive, shadow-haunted miasma, its crew and passengers feel despair. Each hour a vessel is immersed in the fog, the crew must make a quality score check by rolling a {@dice d20} and adding their quality score to the number. The DC for this check is 10 + the number of hours the ship has been immersed in the Shadowfell fog. If the crew fails this check, their quality score decreases by 1 while within the Shadowfell fog and for 1 day afterward."
							]
						},
						{
							"type": "entries",
							"name": "Wild Magic Fog",
							"entries": [
								"Few know the origins of wild magic fog, with some claiming it is the creation of capricious gods while others believe it is the result of magical experimentation gone wrong. A DC 15 Intelligence ({@skill Arcana}) check reveals that this mist is wild magic fog.",
								"Whenever a creature in wild magic fog casts a spell of 1st level or higher, roll on the {@table Wild Magic Surge|PHB} table in chapter 3, \"Classes,\" of the {@book Player's Handbook|PHB} to create a magical effect."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Kelp Forests",
					"entries": [
						"Kelp grows in dense forests across the ocean floor. Most forests are found within depths of less than 100 feet near the shoreline, and range from 10 feet to over 100 miles in length and width. The kelp grows in vines up to 175 feet in length.",
						"Kelp roots are shallow, and a whole forest can be uprooted by a strong storm. But it grows at a rapid pace, sometimes as much as 18 inches a day, meaning that a kelp forest can spring up quickly. Such forests can hide thousands of small fish and other prey animals, which attract predators. The forest is so dense that anything within it is heavily obscured to an observer more than 10 feet away, and the whole area is difficult terrain."
					]
				},
				{
					"type": "entries",
					"name": "Kraken's Grave",
					"entries": [
						"When krakens die, their bodies often rot on the seafloor. In such cases, the ground absorbs the decaying kraken's supernatural energy, marking the area with a dark stain in the shape of the kraken's body. This stain is called a kraken's grave.",
						"When a creature moves within 30 feet of a kraken's grave or starts its turn there, that creature must succeed on a DC 14 Dexterity ({@skill Stealth}) check or it disturbs the grave. If a creature disturbs the grave, a tendril made of lightning stretches from the ground and attacks the creature with a +7 bonus to hit. On a hit, the target takes 10 ({@dice 3d6}) lightning damage, and it must succeed on a DC 14 Constitution saving throw or become {@condition blinded} for the next {@dice 2d4} hours."
					]
				},
				{
					"type": "entries",
					"name": "Lure Lights",
					"entries": [
						"When aboleths die, their souls sometimes gather in clusters called lure lights. These 100-foot-diameter collections of pale, yellow lights are found in the deep ocean below depths of 1,000 feet. They glow with bright light in a 100-foot radius and dim light for another 100 feet.",
						"Any creature that can see the lure lights must succeed on a DC 14 Wisdom saving throw or be {@condition charmed} by the lights for 24 hours or until the lights are destroyed. A creature that succeeds on the saving throw is immune to the effect of the lure lights for 24 hours.",
						"While {@condition charmed} by the lights, a creature can't willingly move out of line of sight of them and defends them to the death. If forcibly moved away from the lights, the creature tries to find its way back to them. The creature can't take a short or long rest while under this effect. After 24 hours, the {@condition charmed} creature gains one level of {@condition exhaustion} and must repeat the saving throw if it is within line of sight of the lights, ending the effect on itself on a success. If the lights aren't within line of sight at this time, the creature succeeds automatically.",
						"Each cluster of lure lights has AC 17, 100 hit points, and immunity to necrotic and poison damage."
					]
				},
				{
					"type": "entries",
					"name": "Magical Storms",
					"entries": [
						"Even worse than the threat of storms is the menace of weather imbued with magic. When a ship enters a storm, roll a {@dice d20}. On a 20, the storm churns with magical energy. Pick or randomly determine the type of magical energy brimming within the storm, consulting the Magical Storm Type table.",
						{
							"type": "table",
							"caption": "Magical Storm Type",
							"colLabels": [
								"d8",
								"Magic"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1",
									"Abjuration"
								],
								[
									"2",
									"Conjuration"
								],
								[
									"3",
									"Divination"
								],
								[
									"4",
									"Enchantment"
								],
								[
									"5",
									"Evocation"
								],
								[
									"6",
									"Illusion"
								],
								[
									"7",
									"Necromancy"
								],
								[
									"8",
									"Transmutation"
								]
							]
						},
						{
							"type": "entries",
							"name": "Abjuration",
							"entries": [
								"A storm infused with abjuration magic repels ships, as if protecting something in the sea. Right before the storm ends, a ship within it is teleported {@dice 5d20} miles in a random direction."
							]
						},
						{
							"type": "entries",
							"name": "Conjuration",
							"entries": [
								"When conjuration magic churns within a storm's heart, creatures of wind and rain emerge from distant realms to attack anything they encounter. The ship encounters {@dice 1d3} hostile {@creature Air Elemental||air elementals}."
							]
						},
						{
							"type": "entries",
							"name": "Divination",
							"entries": [
								"When divination magic seeps into a storm, howling winds and residual whispers temporarily scramble the knowledge of a ship's crew; for {@dice 1d3} days, the ship's crew suffers disadvantage on all quality checks."
							]
						},
						{
							"type": "entries",
							"name": "Enchantment",
							"entries": [
								"Storms infused with enchantment magic disarm a creature's sense of danger, enthralling mariners and causing them to speed into danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage."
							]
						},
						{
							"type": "entries",
							"name": "Evocation",
							"entries": [
								"These ferocious storms are wracked with thunderbolts, driving sheets of acid rain, exploding meteors, and other dangers. After each day of the storm, every component aboard the ship takes {@dice 1d10} fire, {@dice 1d10} acid, and {@dice 1d10} lightning damage. In addition, roll a {@dice d20} and add the crew's quality. On a 10 or less, the crew's quality decreases by 1, and {@dice 1d6} members of the crew are killed."
							]
						},
						{
							"type": "entries",
							"name": "Illusion",
							"entries": [
								"A storm brimming with illusions poses little direct harm to a ship, but experienced navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn't its intended course."
							]
						},
						{
							"type": "entries",
							"name": "Necromancy",
							"entries": [
								"Ghosts howl and whirl in this storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, {@dice 1d4} {@creature Specter||specters}, {@dice 2d4} {@creature Ghoul||ghouls}, and {@dice 4d6} {@creature Zombie||zombies} emerge from the waves to attack the ship."
							]
						},
						{
							"type": "entries",
							"name": "Transmutation",
							"entries": [
								"These violently unpredictable storms cause the waves to warp and twist. The storm transforms the water around the ship into an amalgamation of ice, stone, and stranger materials, making travel difficult and damaging the ship. The ship's hull takes {@dice 4d10} bludgeoning damage, and the ship's speed decreases by half during the storm."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Sandbars",
					"entries": [
						"Waves and currents deposit sand in shallow water near the shoreline. These sandbars form a line that can be between 10 feet and 3 miles in length and width. During high tide, sandbars are below the ocean's surface, while they peek above the water during low tide.",
						{
							"type": "entries",
							"name": "Navigating Sandbars",
							"entries": [
								"Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable. The crew of a ship moving toward a sandbar beneath the waves must have a passive Wisdom ({@skill Perception}) score of 12 or higher or fail to see the sandbar in the way (see \"{@adventure Noticing Threats|GoS|8|Noticing Threats}\"). When a ship passes over a submerged sandbar, the sandbar counts as difficult terrain, and the ship must succeed on a Dexterity saving throw. The DC of this save corresponds with the depth of the sandbar, as listed on the Sandbar DCs table. If the ship fails this save, it gets stuck on the sandbar. A ship can become unstuck by using an action to make a Strength check, with a bonus equal to the crew's quality, against the sandbar's DC.",
								{
									"type": "table",
									"caption": "Sandbar DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Deep sandbar"
										],
										[
											"15",
											"Moderate sandbar"
										],
										[
											"20",
											"Shallow sandbar"
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Sapping Snow",
					"entries": [
						"Sapping snow\u2014that's what aquatic explorers call the powdery remains of dead organisms that cover the ocean floor. When this substance is imbued with necromantic magic, it becomes a life-leeching detritus.",
						"Whenever a creature starts its turn touching sapping snow, that creature must succeed on a DC 15 Constitution saving throw or take 10 ({@dice 3d6}) necrotic damage. The creature's hit point maximum decreases by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. If this effect reduces the creature's hit point maximum to 0, the creature dies, and its body immediately crumbles into sapping snow."
					]
				},
				{
					"type": "entries",
					"name": "Shipwrecks",
					"entries": [
						"Shipwrecks at the bottom of the ocean make the perfect locations for monsters' lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within these wrecks.",
						{
							"type": "table",
							"caption": "Shipwreck Contents",
							"colLabels": [
								"d10",
								"Creatures or Treasure"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1",
									"1 {@creature sahuagin priestess} and {@dice 2d10} {@creature sahuagin}"
								],
								[
									"2",
									"1 {@creature young bronze dragon}"
								],
								[
									"3",
									"{@dice 4d10} {@creature Giant Crab||giant crabs}"
								],
								[
									"4",
									"{@dice 3d10} {@creature Giant Sea Horse||giant seahorses}"
								],
								[
									"5",
									"{@dice 1d4} {@creature Hunter Shark||hunter sharks}"
								],
								[
									"6",
									"1 {@creature giant octopus}"
								],
								[
									"7",
									"{@dice 2d6} {@creature merrow}"
								],
								[
									"8",
									"{@dice 2d10} {@creature merfolk}"
								],
								[
									"9",
									"{@dice 1d6} items from {@table Magic Item Table B} in chapter 7, \"{@adventure Treasure|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}"
								],
								[
									"10",
									"Treasure rolled on the {@table Individual Treasure: Challenge 5\u201410|DMG|Treasure Hoard: Challenge 5\u201310 table} in chapter 7, \"{@adventure Treasure|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Whirlpools",
					"entries": [
						"In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its size and strength, as shown on the Whirlpool Rank table. A whirlpool's depth equals half its diameter.",
						{
							"type": "table",
							"caption": "Whirlpool Rank",
							"colStyles": [
								"text-center col-2-1",
								"col-3-3",
								"col-3-3",
								"col-3-3 text-center"
							],
							"colLabels": [
								"Rank",
								"Diameter",
								"Velocity",
								"DC"
							],
							"rows": [
								[
									"1",
									"22 ({@dice 4d10}) ft.",
									"5 ft.",
									"5"
								],
								[
									"2",
									"55 ({@dice 10d10}) ft.",
									"15 ft.",
									"10"
								],
								[
									"3",
									"110 ({@dice 20d10}) ft.",
									"25 ft.",
									"15"
								],
								[
									"4",
									"165 ({@dice 30d10}) ft.",
									"35 ft.",
									"20"
								]
							]
						},
						{
							"type": "entries",
							"name": "Creatures in Whirlpools",
							"entries": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/097-za-07-p206.png"
									},
									"width": 1000,
									"height": 960
								},
								"When a creature moves into a whirlpool or starts its turn there, it must make a Strength ({@skill Athletics}) check with a DC determined by the whirlpool's rank. On a success, the creature can move normally. On a failure, the creature is immediately moved toward the vortex's center at the whirlpool's velocity, and the creature is {@condition restrained} by the whirlpool until the start of its next turn. If the creature reaches the whirlpool's center, the creature is pulled under the surface and either appears at a special location (see \"{@adventure Whirlpool Destinations|GoS|8|Whirlpool Destinations}\" below) or plunges a number of feet underwater equal to the whirlpool's velocity."
							]
						},
						{
							"type": "entries",
							"name": "Vessels in Whirlpools",
							"entries": [
								"If a vessel starts its turn in a whirlpool with a diameter greater than the vessel's length, the ship's officers and crew must make a group check to escape. This group check works like the special ones made against hazards.",
								"The group check represents 5 minutes of work. The check's DC is chosen or randomly determined by rolling a {@dice d4} on the Whirlpool Rank table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Whirlpool Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Whirlpool Check Results table.",
								{
									"type": "table",
									"caption": "Whirlpool Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"First mate",
											"Charisma ({@skill Intimidation})"
										],
										[
											"Bosun",
											"Strength ({@item carpenter's tools|PHB})"
										],
										[
											"Quartermaster",
											"Wisdom ({@skill Nature})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Whirlpool Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The vessel uses the whirlpool to its advantage and increases its speed by 20 ft. during its current turn."
										],
										[
											"Success",
											"The vessel can move normally on its turn."
										],
										[
											"Failure",
											"The vessel is immediately moved toward the vortex's center at the whirlpool's velocity, and the vessel is {@condition restrained} by the whirlpool until the start of its next turn."
										],
										[
											"Total Failure",
											"As a failure. Additionally, if the vessel is in the whirlpool at the start of its next turn, all checks the vessel makes to determine the whirlpool's effects are made with disadvantage on that turn."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Whirlpool Destinations",
							"entries": [
								"While a whirlpool might be a short-lived hazard that drags things into the depths, they might also serve as a violent passage to another realm. In such cases, things dragged into a whirlpool are deposited elsewhere, be it through a crack in the seafloor leading to an Underdark ocean or a portal to a different plane of existence. Use the Whirlpool Destinations table to choose or randomly determine where a whirlpool leads, usually to a body of water in that destination. See {@adventure chapter 2|DMG|-1} of the {@book Dungeon Master's Guide|DMG} for information about the destinations on other planes.",
								{
									"type": "table",
									"caption": "Whirlpool Destinations",
									"colLabels": [
										"d10",
										"Destination"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1\u20133",
											"Underdark"
										],
										[
											"4",
											"Elemental Plane of Water"
										],
										[
											"5",
											"Elemental Plane of Earth"
										],
										[
											"6",
											"Feywild"
										],
										[
											"7",
											"Shadowfell"
										],
										[
											"8",
											"Astral Plane"
										],
										[
											"9",
											"Outlands"
										],
										[
											"10",
											"Outer Plane of the DM's choice"
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Officers and Crew",
			"source": "GoS",
			"page": 194,
			"type": "section",
			"entries": [
				"Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.",
				{
					"type": "entries",
					"name": "Types of Officers",
					"entries": [
						"If you'd like to explore running a ship, it needs officers to oversee its operations\u2014officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.",
						"Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:",
						"{@b Captain}. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the {@skill Intimidation} and {@skill Persuasion} skills.",
						"{@b First Mate}. This specialist keeps the crew's morale high by providing supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the {@skill Intimidation} and {@skill Persuasion} skills.",
						"{@b Bosun}. The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with {@item carpenter's tools|PHB} and the {@skill Athletics} skill.",
						"{@b Quartermaster}. The quartermaster plots the ship's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with {@item navigator's tools|PHB} and the {@skill Nature} skill.",
						"{@b Surgeon}. The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with {@item Herbalism Kit|PHB|herbalism kits} and the {@skill Medicine} skill.",
						"{@b Cook}. A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score, as well as proficiency with {@item brewer's supplies|PHB} and {@item cook's utensils|PHB}."
					]
				},
				{
					"type": "entries",
					"name": "Crew Members",
					"entries": [
						"A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale, and health are defined by its quality score. This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as \u221210 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.",
						"A typical crew member uses the {@creature commoner} stat block in the {@book Monster Manual|MM}.",
						{
							"type": "entries",
							"name": "Optional Rule: Loyalty and Quality",
							"entries": [
								"When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from {@book chapter 4|DMG|4|Optional Rule: Loyalty} of the {@book Dungeon Master's Guide|DMG}. To convert a quality score into an individual's loyalty score, add 10 to the crew's quality score."
							]
						},
						{
							"type": "entries",
							"name": "Mutiny",
							"entries": [
								"A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma ({@skill Intimidation} or {@skill Persuasion}) check modified by the crew's quality score.",
								"If the check total is between 1 and 9, the crew's quality score decreases by 1.",
								"If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.",
								"When the DM ends the mutiny, the crew's quality score increases by {@dice 1d4}."
							]
						},
						{
							"type": "entries",
							"name": "Shore Leave",
							"entries": [
								"Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure.",
								"If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore."
							]
						}
					]
				}
			]
		},
		{
			"name": "Optional Class Features",
			"source": "TCE",
			"page": 24,
			"ruleType": "O",
			"entries": [
				"You gain class features in the {@book Player's Handbook|PHB} when you reach certain levels in your class. An optional feature is an additional feature that you can gain beyond these.",
				"Unlike the features in the {@book Player's Handbook|PHB}, you don't gain an optional feature automatically. Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.",
				"If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it."
			]
		},
		{
			"name": "Owning a Ship",
			"source": "UAOfShipsAndSea",
			"page": 9,
			"type": "section",
			"entries": [
				"If you purchase a ship, you have unlocked an exciting new venue for adventure and signed up for a mountain of logistical challenges. Keeping a ship functioning requires a tremendous amount of work.",
				"The rules use a downtime activity\u2014managing a ship\u2014to abstractly represent the effort needed to keep a ship functioning, its supplies stocked, and its crew paid.",
				"See the {@book Dungeon Master's Guide|1|downtime activities} and {@book Xanathar's Guide to Everything|2|downtime revisited} for more information on downtime activities.",
				{
					"type": "entries",
					"name": "Downtime: Managing a Ship",
					"entries": [
						"By hiring a competent captain and crew and putting them to work hauling cargo or otherwise offering their services, you can make it possible for a ship to remain in good repair and even generate a profit for you between adventures.",
						"Managing a ship is a downtime activity that requires time and effort to recruit an officer and crew. The ship is available for use when needed. Otherwise, the ship hauls passengers and cargo to cover the costs of maintaining the ship and paying the crew.",
						{
							"type": "entries",
							"name": "Resources",
							"entries": [
								"It takes one week to recruit a crew and {@dice 100 + 4d6} gp to cover the costs of recruitment and supplies. Once you have paid these costs, you have a captain and a crew to maintain the ship."
							]
						},
						{
							"type": "entries",
							"name": "Resolution",
							"entries": [
								"Once you have a working ship, it turns a small profit each month. At the end of every four weeks, you earn {@dice 5d20} gp."
							]
						},
						{
							"type": "entries",
							"name": "Complications",
							"entries": [
								"A ship owner runs the risk of foul weather, a bad trade deal, or a mutiny. When rolling to determine your profit, if any of the {@dice d20} rolls are a 1, roll on the Ship Ownership Complications table (or the DM may create a suitable complication).",
								{
									"type": "table",
									"caption": "Ship Ownership Complications",
									"colLabels": [
										"d6",
										"Complication"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Your crew makes a bad bargain. You see no profit this month."
										],
										[
											"2",
											"Your ship and crew have been pressed into military service to hunt pirates for {@dice 1d4} months."
										],
										[
											"3",
											"A temple related to the sea or trade has accused your crew of disrespecting the gods, and no one will do business with your ship and crew. You lose {@dice 5d20} gp per month for {@dice 1d6} months or until the temple is mollified."
										],
										[
											"4",
											"Your ship and crew go missing and must be rescued from their captors."
										],
										[
											"5",
											"Your crew mutinies and is on the run from you."
										],
										[
											"6",
											"Your crew is caught smuggling illegal goods. They are imprisoned, and your ship impounded."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Planar Effects",
			"source": "DMG",
			"page": 50,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"When adventurers travel to other planes of existence, they undertake a legendary journey that might force them to face supernatural guardians and undergo various ordeals. You can choose to add effects to any or all of the planes, to better represent their uniqueness. The effects listed below apply to the default cosmological arrangement presented in the Player's Handbook, and are individually optional.",
				{
					"type": "entries",
					"name": "Feywild: Feywild Magic",
					"entries": [
						"Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane.",
						{
							"type": "entries",
							"name": "Memory Loss",
							"entries": [
								"A creature that leaves the Feywild must make a DC 10 Wisdom saving throw. Fey creatures automatically succeed on the saving throw, as do any creatures, like elves, that have the Fey Ancestry trait. A creature that fails the saving throw remembers nothing from its time spent in the Feywild. On a successful save, the creature's memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature's lost memories."
							]
						},
						{
							"type": "entries",
							"name": "Time Warp",
							"entries": [
								"While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in the multiverse.",
								"Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll on the Feywild Time Warp table. A {@spell wish} spell can be used to remove the effect on up to ten creatures. Some powerful fey have the ability to grant such wishes and might do so if the beneficiaries agree to subject themselves to a {@spell geas} spell and complete a quest after the {@spell wish} spell is cast.",
								{
									"type": "table",
									"caption": "Feywild Time Warp",
									"colLabels": [
										"d20",
										"Result"
									],
									"colStyles": [
										"col-2 text-center no-wrap",
										"col-10"
									],
									"rows": [
										[
											"1-2",
											"Days become minutes"
										],
										[
											"3-6",
											"Days become hours"
										],
										[
											"7-13",
											"No change"
										],
										[
											"14-17",
											"Days become weeks"
										],
										[
											"18-19",
											"Days become months"
										],
										[
											"20",
											"Days become years"
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Shadowfell: Shadowfell Despair",
					"entries": [
						"A melancholic atmosphere pervades the Shadowfell. Extended forays to this plane can afflict characters with despair, as reflected in this optional rule.",
						"When you deem it appropriate, though usually not more than once per day, you can require a character not native to the Shadowfell to make a DC 10 Wisdom saving throw. On a failure, the character is affected by despair. Roll a {@dice d6} to determine the effects, using the Shadowfell Despair table. You can substitute different despair effects of your own creation.",
						{
							"type": "table",
							"caption": "Shadowfell Despair",
							"colLabels": [
								"d6",
								"Effect"
							],
							"colStyles": [
								"col-2 text-center no-wrap",
								"col-10"
							],
							"rows": [
								[
									"1-3",
									"{@bold Apathy.} The character has disadvantage on death saving throws and on Dexterity checks for initiative, and gains the following flaw: \"I don't believe I can make a difference to anyone or anything.\""
								],
								[
									"4-5",
									"{@bold Dread.} The character has disadvantage on all saving throws and gains the following flaw: \"I am convinced that this place is going to kill me.\""
								],
								[
									"6",
									"{@bold Madness.} The character has disadvantage on ability checks and saving throws that use Intelligence, Wisdom, or Charisma, and gains the following flaw: \"I can't tell what's real anymore.\""
								]
							]
						},
						"If a character is already suffering a despair effect and fails the saving throw, the new despair effect replaces the old one. After finishing a long rest, a character can attempt to overcome the despair with a DC 15 Wisdom saving throw. (The DC is higher because it's harder to shake off despair once it has taken hold.) On a successful save, the despair effect ends for that character.",
						"A {@spell calm emotions} spell removes despair, as does any spell or other magical effect that removes a curse."
					]
				},
				{
					"type": "entries",
					"name": "Outer Planes: Psychic Dissonance",
					"entries": [
						"Each of the Outer Planes emanates a psychic dissonance that affects visitors of an incompatible alignment\u2014good creatures on the Lower Planes, evil ones on the Upper Planes\u2014if they spend too much time on the plane. You can reflect this dissonance with this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of {@condition exhaustion}. Incompatibility between lawful and chaotic alignments doesn't have the same effect, so Mechanus and Limbo lack this quality."
					]
				},
				{
					"type": "entries",
					"name": "Mount Celestia: Blessed Beneficence",
					"entries": [
						"In contrast to the dissonance experienced by evil creatures here, good creatures are literally blessed by the pervasive beneficence of the plane. Creatures of good alignment gain the benefit of the {@spell bless} spell as long as they remain on the plane. In addition, finishing a long rest on the plane grants a good creature the benefit of a {@spell lesser restoration} spell."
					]
				},
				{
					"type": "entries",
					"name": "Bytopia: Pervasive Goodwill",
					"entries": [
						"At the end of each long rest taken on this plane, a visitor that is neither lawful good nor neutral good must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful good or neutral good (whichever is closer to the creature's current alignment). The change becomes permanent if the creature doesn't leave the plane within {@dice 1d4} days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than Bytopia. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment."
					]
				},
				{
					"type": "entries",
					"name": "Elysium: Overwhelming Joy",
					"entries": [
						"Visitors spending any time on this plane risk becoming trapped by overwhelming sensations of contentment and happiness. At the end of each long rest taken on this plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature is unwilling to leave the plane before taking another long rest. After three failed saving throws, the creature never willingly leaves the plane and, if forcibly removed, does everything in its power to return to the plane. A {@spell dispel evil and good} spell removes this effect from the creature."
					]
				},
				{
					"type": "entries",
					"name": "The Beastlands: Hunter's Paradise",
					"entries": [
						"Visitors to the Beastlands find their hunting and stalking capabilities improved, and characters have advantage on Wisdom ({@skill Animal Handling}), Wisdom ({@skill Perception}), and Wisdom ({@skill Survival}) checks while there."
					]
				},
				{
					"type": "entries",
					"name": "The Beastlands: Beast Transformation",
					"entries": [
						"Whenever a visitor slays a beast native to the plane, the slayer must succeed on a DC 10 Charisma saving throw or become transformed (as the polymorph spell) into the type of beast that was slain. In this form, the creature retains its intelligence and ability to speak. At the end of each long rest, the polymorphed creature can repeat the saving throw. On a successful saving throw, the creature returns to its true form. After three failed saving throws. the transformation can be undone only by a {@spell remove curse} spell or similar magic. "
					]
				},
				{
					"type": "entries",
					"name": "Arborea: Intense Yearning",
					"entries": [
						"Keep track of how many days a visitor spends on Arborea. When the visitor leaves, it must make a Charisma saving throw against a DC of 5, plus 1 for each day spent on the plane. On a failed save, the creature becomes afflicted with a yearning to return to Arborea. As long as the effect persists the creature has disadvantage on ability checks. At the end of each long rest, the creature can repeat the saving throw, ending the effect on a success. A {@spell dispel evil and good} spell removes this effect from the creature."
					]
				},
				{
					"type": "entries",
					"name": "Ysgard: Immortal Wrath",
					"entries": [
						"Ysgard is the home of slain heroes who wage eternal battle on fields of glory. Any creature, other than a construct or undead, that is killed by an attack or a spell while on Ysgard is restored to life at dawn the next day. The creature has all its hit points restored, and all conditions and afflictions it suffered before its death are removed."
					]
				},
				{
					"type": "entries",
					"name": "Limbo: Power of the Mind",
					"entries": [
						"As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.",
						"A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn't being worn or carried. The same rules for distance apply, and the DC is based on the object's size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.",
						"Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again."
					]
				},
				{
					"type": "entries",
					"name": "Pandemonium: Mad Winds",
					"entries": [
						"A visitor must make a DC 10 Wisdom saving throw after each hour spent among the howling winds. On a failed save, the creature gains one level of {@condition exhaustion}. A creature that reaches six levels of {@condition exhaustion} while on this plane doesn't die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, \"Running the Game.\" Finishing a long rest doesn't reduce a creature's {@condition exhaustion} level unless the creature can somehow escape the maddening winds."
					]
				},
				{
					"type": "entries",
					"name": "The Abyss: Abyssal Corruption",
					"entries": [
						"A non-evil visitor that finishes a long rest in the Abyss must make a DC 10 Charisma saving throw. On a failure, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation.",
						"After finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends the effect.",
						"If a corrupted creature doesn't leave the plane within {@dice 1d4 + 2} days, its alignment changes to chaotic evil. Casting the {@spell dispel evil and good} spell on the creature restores its original alignment.",
						{
							"type": "table",
							"caption": "Abyssal Corruption",
							"colLabels": [
								"d10",
								"Result"
							],
							"colStyles": [
								"col-2 text-center no-wrap",
								"col-10"
							],
							"rows": [
								[
									"1-4",
									"{@bold Treachery.} The character gains the following flaw: \"I can only achieve my goals by making sure that my companions don't achieve theirs.\""
								],
								[
									"5-7",
									"{@bold Bloodlust.} The character gains the following flaw: \"I enjoy killing for its own sake, and once I start, it's hard to stop.\""
								],
								[
									"8-9",
									"{@bold Mad Ambition.} The character gains the following flaw: \"I am destined to rule the Abyss, and my companions are tools to that end.\""
								],
								[
									"10",
									"{@bold Demonic Possession.} The character is possessed by a demonic entity until freed by {@spell dispel evil and good} or similar magic. Whenever the possessed character rolls a 1 on an attack roll, ability check, or saving throw, the demon takes control of the character and determines the character's behavior. At the end of each of the possessed character's turns, he or she can make a DC 15 Charisma saving throw. On a success, the character regains control until he or she rolls another 1."
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Carceri: Prison Plane",
					"entries": [
						"No one can leave Carceri easily. Magical efforts to leave the plane by any spell other than a wish simply fail.",
						"Portals and gates that open onto the plane become one-way only. Secret ways out of the plane exist, but they are hidden and well guarded by traps and deadly monsters"
					]
				},
				{
					"type": "entries",
					"name": "Hades: Vile Transformation",
					"entries": [
						"At the end of each long rest taken on the plane, a visitor must make a DC 10 Wisdom saving throw. On a failed save, the creature gains one level of {@condition exhaustion}, which can't be removed while the creature remains in Hades. If the creature reaches six levels of {@condition exhaustion}, it doesn't die. Instead, the creature permanently transforms into a larva, whereupon all levels of {@condition exhaustion} afflicting the creature are removed.",
						"A larva is a miserable fiend that retains the facial features of its previous form but has the body of a fat worm. A larva has only a few faint memories of its previous life and the statistics in the {@creature larva|dmg} stat block. Hades is crawling with larvae. Night hags, liches, and rakshasas harvest them for use in vile rituals. Other fiends like to feed on them."
					]
				},
				{
					"type": "entries",
					"name": "Gehenna: Cruel Hindrance",
					"entries": [
						"The plane's cruel nature makes it difficult for visitors to help one another. Whenever a visitor casts a spell with a beneficial effect, including a spell that restores hit points or removes a condition, the caster must first make a DC 10 Charisma saving throw. On a failed save, the spell fails, the spell slot is expended, and the action is wasted."
					]
				},
				{
					"type": "entries",
					"name": "The Nine Hells: Pervasive Evil",
					"entries": [
						"Evil pervades the Nine Hells, and visitors to this plane feel its influence. At the end of each long rest taken on this plane, a visitor that isn't evil must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful evil. The change becomes permanent if the creature doesn't leave the plane within {@dice 1d4} days. Otherwise, the creature's alignment reverts to normal after one day spent on a plane other than the Nine Hells. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment."
					]
				},
				{
					"type": "entries",
					"name": "Acheron: Bloodlust",
					"entries": [
						"Acheron rewards a creature for harming other creatures by imbuing that creature with the strength to keep fighting. While on Acheron, a creature gains temporary hit points equal to half its hit point maximum whenever it reduces a hostile creature to 0 hit points."
					]
				},
				{
					"type": "entries",
					"name": "Mechanus: Law of Averages",
					"entries": [
						"While on Mechanus, creatures always use the average damage result for attacks and spells. For example, an attack that normally deals {@dice 1d10 + 5} damage always deals 10 damage on Mechanus."
					]
				},
				{
					"type": "entries",
					"name": "Mechanus: Imposing Order",
					"entries": [
						"At the end of each long rest taken on this plane, a visitor that isn't lawful neutral must make a DC 10 Wisdom saving throw. On a failed save, the creature's alignment changes to lawful neutral. The creature's alignment reverts to normal after one day spent on a plane other than Mechanus. Casting the {@spell dispel evil and good} spell on the creature also restores its original alignment."
					]
				},
				{
					"type": "entries",
					"name": "Arcadia: Planar Vitality",
					"entries": [
						"While on this plane, creatures can't be {@condition frightened} or {@condition poisoned}, and they are immune to disease and poisons."
					]
				}
			]
		},
		{
			"name": "Player Characters as Lycanthropes",
			"source": "MM",
			"page": 207,
			"additionalSources": [
				{
					"source": "CoS",
					"page": 242
				},
				{
					"source": "WDMM",
					"page": 317
				},
				{
					"source": "VRGR",
					"page": 237
				}
			],
			"entries": [
				"A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.",
				"A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.",
				"The following information applies to specific lycanthropes.",
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"name": "{@creature Werebear}",
							"entries": [
								"The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Wereboar}",
							"entries": [
								"The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Wererat}",
							"entries": [
								"The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Weretiger}",
							"entries": [
								"The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Werewolf}",
							"entries": [
								"The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Wereraven|CoS}",
							"source": "CoS",
							"page": 242,
							"entries": [
								"A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Werebat|WDMM}",
							"source": "WDMM",
							"page": 317,
							"entries": [
								"A player character who becomes a werebat gains a Dexterity of 17 if their score isn't already higher. Attack and damage rolls for the werebat's bite attack are based on the character's Strength or Dexterity score, whichever is higher."
							]
						},
						{
							"type": "entries",
							"name": "{@creature Loup Garou|VRGR}",
							"source": "VRGR",
							"page": 237,
							"entries": [
								"A Humanoid who succumbs to a loup garou's lycanthropy becomes a {@creature werewolf} (see above). This form of lycanthropy can't be removed while the loup garou that inflicted the curse lives.",
								"Once a loup garou is slain, a remove curse spell cast during the night of a full moon on any afflicted werewolf it created forces the target to make a DC 17 Constitution saving throw. On a success, the curse is broken, and the target returns to its normal form and gains 3 levels of exhaustion. On a failure, the curse remains, and the target automatically fails any saving throw made to break this curse for 1 month."
							]
						}
					]
				}
			]
		},
		{
			"name": "Player Characters as Vampires",
			"source": "MM",
			"page": 295,
			"additionalSources": [
				{
					"source": "VRGR",
					"page": 236
				}
			],
			"entries": [
				"The game statistics of a player character transformed into a {@creature vampire spawn} and then a {@creature vampire} don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength. The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a {@spell wish} spell or the character is killed and brought back to life.",
				{
					"type": "entries",
					"name": "Jiangshi",
					"source": "VRGR",
					"page": 236,
					"entries": [
						"Humanoids killed by a {@creature jiangshi|VRGR} rise as life-hungry corpses and might turn into jiangshi themselves if they feed upon the living."
					]
				}
			]
		},
		{
			"name": "Players Make All Rolls",
			"source": "UAVariantRules",
			"page": 1,
			"ruleType": "V",
			"type": "section",
			"entries": [
				"This variant has the players roll dice for all parts of combat, including such things as monster attack rolls and saving throws. By moving die rolls to the players' side of the table, this option keeps things simpler for you as the DM. In addition, the more active you can keep the players in your game, the more engaged they'll be.",
				"This is a good option if your players like rolling the dice, and if you don't mind doing a little work up front to make that happen.",
				{
					"type": "entries",
					"name": "Attacking and Defending",
					"entries": [
						"The players roll their characters' attacks as normal, but you don't roll for their opponents. Instead, when a character is targeted by an attack, the player makes a defense roll.",
						"A defense roll has a bonus equal to the character's AC - 10. The DC for the roll equals the attacker's attack bonus + 11.",
						"On a successful defense roll, the attack misses because it was dodged, absorbed by the character's armor, and so on. If a character fails a defense roll, the attack hits.",
						"If the attacker would normally have advantage on the attack roll, you instead apply disadvantage to the defense roll, and vice versa if the attacker would have disadvantage.",
						"If the defense roll comes up as a 1 on the {@dice d20}, then the attack is a critical hit. If the attacker would normally score a critical hit on a roll of 19 or 20, then the attack is a critical hit on a 1 or 2, and so forth for broader critical ranges."
					]
				},
				{
					"type": "entries",
					"name": "Saving Throws",
					"entries": [
						"When a character forces an opponent to make a saving throw, that player instead makes a saving throw check. The bonus to the {@dice d20} roll for a saving throw check equals the effect's save DC -8.",
						"The DC for this check equals 11 + the target's saving throw modifier. On a successful check, the character overcomes the target's resistance and treats the target as if it failed its saving throw. On a failed check, the target is treated as if it succeeded on its save.",
						"As with attacks, the saving throw check has advantage if the target would have disadvantage on its saving throw, and vice versa."
					]
				},
				{
					"type": "entries",
					"name": "Contests and Checks",
					"entries": [
						"Whenever an NPC or monster would normally make an ability check, roll initiative, or take part in a contest, neither you nor the players roll the {@dice d20}. Instead, use the rules for passive checks to determine the result. See chapter 7, \"Using Ability Scores,\" of the Player's Handbook for more information on passive checks."
					]
				}
			]
		},
		{
			"name": "Playing on a Grid",
			"source": "PHB",
			"page": 192,
			"ruleType": "V",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"If you play out a combat using a square grid and miniatures or other tokens, follow these rules.",
						{
							"name": "Squares",
							"type": "entries",
							"entries": [
								"Each square on the grid represents 5 feet."
							]
						},
						{
							"name": "Speed",
							"type": "entries",
							"entries": [
								"Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.",
								"If you use a grid often, consider writing your speed in squares on your character sheet."
							]
						},
						{
							"name": "Entering a Square",
							"type": "entries",
							"entries": [
								"To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you're in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master's Guide provides guidance on using a more realistic approach.)",
								"If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain."
							]
						},
						{
							"name": "Corners",
							"type": "entries",
							"entries": [
								"Diagonal movement can't cross the corner of a wall, large tree, or other terrain feature that fills its space."
							]
						},
						{
							"name": "Ranges",
							"type": "entries",
							"entries": [
								"To determine the range on a grid between two things\u2014whether creatures or objects\u2014start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route."
							]
						}
					]
				}
			]
		},
		{
			"name": "Plot Points",
			"source": "DMG",
			"page": 269,
			"ruleType": "O",
			"entries": [
				"Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.",
				{
					"type": "entries",
					"name": "Using Plot Points",
					"entries": [
						"Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below.",
						"A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point."
					]
				},
				{
					"type": "entries",
					"name": "Option 1: What a Twist!",
					"entries": [
						"A player who spends a plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast.",
						"A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development."
					]
				},
				{
					"type": "entries",
					"name": "Option 2: The Plot Thickens",
					"entries": [
						"Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a secret door, the player to the right might state that opening the door triggers a magical trap that teleports the party to another part of the dungeon."
					]
				},
				{
					"type": "entries",
					"name": "Option 3: The Gods Must Be Crazy",
					"entries": [
						"With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes.",
						"At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off.",
						"Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses.",
						"In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session.",
						"For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans."
					]
				}
			]
		},
		{
			"name": "Prestige Classes",
			"source": "UAPrestigeClassesRunMagic",
			"page": 1,
			"type": "section",
			"entries": [
				"Many of the character concepts that were once prestige classes or paragon paths in earlier editions of D&D are now options available to 1st-level characters. In general, the game's design aims for maximum flexibility, making options available to all characters. As such, prestige classes build on the game's broad range of basic options to represent specialized options and unique training.",
				{
					"type": "section",
					"name": "Using Prestige Classes",
					"entries": [
						"A prestige class requires a high level of skill before a character can master even its basic elements. Prestige classes might confer lost lore, allow access to an inscrutable form of magic, grant mastery of an exotic fighting style, or be built around the knowledge harbored by a secret society.",
						"Mechanically, a prestige class is a character class that requires the same training and focus as any other class. You enter a prestige class by way of the normal multiclassing rules. However, you cannot enter a prestige class until you are at least 3rd level\u2014and many prestige classes have even higher level requirements.",
						"Most prestige classes require characters to complete specific deeds in order to gain access to the class. You cannot advance in a prestige class until its gatekeepers\u2014typically those who harbor the class's lore\u2014agree to accept you.",
						"A prestige class typically offers access to unique game mechanics available only to members of that class. Such mechanics reflect specific lore, secrets, or techniques impossible to master without earning the respect and trust of those who already possess that knowledge.",
						{
							"type": "entries",
							"name": "Joining a Prestige Class",
							"entries": [
								"In order to join a prestige class, you must first check with your Dungeon Master. A DM can opt to include or disallow prestige classes in the game. Typically, a prestige class requires you to undertake specific actions in the game so that your character can begin pursuing that class. If those actions aren't already possible in your campaign, talk to your DM about integrating the prestige class that interests you.",
								"A prestige class uses the normal D&D multiclassing rules (see chapter 6, \"Customization Options,\" in the Player's Handbook). When your character is ready to advance a level, you can choose to gain a level in a prestige class. Your levels in all your classes, including prestige classes, are added together to determine your character level.",
								{
									"type": "entries",
									"name": "Prerequisites",
									"entries": [
										"Taking up a prestige class through multiclassing involves meeting certain prerequisites, just as with multiclassing into a standard class. You must meet the ability score prerequisites for your current class and for the prestige class in order to qualify for it.",
										"A prestige class requires a minimum character level and a minimum score in at least one ability, as well as requiring that you complete a specific deed\u2014finding a magic item, defeating a monster, surviving a particular challenge, and so on\u2014before being able to take up that class."
									]
								},
								{
									"type": "entries",
									"name": "Experience Points",
									"entries": [
										"Just as with the standard rules for multiclassing, the experience point cost to gain a level is always based on your total character level, not your level in a particular class."
									]
								},
								{
									"type": "entries",
									"name": "Hit Points and Hit Dice",
									"entries": [
										"Each prestige class specifies the hit points you gain from it. You add together the Hit Dice granted by all your classes and prestige classes to determine your pool of Hit Dice. If the Hit Dice are the same die type, you simply pool them together."
									]
								},
								{
									"type": "entries",
									"name": "Proficiency Bonus and Proficiencies",
									"entries": [
										"Your proficiency bonus is always based on your total character level, not your level in a particular class. A prestige class specifies whether it grants proficiencies when you enter it."
									]
								},
								{
									"type": "entries",
									"name": "Prestige Class Features",
									"entries": [
										"You gain prestige class features just like normal class features. Sometimes, a prestige class can improve features you have gained from other classes. If a prestige class grants Channel Divinity, Extra Attack, or Unarmored Defense, that feature is treated the same way as if you had gained it from multiple standard classes."
									]
								},
								{
									"type": "entries",
									"name": "Spellcasting",
									"entries": [
										"Some prestige classes grant spellcasting. Each prestige class provides details on how to determine your overall spellcasting ability, using the rules for spellcasting and multiclass characters."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Proficiency Dice",
			"source": "DMG",
			"page": 263,
			"ruleType": "O",
			"entries": [
				"This optional rule replaces a character's proficiency bonus with a proficiency die, adding more randomness to the game and making proficiency a less reliable indicator of mastery. Instead of adding a proficiency bonus to an ability check, an attack roll, or saving throw, the character's player rolls a die. The Proficiency Die table shows which die or dice to roll, as determined by the character's level.",
				"Whenever a feature, such as the rogue's Expertise, lets a character double his or her proficiency bonus, the player rolls the character's proficiency die twice instead of once.",
				"This option is intended for player characters and nonplayer characters who have levels, as opposed to monsters who don't.",
				{
					"type": "table",
					"caption": "Proficiency Dice",
					"colLabels": [
						"Level",
						"Proficiency Bonus",
						"Proficiency Die"
					],
					"colStyles": [
						"col-2 no-wrap text-center",
						"col-5 text-center",
						"col-5 text-center"
					],
					"rows": [
						[
							"1st-4th",
							"+2",
							"{@dice 1d4}"
						],
						[
							"5th-8th",
							"+3",
							"{@dice 1d6}"
						],
						[
							"9th-12th",
							"+4",
							"{@dice 1d8}"
						],
						[
							"13th-16th",
							"+5",
							"{@dice 1d10}"
						],
						[
							"17th-20th",
							"+6",
							"{@dice 1d12}"
						]
					]
				}
			]
		},
		{
			"name": "Random Ships",
			"source": "GoS",
			"page": 208,
			"type": "section",
			"entries": [
				"The characters aren't the only sailors traveling the high seas. Each new vessel they encounter presents an opportunity for adventure. The following rules can be used to generate other ships met on the open seas.",
				{
					"type": "entries",
					"name": "Ship Type",
					"entries": [
						"The type of ship the characters meet determines the vessel's statistics, along with how many creatures and how much cargo it can carry.",
						{
							"type": "table",
							"caption": "Ship Type",
							"colLabels": [
								"d100",
								"Ship"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201309",
									"Rowboat"
								],
								[
									"10\u201325",
									"Keelboat"
								],
								[
									"26\u201338",
									"Longship"
								],
								[
									"39\u201360",
									"Sailing ship"
								],
								[
									"61\u201379",
									"Galley"
								],
								[
									"80\u201300",
									"Warship"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Ship Name",
					"entries": [
						"Every ship has a name, which you can create yourself or randomly generate using the Ship Names table. Roll on the table\u2014once for an adjective and once for a noun\u2014to create a ship name.",
						{
							"type": "table",
							"caption": "Ship Names",
							"isNameGenerator": true,
							"colLabels": [
								"d20",
								"Adjective",
								"Noun"
							],
							"colStyles": [
								"text-center col-2",
								"col-5",
								"col-5"
							],
							"rows": [
								[
									"1",
									"Beautiful",
									"Adventure"
								],
								[
									"2",
									"Bilious",
									"Barnacle"
								],
								[
									"3",
									"Bold",
									"Brawler"
								],
								[
									"4",
									"Cold",
									"Devil"
								],
								[
									"5",
									"Dandy",
									"Dragon"
								],
								[
									"6",
									"Dawn",
									"Gem"
								],
								[
									"7",
									"Drunken",
									"Flower"
								],
								[
									"8",
									"Fiery",
									"Jester"
								],
								[
									"9",
									"Furious",
									"Kraken"
								],
								[
									"10",
									"Grinning",
									"Leviathan"
								],
								[
									"11",
									"Intrepid",
									"Mermaid"
								],
								[
									"12",
									"Jolly",
									"Prince"
								],
								[
									"13",
									"Misty",
									"Princess"
								],
								[
									"14",
									"Rambunctious",
									"Revenge"
								],
								[
									"15",
									"Red",
									"Saber"
								],
								[
									"16",
									"Royal",
									"Shark"
								],
								[
									"17",
									"Salty",
									"Tide"
								],
								[
									"18",
									"Sinful",
									"Treasure"
								],
								[
									"19",
									"Twilight",
									"Victory"
								],
								[
									"20",
									"Zealous",
									"Wanderer"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Crew",
					"entries": [
						"Unless you decide otherwise, each ship encountered on the sea has its full crew and enough food and water to sustain that crew and any passengers for the duration of the ship's journey. You can generate a crew using the suggestions in the \"{@adventure Ship Purpose|GoS|8|Ship Purpose}\" section below or by using the suggested crew for a ship's type.",
						{
							"type": "entries",
							"name": "Crew Member Names",
							"entries": [
								"Should you need to quickly generate the name of a member of a ship's crew, the following table makes it easy to produce a two-part name that could apply to any member of a crew, regardless of gender or race.",
								{
									"type": "table",
									"caption": "Crew Member Name",
									"isNameGenerator": true,
									"colLabels": [
										"d20",
										"First Half",
										"Second Half"
									],
									"colStyles": [
										"text-center col-2",
										"col-5",
										"col-5"
									],
									"rows": [
										[
											"1",
											"Salty",
											"Beard"
										],
										[
											"2",
											"Ol'",
											"Eye"
										],
										[
											"3",
											"Silver",
											"Copper"
										],
										[
											"4",
											"Golden",
											"Fish"
										],
										[
											"5",
											"Black",
											"Whale"
										],
										[
											"6",
											"Blue",
											"Dog"
										],
										[
											"7",
											"Silky",
											"Cur"
										],
										[
											"8",
											"Heartless",
											"Fingers"
										],
										[
											"9",
											"Drizzly",
											"Patches"
										],
										[
											"10",
											"Thirsty",
											"Hook"
										],
										[
											"11",
											"Rum",
											"Salt"
										],
										[
											"12",
											"Gloomy",
											"Rat"
										],
										[
											"13",
											"Handsome",
											"Charm"
										],
										[
											"14",
											"Wee",
											"Beast"
										],
										[
											"15",
											"Clever",
											"Devil"
										],
										[
											"16",
											"Ugly",
											"Liar"
										],
										[
											"17",
											"Pretty",
											"Angel"
										],
										[
											"18",
											"Lost",
											"Blood"
										],
										[
											"19",
											"Mad",
											"Maps"
										],
										[
											"20",
											"Poor",
											"Mast"
										]
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Ship Purpose",
					"entries": [
						"Every ship has a reason for its voyages, which can be rolled or chosen on the Ship Purpose table. Each purpose is described after the table.",
						{
							"type": "table",
							"caption": "Ship Purpose",
							"colLabels": [
								"d100",
								"Purpose"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201317",
									"Cargo"
								],
								[
									"18\u201334",
									"Passenger"
								],
								[
									"35\u201351",
									"Fishing"
								],
								[
									"52\u201368",
									"Military"
								],
								[
									"69\u201385",
									"Piracy"
								],
								[
									"86\u201395",
									"Mercenary"
								],
								[
									"96\u201300",
									"Ghost"
								]
							]
						},
						{
							"type": "entries",
							"name": "Cargo",
							"entries": [
								"Cargo ships haul mercantile goods, emergency relief supplies, traveling carnivals, and any other materials that need to move across the seas. Let the ship's alignment, racial makeup, and disposition guide what a ship might carry as cargo.",
								"Most crew members and officers on cargo ships are {@creature Commoner||commoners}. Vessels with valuable cargo may carry {@dice 2d10} {@creature Guard||guards} with a {@creature veteran} guard captain. Cargo ships that transport livestock may have {@creature Goat||goats}, {@creature Camel||camels}, {@creature Draft Horse||draft horses}, {@creature Mule||mules}, and other beasts, in addition to their crews and passengers."
							]
						},
						{
							"type": "entries",
							"name": "Passenger",
							"entries": [
								"Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling to an important destination.",
								"Most crew members and officers on passenger ships are {@creature Commoner||commoners}. Vessels carrying important people may carry {@dice 2d10} {@creature Guard||guards} with a {@creature veteran} guard captain. The passengers on a passenger ship generally consist of {@creature Commoner||commoners} and {@creature Noble||nobles}, though many creatures have the need to travel by ship."
							]
						},
						{
							"type": "entries",
							"name": "Fishing",
							"entries": [
								"Fishing ships include commercial vessels that catch fish and crustaceans to sell at market, whaling boats, and trophy hunters stalking sharks, giant octopuses, and other sea monsters. Any vessel that hunts sea life for profit, survival, or sport has this purpose.",
								"Most crew members and officers on commercial fishing ships are {@creature Commoner||commoners}, but whaling vessels and sport hunters often have {@creature Scout||scouts} among their ranks."
							]
						},
						{
							"type": "entries",
							"name": "Military",
							"entries": [
								"Military vessels carry soldiers to war and are equipped for battle on the sea. These vessels hunt pirates, defend and invade territory, carry important government cargo, escort officials, transport prisoners, and do anything else their commanders require.",
								"Most crew members on military ships are {@creature Guard||guards} or {@creature Scout||scouts}. Officers are {@creature Veteran||veterans}. Many military ships carry extra {@creature Guard||guards} as passengers for invasion, boarding, and operating siege weapons. A military ship may also carry {@dice 1d4} {@creature Bandit||bandits} or {@creature Guard||guards} as prisoners."
							]
						},
						{
							"type": "entries",
							"name": "Piracy",
							"entries": [
								"Pirates smuggle contraband goods and rob other ships, seaside towns, and outposts. They engage in criminal operations, but not all are evil. Many have an ethical code. Some serve governments as privateers, harming only these masters' adversaries, while others rob only the corrupt and give their ill-gotten gains to the needy.",
								"Most crew members on pirate ships are {@creature Bandit||bandits}. Officers are {@creature Bandit Captain||bandit captains} and could include a {@creature pirate captain|GoS} (see {@adventure appendix C|GoS|10}) and a {@creature pirate bosun|GoS} (see {@adventure appendix C|GoS|10}). Many pirate ships carry extra {@creature Bandit||bandits} and at least one {@creature pirate deck wizard|GoS} (see {@adventure appendix C|GoS|10}) as passengers."
							]
						},
						{
							"type": "entries",
							"name": "Mercenary",
							"entries": [
								"Mercenary crews travel the world in search of adventure and pay. They explore uncharted territories, fight wars, slay monsters, transport special cargo or people, and undertake any quest for the right cost.",
								"Mercenary ships have crews and passengers similar to military ships.",
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/098-za-08-ghost-ship-p210.png"
									},
									"width": 852,
									"height": 1000
								}
							]
						},
						{
							"type": "entries",
							"name": "Ghost",
							"entries": [
								"Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. They sometimes serve necromancers, but more often these crews are beholden to no master.",
								"A ghost ship has the same statistics as a normal ship of its ship type with the following changes:",
								{
									"type": "list",
									"items": [
										"The ship has resistance to the following damage types: acid, fire, lightning, and thunder, as well as bludgeoning, piercing, and slashing from nonmagical attacks.",
										"The ship is immune to cold, necrotic, poison, and psychic damage.",
										"The ship can move through other creatures and objects as if they were difficult terrain. It takes 5 ({@dice 1d10}) force damage if it ends its turn inside an object."
									]
								},
								"Crew members and officers on good and neutral ghost ships are {@creature Ghost||ghosts}. On evil ghost ships, the crew members are 90 percent {@creature Skeleton||skeletons} and {@creature Zombie||zombies} (even mix of each), 10 percent are {@creature Specter||specters}, and the officers are {@creature Wraith||wraiths}."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Attitude and Race",
					"entries": [
						"Each ship's crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters' ship.",
						"First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship's crew and passengers more diverse. Feel free to substitute suggested statistics for other statistics if you feel they make more sense with the ship's race (for example, substituting the {@creature bandit} statistics with {@creature orc} statistics on a pirate ship crewed by orcs).",
						{
							"type": "table",
							"caption": "Ship Attitude",
							"colLabels": [
								"d6",
								"Attitude"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"1\u20132",
									"Friendly"
								],
								[
									"3\u20134",
									"Neutral"
								],
								[
									"5\u20136",
									"Hostile"
								]
							]
						},
						{
							"type": "table",
							"caption": "Friendly Ship",
							"colLabels": [
								"d100",
								"Race"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201305",
									"Dragonborn"
								],
								[
									"06\u201310",
									"Dwarves"
								],
								[
									"11\u201330",
									"Elves"
								],
								[
									"31\u201340",
									"Gnomes"
								],
								[
									"41\u201350",
									"Tieflings"
								],
								[
									"51\u201360",
									"Halflings"
								],
								[
									"61\u201300",
									"Humans"
								]
							]
						},
						{
							"type": "table",
							"caption": "Neutral Ship",
							"colLabels": [
								"d100",
								"Race"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201305",
									"Dragonborn"
								],
								[
									"06\u201310",
									"Dwarves"
								],
								[
									"11\u201330",
									"Lizardfolk"
								],
								[
									"31\u201340",
									"Hobgoblins"
								],
								[
									"41\u201350",
									"Orcs"
								],
								[
									"51\u201360",
									"Halflings"
								],
								[
									"61\u201300",
									"Humans"
								]
							]
						},
						{
							"type": "table",
							"caption": "Hostile Ship",
							"colLabels": [
								"d100",
								"Race"
							],
							"colStyles": [
								"text-center col-2",
								"col-10"
							],
							"rows": [
								[
									"01\u201305",
									"Frost giants"
								],
								[
									"06\u201310",
									"Kobolds"
								],
								[
									"11\u201330",
									"Orcs"
								],
								[
									"31\u201340",
									"Hobgoblins"
								],
								[
									"41\u201350",
									"Undead"
								],
								[
									"51\u201360",
									"Gnolls"
								],
								[
									"61\u201300",
									"Humans"
								]
							]
						},
						{
							"type": "entries",
							"name": "Ship Disposition",
							"entries": [
								"Each ship has a disposition that determines events happening aboard the ship when the characters encounter it. Choose or roll for a ship's disposition on the Ship Disposition table. Each disposition is described after the table. If you roll no special disposition, the ship is under no unusual stress and reacts based on its attitude.",
								{
									"type": "table",
									"caption": "Ship Disposition",
									"colLabels": [
										"d10",
										"Disposition"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Diseased"
										],
										[
											"2",
											"Emergency"
										],
										[
											"3",
											"Help with purpose"
										],
										[
											"4",
											"Mutiny"
										],
										[
											"5",
											"Trading"
										],
										[
											"6\u201310",
											"No special disposition"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Diseased",
							"entries": [
								"Roll percentile dice. The result reveals the percentage of the ship's crew and passengers infected with a disease of your choice from \"{@book Sample Diseases|DMG|8|Sample Diseases}\" in chapter 8, \"{@adventure Running the Game|DMG|-1},\" of the {@book Dungeon Master's Guide|DMG}. This ship approaches the characters, begging for or demanding help with the infection.",
								"Ghost ships can't be diseased; if you get this result for a ghost ship, ignore it and roll again."
							]
						},
						{
							"type": "entries",
							"name": "Emergency",
							"entries": [
								"A ship experiencing an emergency is suffering some sort of crisis. The crew and passengers beg or demand the characters' help in getting out of the situation. Choose or roll for an emergency on the Ship Emergency table to determine the vessel's crisis.",
								{
									"type": "table",
									"caption": "Ship Emergency",
									"colLabels": [
										"d4",
										"Emergency"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"The ship's crew is lost."
										],
										[
											"2",
											"The ship is damaged and can't be steered as it drifts with the current."
										],
										[
											"3",
											"The ship is stuck on a sandbar."
										],
										[
											"4",
											"The ship is sinking."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Help with Purpose",
							"entries": [
								"Ship crews looking for help with their purpose approach the characters asking for direct aid in a task. For instance, mercenaries ask for help mapping an unexplored area while a cargo ship's crew asks the characters to serve as guards. Most crews offer compensation in return for the characters' services, though some might threaten or beg for charity to get help."
							]
						},
						{
							"type": "entries",
							"name": "Mutiny",
							"entries": [
								"The crew of ships ready to mutiny are unhappy with the leadership of their officers and plan to overthrow them. The officers approach the characters, asking for or demanding help quelling the uprising, or the crew approaches, requesting aid with their uprising or attempting to trick the characters into killing the officers."
							]
						},
						{
							"type": "entries",
							"name": "Trading",
							"entries": [
								"Ship crews and passengers looking to trade offer their cargo or services to the characters in exchange for deeds, items, or coin. Use the ship's purpose to guide what they have to trade. For instance, commercial fishermen might offer a crate of valuable crabs in exchange for the head of a shark that keeps consuming their catches, while pirates might offer stolen potions in exchange for gems or gold. Most of the people offering trades are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want."
							]
						}
					]
				}
			]
		},
		{
			"name": "Renown",
			"source": "DMG",
			"page": 22,
			"ruleType": "O",
			"entries": [
				"Renown is an optional rule you can use to track an adventurer's standing within a particular faction or organization. Renown is a numerical value that starts at 0, then increases as a character earns favor and reputation within a particular organization. You can tie benefits to a character's renown, including ranks and titles within the organization and access to resources.",
				"A player tracks renown separately for each organization his or her character is a member of. For example, an adventurer might have 5 renown within one faction and 20 renown within another, based on the character's interaction with each organization over the course of the campaign.",
				{
					"type": "entries",
					"name": "Gaining Renown",
					"entries": [
						"A character earns renown by completing missions or quests that serve an organization's interests or involve the organization directly. You award renown at your discretion as characters complete these missions or quests, typically at the same time you award experience points.",
						"Advancing an organization's interests increases a character's renown within that organization by 1. Completing a mission specifically assigned by that organization, or which directly benefits the organization, increases the character's renown by 2 instead.",
						"For example, characters with connections to the noble Order of the Gauntlet complete a mission in which they free a town from the tyranny of a blue dragon. Because the order likes to punish evildoers, you might increase each character's renown within the order by 1. Conversely, if killing the dragon was a mission given to the adventurers by a senior member of the order, completing the task might instead increase each character's renown by 2, showing the adventurers as effective allies.",
						"Meanwhile, the party's rogue might have looted a box of rare poisons from the dragon's hoard and sold it to a fence who is secretly a Zhentarim agent. You might increase the rogue's renown within the Zhentarim by 2 since this action directly increased that group's power and wealth, even though the task was not assigned by an agent of the Zhentarim."
					]
				},
				{
					"type": "entries",
					"name": "Benefits of Renown",
					"entries": [
						"The benefits of increasing renown within an organization can include rank and authority, friendly attitudes from members of the organization, and other perks.",
						{
							"type": "entries",
							"name": "Rank",
							"entries": [
								"Characters can earn promotions as their renown increases. You can establish certain thresholds of renown that serve as prerequisites (though not necessarily the only prerequisites) for advancing in rank, as shown in the Examples of Faction Ranks table. For example, a character might join the Lords' Alliance after earning 1 renown within that organization, gaining the title of cloak. As the character's renown within the organization increases, he or she might be eligible for further increases in rank.",
								"You can add rank prerequisites. For example, a character affiliated with the Lords' Alliance might have to be at least 5th level before becoming a stingblade, at least 10th level to be a warduke, and at least 15th level to be a lioncrown.",
								"You can set these thresholds of renown to any numbers that work for your game, creating appropriate ranks and titles for the organizations in your campaign.",
								{
									"type": "table",
									"caption": "Examples of Faction Ranks",
									"colLabels": [
										"Renown",
										"Harpers",
										"Order of the Gauntlet",
										"Emerald Enclave",
										"Lords' Alliance",
										"Zhentarim"
									],
									"colStyles": [
										"col-2",
										"col-2",
										"col-2",
										"col-2",
										"col-2",
										"col-2"
									],
									"rows": [
										[
											"1",
											"Watcher",
											"Chevall",
											"Springwarden",
											"Cloak",
											"Fang"
										],
										[
											"3",
											"Harpshadow",
											"Marcheon",
											"Summerstrider",
											"Redknife",
											"Wolf"
										],
										[
											"10",
											"Brightcandle",
											"Whitehawk",
											"Autumnreaver",
											"Stingblade",
											"Viper"
										],
										[
											"25",
											"Wise Owl",
											"Vindicator",
											"Winterstalker",
											"Warduke",
											"Ardragon"
										],
										[
											"50",
											"High Harper",
											"Righteous Hand",
											"Master of the Wild",
											"Lioncrown",
											"Dread Lord"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Attitudes of Organization Members",
							"entries": [
								"As a character's renown within an organization grows, members of that organization are increasingly likely to have heard of the character. You can set thresholds at which the default attitude of an organization's members toward the character becomes indifferent or friendly. For example, members of the Emerald Enclave\u2014a faction dedicated to preserving the natural order\u2014might be less friendly toward characters who have not cultivated at least 3 renown within that organization, becoming friendly by default only when a character has gained 10 renown within the Emerald Enclave. These thresholds apply only to the default attitude of most members of an organization, and such attitudes aren't automatic. NPC faction members might dislike an adventurer despite that character's renown\u2014or perhaps because of it."
							]
						},
						{
							"type": "entries",
							"name": "Perks",
							"entries": [
								"Earning a rank within an organization comes with certain benefits, as defined by you. A character of low rank might gain access to a reliable contact and adventure leads, a safe house, or a trader willing to offer a discount on adventuring gear. A middle-ranked character might gain a follower (see chapter 4, \"Creating Nonplayer Characters\"), access to potions and scrolls, the ability to call in a favor, or backup on dangerous missions. A high-ranking character might be able to call on a small army, take custody of a rare magic item, gain access to a helpful spellcaster, or assign special missions to members of lower rank."
							]
						},
						{
							"type": "entries",
							"name": "Downtime Activities",
							"entries": [
								"You might allow characters to spend downtime between adventures building relationships and gaining renown within an organization. For more information on downtime activities, see chapter 6, \"Between Adventures.\""
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Losing Renown",
					"entries": [
						"Disagreements with members of an organization aren't enough to cause a loss of renown within that organization. However, serious offenses committed against the organization or its members can result in a loss of renown and rank within the organization. The extent of the loss depends on the infraction and is left to your discretion. A character's renown within an organization can never drop below 0."
					]
				},
				{
					"type": "entries",
					"name": "Piety",
					"entries": [
						"With a few alterations, the renown system can also serve as a measure of a character's link to the gods. It's a great option for campaigns where the gods take active roles in the world.",
						"Using this approach, you track renown based on specific divine figures in your campaign. Each character has the option to select a patron deity or pantheon with goals, doctrine, and taboos that you have created. Any renown he or she earns is called piety. A character gains piety for honoring his or her gods, fulfilling their commands, and respecting their taboos. A character loses piety for working against those gods, dishonoring them, defiling their temples, and foiling their aims.",
						"The gods bestow favors on those who prove their devotion. With each rank of piety gained, a character can pray for divine favor once per day. This favor usually comes in the form of a cleric spell like bless. The favor often comes with a sign of the divine benefactor; for example, a character dedicated to Thor might receive a spell accompanied by the boom of thunder.",
						"A high level of piety can also lead to a character gaining a more persistent benefit, in the form of a blessing or charm (see chapter 7, \"Treasure,\" for such supernatural gifts)."
					]
				}
			]
		},
		{
			"name": "Rest Variants",
			"source": "DMG",
			"page": 267,
			"ruleType": "V",
			"entries": [
				"The rules for short and long rests presented in chapter 8 of the Player's Handbook work well for a heroic-style campaign. Characters can go toe-to-toe with deadly foes, take damage to within an inch of their lives, yet still be ready to fight again the next day. If this approach doesn't fit your campaign, consider the following variants.",
				{
					"type": "entries",
					"name": "Epic Heroism",
					"entries": [
						"This variant uses a short rest of 5 minutes and a long rest of 1 hour. This change makes combat more routine, since characters can easily recover from every battle. You might want to make combat encounters more difficult to compensate.",
						"Spellcasters using this system can afford to burn through spell slots quickly, especially at higher levels. Consider allowing spellcasters to restore expended spell slots equal to only half their maximum spell slots (rounded down) at the end of a long rest, and to limit spell slots restored to 5th level or lower. Only a full 8-hour rest will allow a spellcaster to restore all spell slots and to regain spell slots of 6th level or higher."
					]
				},
				{
					"type": "entries",
					"name": "Gritty Realism",
					"entries": [
						"This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row, and all adventuring requires careful planning.",
						"This approach encourages the characters to spend time out of the dungeon. It's a good option for campaigns that emphasize intrigue, politics, and interactions among other PCs, and in which combat is rare or something to be avoided rather than rushed into."
					]
				}
			]
		},
		{
			"name": "Rune Magic",
			"source": "UAPrestigeClassesRunMagic",
			"page": 3,
			"type": "section",
			"entries": [
				"Rune magic allows a character to unlock the power contained within magical symbols and sigils. Not every such mark has the potential for power. Only those runes forged in the ancient days of creation still resonate with the fundamental magic of the world.",
				"Runes work much like magic items. You can discover them, attune to them, and use their magic in a variety of ways. However, unlike with magic items, only a rune scribe can use all the benefits a rune offers.",
				{
					"type": "entries",
					"name": "Overview",
					"entries": [
						"Runes are powerful icons that you can use for a variety of effects. In order to use a rune, you must normally find and keep a {@b master rune}. A master rune is a rare object\u2014a gem or carved rock, a magical token, a shard of some special material, and so on\u2014engraved with the rune and empowered with magic that allows you to unleash the rune's effects. Those effects are divided into two categories.",
						"{@b Simple properties} are usable by anyone who attunes to a master rune.",
						"{@b Complex properties} are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature.",
						"Unless otherwise noted, you must have a master rune on your person in order to use its properties."
					]
				},
				{
					"type": "entries",
					"name": "Finding Runes",
					"entries": [
						"A rune found as treasure is a master rune, carefully scribed into a rare object and available for use as a training tool to allow would-be rune scribes to unlock its power. Each rune discussed below is detailed as part of a master rune.",
						"Master runes and the runes they contain are treated much like magic items. They are categorized in rarity from rare to legendary, and can be placed in a campaign whenever the DM opts to place treasure. There are no common or uncommon runes."
					]
				},
				{
					"type": "entries",
					"name": "Buying and Selling Runes",
					"entries": [
						"Treat a master rune as a magic item of its equivalent rarity for the purpose of buying and selling in the campaign. Just as with other magic items, the DM will determine whether such items are available to purchase in the campaign and under what conditions."
					]
				},
				{
					"type": "entries",
					"name": "Identifying Runes",
					"entries": [
						"Runes are identified in a manner similar to magic items. Simply handling a master rune causes a strong sense of its rune's identity to echo in a character's mind. For example, touching a master rune item containing the kalt rune (the rune of cold) might cause you to experience a sudden chill as visions of snow and ice flash through your mind.",
						"The {@spell identify} spell immediately reveals a master rune's simple properties. You can also learn its simple properties over the course of a short rest while maintaining physical contact with the rune."
					]
				},
				{
					"type": "entries",
					"name": "Runes and Attunement",
					"entries": [
						"A rune always requires attunement to use its simple properties. Attuning to a master rune requires you to spend a short rest focused on only that item while being in physical contact with it. This can't be the same short rest used to learn the rune's properties. This focus takes the form of carefully and repeatedly copying the rune, whether with ink and parchment or simply scribing it into the dirt. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you gain an intuitive understanding of how to activate the rune's magical properties.",
						"A master rune can be attuned to only one creature at a time, and all runes count toward your limit of magic items you can attune to. Any attempt to attune to a fourth magic item or rune fails (though a rune scribe's Rune Mastery feature allows attunement to one additional rune). You cannot attune to more than one copy of a rune.",
						"You can end attunement to a rune in the same manner as with any other magic item."
					]
				},
				{
					"type": "entries",
					"name": "Master Runes",
					"entries": [
						"Presented here are four runes (in the form of master runes) for use in your campaign\u2014just enough to fully outfit a rune scribe who reaches 5th level.",
						{
							"type": "list",
							"items": [
								"{@item Opal of the Ild Rune|UAPrestigeClassesRunMagic}",
								"{@item Orb of the Stein Rune|UAPrestigeClassesRunMagic}",
								"{@item Pennant of the Vind Rune|UAPrestigeClassesRunMagic}",
								"{@item Shard of the Kalt Rune|UAPrestigeClassesRunMagic}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Scroll Mishaps",
			"source": "DMG",
			"page": 140,
			"ruleType": "V",
			"entries": [
				"A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.",
				{
					"type": "table",
					"caption": "Scroll Mishap",
					"colLabels": [
						"d6",
						"Result"
					],
					"colStyles": [
						"col-2 text-center",
						"col-10"
					],
					"rows": [
						[
							"1",
							"A surge of magical energy deals the caster {@dice 1d6} force damage per level of the spell."
						],
						[
							"2",
							"The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. "
						],
						[
							"3",
							"The spell affects a random location within the spell's range."
						],
						[
							"4",
							"The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold."
						],
						[
							"5",
							"The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or {@dice 1d10} minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster's ears for {@dice 1d10} minutes. "
						],
						[
							"6",
							"The spell activates after {@dice 1d12} hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away."
						]
					]
				}
			]
		},
		{
			"name": "Shared Campaign Variant Rules",
			"source": "XGE",
			"page": 173,
			"ruleType": "V",
			"type": "section",
			"entries": [
				"A shared campaign might use some variant rules to handle certain aspects of the game. The Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure. These \"house rules,\" presented below, serve as a sort of common language, ensuring that the rewards all characters receive are equivalent no matter what kind of adventure a character experienced.",
				{
					"type": "entries",
					"name": "Character Advancement",
					"entries": [
						"In a shared campaign, characters gain levels not by accumulating experience points but by reaching experience checkpoints. This system rewards every character (and player) for taking part in a play session.",
						"A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the award is based on the adventure's projected playing time, rather than the actual time spent at the table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, even if a group spends more than 2 hours playing through it.",
						"If a character completes an adventure designed for a tier higher than the character's current tier, the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes a 6th-level adventure designed to take 2 hours, the character reaches 3 checkpoints.",
						"Playing time might seem like an odd way to measure experience awards, but the concept is in keeping with how a shared campaign is meant to work. A character played for 10 hours reaches the same number of checkpoints, whether the character went up against a dragon or spent all that time lurking in a pub. This approach ensures that a player's preferred style is neither penalized nor rewarded. Whether someone focuses on roleplaying and social interaction, defeating monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit is due.",
						{
							"type": "entries",
							"name": "Using Checkpoints",
							"entries": [
								"The number of checkpoints needed to gain the next level depends on a character's level:",
								{
									"type": "list",
									"items": [
										"At levels 1\u20144, reaching 4 checkpoints is sufficient to advance to the next level.",
										"At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level."
									]
								},
								"At the end of a play session, characters must level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Individual Treasure",
					"entries": [
						"In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new level. (This gain represents the treasure a character might find in a standard adventure.)",
						"As an additional benefit, characters are not required to put out gold to maintain a lifestyle. Instead, each character begins with a modest lifestyle, which improves as the character attains higher levels.",
						"These benefits are summarized on the Individual Treasure table. Ways for characters to spend their treasure are covered in the \"Buying and Selling\" section below.",
						{
							"type": "table",
							"caption": "Individual Treasure",
							"colLabels": [
								"Level Gained",
								"Lifestyle",
								"Reward"
							],
							"colStyles": [
								"col-4 text-center",
								"col-4",
								"col-4 text-right"
							],
							"rows": [
								[
									"2-4",
									"Modest",
									"75 gp"
								],
								[
									"5-10",
									"Comfortable",
									"150 gp"
								],
								[
									"11-16",
									"Wealthy",
									"550 gp"
								],
								[
									"17-20",
									"Aristocratic",
									"5,500 gp"
								]
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Magic Items",
					"entries": [
						"Characters earn treasure points from adventures, then redeem those points in exchange for magic items. The list of available magic items is agreed to and compiled by the DMs running the campaign.",
						{
							"type": "entries",
							"name": "Gaining Treasure Points",
							"entries": [
								"Each character earns treasure points based on an adventure's tier and its intended playing time:",
								{
									"type": "list",
									"items": [
										"1 treasure point is awarded for every 2 hours played in a tier 1 or tier 2 adventure.",
										"1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure."
									]
								},
								"As with the variant rules for gaining levels, this award is based on the adventure's projected playing time, rather than the actual time a group spent at the table.",
								"If a character completes an adventure of a tier higher than that character's tier, the character receives 1 additional treasure point for that adventure."
							]
						},
						{
							"type": "entries",
							"name": "Creating an Item List",
							"entries": [
								"The DMs of the shared campaign should work together to compile a list of magic items that players can purchase. The magic item tables in chapter 2 of this book and in chapter 7 of the Dungeon Master's Guide are the obvious starting point. Choosing which items to allow or ban is a matter of personal preference, just as it is for the DM in a standard campaign. Involving all the DMs helps to ensure that the list meets everyone's expectations. When in doubt, disallow an item; it's easier to add it to the available items at a later time than it would be to remove it from the game once it has been handed out.",
								"Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost of those higher-tier items likewise increases. The Magic Items by Tier table provides the details.",
								"For instance, treasure points from a tier 1 adventure can be spent on items from tables A, B, C, and F. Any item on the first three tables costs 4 points, and an item from table F costs 8 points.",
								{
									"type": "table",
									"caption": "Magic Items by Tier",
									"colLabels": [
										"Magic Item Table",
										"Available at Tiers",
										"Point Cost"
									],
									"colStyles": [
										"col-4 text-center",
										"col-4 text-center",
										"col-4 text-center"
									],
									"rows": [
										[
											"A",
											"1\u20144",
											"4"
										],
										[
											"B",
											"1\u20144",
											"4"
										],
										[
											"C",
											"1\u20144",
											"4"
										],
										[
											"D",
											"2\u20144",
											"8"
										],
										[
											"E",
											"3\u20144",
											"8"
										],
										[
											"F",
											"1\u20144",
											"8"
										],
										[
											"G",
											"2\u20144",
											"10"
										],
										[
											"H",
											"3\u20144",
											"10"
										],
										[
											"I",
											"3\u20144",
											"12"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Spending Treasure Points",
							"entries": [
								"Players must spend treasure points at the end of a play session, immediately after determining whether their characters have gained a level. The order of these steps is important, since a character might enter a new tier because of the level gain.",
								"Players are entitled to choose any approved item from one of the magic item tables available in the current tier. Treasure points can be spread across multiple items.",
								"Many items cost more treasure points than a character can earn in a 2- or 4-hour adventure. To buy such an item, a character can make a deposit, spending treasure points on the item until it's paid off, at which time the character gains the item."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Buying and Selling",
					"entries": [
						"Characters can use their monetary treasure to purchase anything from the equipment lists in chapter 5 of the Player's Handbook. In addition, the Adventurers League allows characters to purchase potions and spell scrolls, as detailed below. A spell scroll can be purchased only by a character who is capable of casting the spell in question.",
						{
							"type": "table",
							"caption": "Potions for Sale",
							"colLabels": [
								"Potion of...",
								"Cost"
							],
							"colStyles": [
								"col-4 text-center",
								"col-4 text-center",
								"col-4 text-center"
							],
							"rows": [
								[
									"Healing",
									"50 gp"
								],
								[
									"Climbing",
									"75 gp"
								],
								[
									"Animal friendship",
									"100 gp"
								],
								[
									"Greater healing",
									"100 gp"
								],
								[
									"Water breathing",
									"100 gp"
								],
								[
									"Superior healing",
									"500 gp"
								],
								[
									"Supreme healing",
									"5,000 gp"
								],
								[
									"Invisibility",
									"5,000 gp"
								]
							],
							"data": {
								"tableInclude": true
							}
						},
						{
							"type": "table",
							"caption": "Spell Scrolls for Sale",
							"colLabels": [
								"Spell Level",
								"Cost"
							],
							"colStyles": [
								"col-4 text-center",
								"col-4 text-center",
								"col-4 text-center"
							],
							"rows": [
								[
									"Cantrip",
									"25 gp"
								],
								[
									"1st",
									"75 gp"
								],
								[
									"2nd",
									"150 gp"
								],
								[
									"3rd",
									"300 gp"
								],
								[
									"4th",
									"500 gp"
								],
								[
									"5th",
									"1,000 gp"
								]
							],
							"data": {
								"tableInclude": true
							}
						},
						{
							"type": "entries",
							"name": "Selling Items",
							"entries": [
								"In a shared campaign, characters are not entitled to sell items they find on adventures or equipment they purchase with their personal funds. Weapons, armor, and other gear used by enemies are considered too damaged to have any monetary value."
							]
						}
					]
				}
			]
		},
		{
			"name": "Ship Crew",
			"source": "UAOfShipsAndSea",
			"page": 6,
			"type": "section",
			"entries": [
				"A ship requires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale, and health are defined by its quality score. A crew starts with a quality score of +4, and that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives clear, fair leadership.",
				"A typical crew member uses the commoner stat block in the Monster Manual.",
				{
					"type": "inset",
					"name": "Loyalty and Quality",
					"entries": [
						"When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master's Guide. To convert a quality score to an individual's loyalty score, add 10 to the crew's quality score."
					]
				},
				{
					"type": "entries",
					"name": "Mutiny",
					"entries": [
						"A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score. If the check total is between 1 and 9, the crew's quality score decreases by 1.",
						"If the check total is 0 or lower, the crew mutinies. They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure and other rewards. When the DM ends the mutiny, the crew's quality score increases by {@dice 1d4}."
					]
				},
				{
					"type": "entries",
					"name": "Shore Leave",
					"entries": [
						"Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure.",
						"If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore."
					]
				}
			]
		},
		{
			"name": "Ship Officers",
			"source": "UAOfShipsAndSea",
			"page": 5,
			"type": "section",
			"entries": [
				"If you'd like to explore running a ship, it needs officers to oversee its operations\u2014officers who fill six different roles. A person can fill only one role at a time, though multiple people can be assigned to a single role. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Others focus on keeping the crew's health and morale in order.",
				"Each role is described below, along with the abilities and proficiencies that help a character excel at it (but that aren't required):",
				{
					"type": "list",
					"style": "list-hang-notitle",
					"items": [
						{
							"type": "item",
							"name": "Captain.",
							"entry": "The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills."
						},
						{
							"type": "item",
							"name": "First Mate.",
							"entry": "This specialist keeps the crew's morale up by providing close supervision, encouragement, and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills."
						},
						{
							"type": "item",
							"name": "Bosun.",
							"entry": "The bosun (or boatswain) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bonus has a high Strength score, as well as proficiency with carpenter's tools and the Athletics skill."
						},
						{
							"type": "item",
							"name": "Quartermaster.",
							"entry": "The quartermaster plots the ship's course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as well as proficiency with navigator's tools and the Nature skill."
						},
						{
							"type": "item",
							"name": "Surgeon.",
							"entry": "The ship's surgeon tends to injuries, keeps illnesses from spreading throughout the ship, and oversees sanitation. A capable surgeon benefits from a high Intelligence score, as well as proficiency with herbalism kits and the Medicine skill."
						},
						{
							"type": "item",
							"name": "Cook.",
							"entry": "A ship's cook works with the limited ingredients aboard a ship to make meals. A skilled cook keeps the crew's morale in top shape, while a poor one drags down the entire crew's performance. A talented cook has a high Constitution score, as well as proficiency with brewer's supplies and cook's utensils."
						}
					]
				}
			]
		},
		{
			"name": "Ship Stat Blocks",
			"source": "GoS",
			"page": 186,
			"type": "section",
			"entries": [
				"To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.",
				{
					"type": "entries",
					"name": "Basic Statistics",
					"entries": [
						"A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.",
						{
							"type": "entries",
							"name": "Size",
							"entries": [
								"Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan."
							]
						},
						{
							"type": "entries",
							"name": "Space",
							"entries": [
								"A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.",
								"A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the \"Crashing a Ship\" section."
							]
						},
						{
							"type": "entries",
							"name": "Capacity",
							"entries": [
								"A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.",
								"Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move\u2014or might even start taking on water\u2014if its cargo exceeds this capacity."
							]
						},
						{
							"type": "entries",
							"name": "Travel Pace",
							"entries": [
								"A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round."
							]
						},
						{
							"type": "entries",
							"name": "Ability Scores",
							"entries": [
								"A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.",
								"The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.",
								"If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score."
							]
						},
						{
							"type": "entries",
							"name": "Vulnerabilities, Resistances, and Immunities",
							"entries": [
								"A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block.",
								"Ships are typically immune to poison and psychic damage. Ships are also usually immune to the following conditions: {@condition blinded}, {@condition charmed}, {@condition deafened}, {@condition exhaustion}, {@condition frightened}, {@condition incapacitated}, {@condition paralyzed}, {@condition petrified}, {@condition poisoned}, {@condition prone}, {@condition stunned}, and {@condition unconscious}."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Actions",
					"entries": [
						"This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen only once during a turn."
					]
				},
				{
					"type": "entries",
					"name": "Components",
					"entries": [
						"A ship is composed of different components, each of which comprises multiple objects:",
						"{@b Hull}. A ship's hull is its basic frame, on which the other components are mounted.",
						"{@b Control}. A control component is used to steer a ship.",
						"{@b Movement}. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.",
						"{@b Weapon}. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.",
						"A ship's component might have special rules, as described in the stat block.",
						{
							"type": "entries",
							"name": "Armor Class",
							"entries": [
								"A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness."
							]
						},
						{
							"type": "entries",
							"name": "Hit Points",
							"entries": [
								"A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.",
								"A ship doesn't have Hit Dice."
							]
						},
						{
							"type": "entries",
							"name": "Damage Threshold",
							"entries": [
								"If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points."
							]
						}
					]
				},
				{
					"type": "section",
					"name": "Sample Ships",
					"entries": [
						"See the {@5etools vehicles page|vehicles.html} for stat blocks, deck plans, and other details for some of the most common ships.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehicle Galley}",
								"{@vehicle Keelboat}",
								"{@vehicle Longship}",
								"{@vehicle Rowboat}",
								"{@vehicle Sailing Ship}",
								"{@vehicle Warship}"
							]
						},
						{
							"type": "inset",
							"name": "Siege Weapons",
							"entries": [
								"Some ships are armed with siege weapons, the descriptions of which are in the \"{@book Siege Equipment|DMG|8|Siege Equipment}\" section of chapter 8 in the {@book Dungeon Master's Guide|DMG}. In this appendix, the name of a piece of siege equipment appears in bold with a parenthetical note ({@book DMG, ch. 8|DMG|8|Siege Equipment}), reminding you where to find the object's description."
							]
						}
					]
				}
			]
		},
		{
			"name": "Ship Stat Blocks",
			"source": "UAOfShipsAndSea",
			"page": 1,
			"type": "section",
			"entries": [
				"A ship's stat block gives game details for use when a ship is involved in combat or other situations where its defensive and offensive capabilities are relevant. The stat block has three main parts: basic statistics, action options, and the ship's components.",
				"Ships can't take any actions on their own. Without any effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.",
				{
					"type": "entries",
					"name": "Basic Statistics",
					"entries": [
						{
							"type": "entries",
							"name": "Size",
							"entries": [
								"Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan."
							]
						},
						{
							"type": "entries",
							"name": "Space",
							"entries": [
								"A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.",
								"A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described later in the \"{@variantrule Crashing a Ship|uaofshipsandsea|Crashing}\" section."
							]
						},
						{
							"type": "entries",
							"name": "Capacity",
							"entries": [
								"A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew required to operate the vessel and any passengers who might ride along. Passengers could include marines who repel boarders and lead the attack on monsters and enemy ships."
							]
						},
						{
							"type": "entries",
							"name": "Travel Pace",
							"entries": [
								"A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round."
							]
						},
						{
							"type": "entries",
							"name": "Ability Scores",
							"entries": [
								"A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. A ship's Strength represents its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.",
								"If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score."
							]
						},
						{
							"type": "entries",
							"name": "Vulnerabilities, Resistances, and Immunities",
							"entries": [
								"A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block."
							]
						},
						{
							"type": "inset",
							"name": "Typical Ship Immunities",
							"entries": [
								"If you're creating your own ship, they're usually immune to poison and psychic damage. Ones crafted from metal or stone are also typically immune to necrotic damage. They are also usually immune to the following conditions: blinded, charmed, deafened, exhaustion frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Components",
					"entries": [
						"A ship is composed of different components:",
						{
							"type": "list",
							"style": "list-hang-notitle",
							"items": [
								{
									"type": "item",
									"name": "Hull",
									"entry": "A ship's hull is its basic frame, on which the other components are mounted."
								},
								{
									"type": "item",
									"name": "Control",
									"entry": "A control component is used to steer a ship."
								},
								{
									"type": "item",
									"name": "Movement",
									"entry": "A movement component is the element of the ship that enables it to move, such as a set of sails or oars."
								},
								{
									"type": "item",
									"name": "Weapon",
									"entry": "A ship capable of being used in combat has one or more weapon components, each of which is operated separately."
								}
							]
						},
						"A ship's component might have special rules, as described in the stat block.",
						{
							"type": "entries",
							"name": "Armor Class",
							"entries": [
								"A component has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness."
							]
						},
						{
							"type": "entries",
							"name": "Hit Points",
							"entries": [
								"A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed. A ship component does not have Hit Dice."
							]
						},
						{
							"type": "entries",
							"name": "Damage Threshold",
							"entries": [
								"If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the component's hit points."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Actions",
					"entries": [
						"This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise."
					]
				},
				{
					"type": "entries",
					"name": "Sample Stat Blocks",
					"entries": [
						"Here are examples of ship stat blocks:",
						{
							"type": "list",
							"items": [
								"{@vehicle Airship|UAOfShipsAndSea}",
								"{@vehicle Galley|UAOfShipsAndSea}",
								"{@vehicle Keelboat|UAOfShipsAndSea}",
								"{@vehicle Longship|UAOfShipsAndSea}",
								"{@vehicle Rowboat|UAOfShipsAndSea}",
								"{@vehicle Sailing Ship|UAOfShipsAndSea}",
								"{@vehicle Warship|UAOfShipsAndSea}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Ships in Combat",
			"source": "GoS",
			"page": 198,
			"type": "section",
			"entries": [
				"Whether sailing to war or hunting notorious pirates, ships make deadly weapons and dramatic battlefields. This section provides guidance on using ships in combat.",
				{
					"type": "entries",
					"name": "Ships and Initiative",
					"entries": [
						"A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll.",
						"On a ship's turn, the captain decides which of the ship's actions to use."
					]
				},
				{
					"type": "entries",
					"name": "Special Officer Actions",
					"entries": [
						"During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.",
						{
							"type": "entries",
							"name": "Take Aim",
							"entries": [
								"As an action, the captain, first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn."
							]
						},
						{
							"type": "entries",
							"name": "Full Speed Ahead",
							"entries": [
								"As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive the ship forward faster. Roll a {@dice d6} and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If the ship is already benefiting from this action's bonus, don't add the bonuses together; the higher bonus applies."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Crew in Combat",
					"entries": [
						"Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.",
						{
							"type": "entries",
							"name": "Crew Casualties",
							"entries": [
								"Slaying a ship's crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the {@book Dungeon Master's Guide|DMG} as needed.",
								"In the case of spells that cover an area, such as {@spell fireball} or {@spell lightning bolt}, you might track the exact location of the spell and crew to determine how many sailors it affects. Alternatively, you can roll {@dice 1d6} per level of the spell. The total of the dice is the number of crew members caught in the spell's area."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Crashing a Ship",
					"entries": [
						"If a ship moves into the space occupied by a creature or an object, the ship might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.",
						"When a ship crashes, it must immediately make a DC 10 Constitution saving throw. On a failed save, it takes damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table. It also stops moving if the object or creature is one size smaller than it or larger. Otherwise the ship continues moving and the creature or object collided with moves to the nearest unoccupied space that isn't in the ship's path. At the DM's discretion, an object that is forced to move but is fixed in place is instead destroyed.",
						"A creature struck by a ship must make a Dexterity saving throw with a DC equal to 10 + the ship's Strength modifier, taking damage based on the ship's size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.",
						{
							"type": "table",
							"caption": "Crash Damage",
							"colStyles": [
								"col-6",
								"col-6"
							],
							"colLabels": [
								"Size",
								"Bludgeoning Damage"
							],
							"rows": [
								[
									"Small",
									"{@dice 1d6}"
								],
								[
									"Medium",
									"{@dice 1d10}"
								],
								[
									"Large",
									"{@dice 4d10}"
								],
								[
									"Huge",
									"{@dice 8d10}"
								],
								[
									"Gargantuan",
									"{@dice 16d10}"
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Ships in Combat",
			"source": "UAOfShipsAndSea",
			"page": 8,
			"type": "section",
			"entries": [
				"This section provides guidance on using ships in combat.",
				{
					"type": "entries",
					"name": "Ships and Initiative",
					"entries": [
						"A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll.",
						"On a ship's turn, the captain decides which of the ship's actions to use."
					]
				},
				{
					"type": "entries",
					"name": "Special Officer Actions",
					"entries": [
						"During an encounter, the captain, first mate, and bosun each have access to two special action options described below: Full Speed Ahead and Fire at Will.",
						{
							"type": "entries",
							"name": "Full Speed Ahead",
							"entries": [
								"As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and drive a ship forward. Roll a {@dice d6} and multiply the result by 5. Apply the total as a bonus to the ship's speed until the end of the ship's next turn. If this bonus is applied to a ship's speed when the ship is already moving faster than normal, use the higher result. Don't add the two bonuses together."
							]
						},
						{
							"type": "entries",
							"name": "Fire at Will",
							"entries": [
								"As an action, the captain, first mate, or bosun aids the crew in aiming one of the ship's weapons. Select one of the ship's weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship's next turn."
							]
						}
					]
				}
			]
		},
		{
			"name": "Sidekicks",
			"source": "ESK",
			"page": 63,
			"type": "section",
			"entries": [
				"On your adventures, the DM might reveal that you've befriended a special character called a sidekick, who joins your party. This appendix presents the game statistics for sidekicks, of which there are three types:",
				"{@b Expert}, an agile and exceedingly helpful jack of all trades",
				"{@b Spellcaster}, a magic-user who can cast spells to harm your foes or heal you and your friends",
				"{@b Warrior}, a martial companion who specializes in striking your foes or defending you and your allies",
				"The DM will either tell you which type of sidekick to use or let you choose one. It's up to you and the DM to decide who controls the sidekick in play.",
				{
					"type": "section",
					"name": "Sidekick Stat Blocks",
					"entries": [
						"A sidekick's game statistics are presented in a box called a stat block, which is essentially a mini character sheet. A stat block contains things like ability scores and hit points, as well as the actions a sidekick is most likely to take in combat. Like any character, a sidekick can use the action options in the combat section of chapter 2.",
						"These stat blocks work with any character race. If you and the DM agree, you may enhance your sidekick with the appropriate racial traits from chapter 1.",
						"For more information on stat blocks, see the \"Creatures\" section.",
						{
							"type": "list",
							"items": [
								"{@creature Spellcaster|ESK}",
								"{@creature Expert|ESK}",
								"{@creature Warrior|ESK}"
							]
						}
					]
				},
				{
					"type": "section",
					"name": "Proficiencies",
					"entries": [
						"A sidekick is proficient with any armor, weapons, and tools included in its stat block. In addition, {@b experts} are proficient with simple weapons, rapiers, shortswords, and light armor; {@b spellcasters} are proficient with simple weapons and light armor; and {@b warriors} are proficient with simple and martial weapons, shields, and all armor."
					]
				},
				{
					"type": "section",
					"name": "Sidekick Level",
					"entries": [
						"Your sidekick starts as a 1st-level character. As you and your sidekick adventure together, your sidekick gains experience points and reaches new levels the same way a player character does, using the rules in chapter 1.",
						"When a sidekick gains a level, look at the sidekick's table below, and consult the new level's row, which shows the sidekick's new hit point maximum and features.",
						"The DM may start a sidekick at a level higher than 1st, using the hit point maximum for its level on the appropriate table below. Also, give the sidekick the features for its current level and any earlier levels on that table.",
						{
							"type": "table",
							"caption": "Experts Beyond 1st Level",
							"colStyles": [
								"col-1 text-center",
								"col-2 text-center",
								"col-9"
							],
							"colLabels": [
								"Level",
								"Hit Points",
								"New Features"
							],
							"rows": [
								[
									"2nd",
									"16 ({@dice 3d8 + 3})",
									{
										"type": "entries",
										"name": "Cunning Action",
										"entries": [
											"On the expert's turn in combat, it can take the Dash, Disengage, or {@action Hide} action as a bonus action."
										]
									}
								],
								[
									"3rd",
									"22 ({@dice 4d8 + 4})",
									{
										"type": "entries",
										"name": "Expertise",
										"entries": [
											"Choose two of the expert's skill proficiencies. The proficiency bonus is doubled for any ability check the expert makes that uses either of the chosen proficiencies."
										]
									}
								],
								[
									"4th",
									"27 ({@dice 5d8 + 5})",
									{
										"type": "entries",
										"name": "Ability Score Improvement",
										"entries": [
											"The expert's Dex. score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the Dex. saving throw bonus; the {@skill Acrobatics}, {@skill Sleight of Hand}, and {@skill Stealth} bonuses; and the bonuses to hit and damage of the expert's weapon attacks."
										]
									}
								],
								[
									"5th",
									"33 ({@dice 6d8 + 6})",
									{
										"type": "entries",
										"name": "Proficiency Bonus",
										"entries": [
											"The expert's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of the weapon attacks by 1."
										]
									}
								],
								[
									"6th",
									"38 ({@dice 7d8 + 7})",
									{
										"type": "entries",
										"name": "Extra Attack",
										"entries": [
											"The expert can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn."
										]
									}
								]
							]
						},
						{
							"type": "table",
							"caption": "Spellcasters Beyond 1st Level",
							"colLabels": [
								"Level",
								"Hit Points",
								"New Features"
							],
							"colStyles": [
								"col-1 text-center",
								"col-2 text-center",
								"col-9"
							],
							"rows": [
								[
									"2nd",
									"13 ({@dice 3d8})",
									{
										"type": "entries",
										"name": "Spellcasting",
										"entries": [
											"The spellcaster learns another 1st-level spell: {@spell bless} (healer) or {@spell burning hands} (mage)."
										]
									}
								],
								[
									"3rd",
									"18 ({@dice 4d8})",
									{
										"type": "entries",
										"name": "Spellcasting",
										"entries": [
											"The spellcaster gains one 1st-level spell slot. The spellcaster also learns another 1st-level spell: {@spell shield of faith} (healer) or {@spell shield} (mage)."
										]
									}
								],
								[
									"4th",
									"22 ({@dice 5d8})",
									{
										"type": "entries",
										"name": "Ability Score Improvement",
										"entries": [
											"The spellcaster's Int. (mage) or Wis. (healer) score increases by 2, raising the modifier by 1, so increase the following numbers by 1: the spellcaster's spell save DC and the bonus to hit of spell attacks, the bonuses in the Skills entry of the mage, the Wisdom saving throw bonus of the healer, and the passive Perception of the healer. Spellcasting. The spellcaster learns another cantrip: {@spell resistance} (healer) or {@spell mage hand} (mage)."
										]
									}
								],
								[
									"5th",
									"27 ({@dice 6d8})",
									{
										"type": "entries",
										"entries": [
											{
												"type": "entries",
												"name": "Proficiency Bonus",
												"entries": [
													"The spellcaster's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, and increase the bonuses to hit of its spell and weapon attacks by 1."
												]
											},
											{
												"type": "entries",
												"name": "Spellcasting",
												"entries": [
													"The spellcaster gains one 1st-level spell slot and two 2nd-level spell slots. The spellcaster also learns one 2nd-level spell: {@spell aid} (healer) or {@spell invisibility} (mage)"
												]
											}
										]
									}
								],
								[
									"6th",
									"31 ({@dice 7d8})",
									{
										"type": "entries",
										"name": "Potent Cantrips",
										"entries": [
											"The spellcaster can add its spellcasting ability modifier to the damage it deals with any cantrip."
										]
									}
								]
							]
						},
						{
							"type": "table",
							"caption": "Warriors Beyond 1st Level",
							"colLabels": [
								"Level",
								"Hit Points",
								"New Features"
							],
							"colStyles": [
								"col-1 text-center",
								"col-2 text-center",
								"col-9"
							],
							"rows": [
								[
									"2nd",
									"19 ({@dice 3d8 + 6})",
									{
										"type": "entries",
										"name": "Second Wind",
										"entries": [
											"The warrior can use a bonus action on its turn to regain hit points equal to {@dice 1d10} + its level. If it does so, it can't use this feature again until it finishes a short or long rest."
										]
									}
								],
								[
									"3rd",
									"26 ({@dice 4d8 + 8})",
									{
										"type": "entries",
										"name": "Improved Critical",
										"entries": [
											"The warrior's attack rolls now score a critical hit on a roll of 19 or 20 on the {@dice d20}."
										]
									}
								],
								[
									"4th",
									"32 ({@dice 5d8 + 10})",
									{
										"type": "entries",
										"name": "Ability Score Improvement",
										"entries": [
											"The warrior's Str. score increases by 2, raising the modifier by 1, so increase the warrior's {@skill Athletics} bonus by 1, and increase the bonuses to hit and damage of the warrior's melee weapon attack by 1."
										]
									}
								],
								[
									"5th",
									"39 ({@dice 6d8 + 12})",
									{
										"type": "entries",
										"name": "Proficiency Bonus",
										"entries": [
											"The warrior's proficiency bonus increases by 1, so make the following changes in the stat block: increase the bonuses in the Saving Throws and Skills entries by 1, increase the passive Perception by 1, and increase the bonuses to hit of the weapon attacks by 1."
										]
									}
								],
								[
									"6th",
									"45 ({@dice 7d8 + 14})",
									{
										"type": "entries",
										"name": "Extra Attack",
										"entries": [
											"The warrior can attack twice, instead of once, whenever it takes the {@action Attack} action on its turn."
										]
									}
								]
							]
						}
					]
				}
			]
		},
		{
			"name": "Sidekicks",
			"source": "TCE",
			"page": 142,
			"type": "section",
			"entries": [
				"This section provides a straightforward way to add a special NPC-called a sidekick-to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior.",
				"A sidekick can be incorporated into a group at the party's inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship, and invite the creature to join them on their adventures.",
				"You can also use these rules to customize a monster for your own use as DM.",
				{
					"type": "entries",
					"name": "Creating a Sidekick",
					"entries": [
						"A sidekick can be any type of creature with a stat block in the {@book Monster Manual|MM} or another D&D book, but the challenge rating in its stat block must be {@filter ½ or lower|bestiary|challenge rating=[&0;&1/2]|miscellaneous=!swarm}. You take that stat block and add to it, as explained in the \"Gaining a Sidekick Class\" section.",
						"To join the adventurers, the sidekick must be the friend of at least one of them. This friendship might be connected to a character's backstory or to events that have transpired in play. For example, a sidekick could be a childhood friend or pet, or it might be a creature the adventurers saved. As DM, you determine whether there is sufficient trust established for the creature to join the group.",
						"You decide who plays the sidekick. Here are some options:",
						{
							"type": "list",
							"items": [
								"A player plays the sidekick as their second character-ideal when you have only one or two players.",
								"A player plays the sidekick as their only character-ideal for a player who wants a character who's simpler than a typical player character.",
								"The players jointly play the sidekick.",
								"You play the sidekick."
							]
						},
						"There's no limit on the number of sidekicks in a group, but having more than one per player character can noticeably slow down the game. And when estimating the difficulty of an upcoming encounter, count each sidekick as a character."
					]
				},
				{
					"type": "section",
					"name": "Gaining a Sidekick Class",
					"entries": [
						"When you create a sidekick, you choose the class it will have for the rest of its career: {@class expert sidekick|TCE|Expert}, {@class Spellcaster sidekick|TCE|Spellcaster}, or {@class Warrior sidekick|TCE|Warrior}. If a sidekick class contains a choice, you may make the choice or let the players make it.",
						{
							"type": "entries",
							"name": "Starting Level",
							"entries": [
								"The starting level of a sidekick is the same as the average level of the group. For example, if a 1st-level group starts out with a sidekick, that sidekick is also 1st level, but if a 10th-level group invites a sidekick to join them, that sidekick starts at 10th level."
							]
						},
						{
							"type": "entries",
							"name": "Leveling Up a Sidekick",
							"entries": [
								"Whenever a group's average level goes up, the sidekick gains a level. It doesn't matter how much of the group's recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shared with the group and its own training."
							]
						},
						{
							"type": "entries",
							"name": "Hit Points",
							"entries": [
								"Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level.",
								"If the sidekick drops to 0 hit points and isn't killed outright, it falls unconscious and subsequently makes death saving throws, just like a player character."
							]
						},
						{
							"type": "entries",
							"name": "Proficiency Bonus",
							"entries": [
								"The sidekick's proficiency bonus is determined by its level in its class, as shown in the class's table.",
								"Whenever the sidekick's proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1."
							]
						},
						{
							"type": "entries",
							"name": "Ability Score Increases",
							"entries": [
								"Whenever the sidekick gains the Ability Score Improvement feature, adjust anything in its stat block that relies on an ability modifier that you increase. For example, if the sidekick has an attack that uses its Strength modifier, increase the attack's modifiers to hit and damage if the Strength modifier increases.",
								"If it's unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either."
							]
						}
					]
				}
			]
		},
		{
			"name": "Sidekicks",
			"source": "UASidekicks",
			"page": 1,
			"type": "section",
			"entries": [
				"This article gives you a straightforward way to play and level up a sidekick in Dungeons & Dragons. The rules presented here take a creature with a low challenge rating and give it levels as you gain levels.",
				"On your adventures, you sometimes meet a townsperson, an animal, or another creature and forge a special relationship with them. That creature might even join you on your adventures, which usually sparks this question: how does this sidekick get better as you gain levels? As you become more powerful, the foes you face are likely to become too dangerous for Vera the {@creature guard}, Biscuit the {@creature mastiff}, or another companion you befriended in the early days of your adventuring career. This article answers the question, giving your sidekick a clear path of advancement.",
				{
					"type": "section",
					"name": "Sidekick Stats",
					"entries": [
						"In these rules, a sidekick is a creature who is your friend and who accompanies you on adventures. It's essentially a second character you play. (The DM might decide to play it instead, or you could co-play it with other players at the table.)",
						"The sidekick can be any type of creature with a stat block in the Monster Manual or another D&D book, but it must meet these prerequisites:",
						{
							"type": "list",
							"items": [
								"Its challenge rating must be {@filter 1 or lower|bestiary|challenge rating=[&0;&1]|miscellaneous=!swarm}. To gain the {@class expert sidekick|UASidekicks|expert} or {@class spellcaster sidekick|UASidekicks|spellcaster} class, the creature must have {@filter at least one language in its stat block that it can speak|bestiary|challenge rating=[&0;&1]|miscellaneous=!swarm|languages=ab;aq;au;c;ce;!cs;d;dr;ds;du;e;g;gi;go;gth;h;i;ig;o;oth;p;s;t;tc;tp;u;x;xx}.",
								"The two of you must be friends."
							]
						},
						{
							"type": "inset",
							"name": "Customization for Any CR",
							"entries": [
								"The Dungeon Master's Guide offers guidance on customizing a monster, including giving it levels in a class. That approach works with any monster in the game, but it can be complicated, since it requires the monster's challenge rating to be recalculated. The approach to sidekicks in this article focuses on giving levels to a low-CR creature without ever having to recalculate its CR."
							]
						}
					]
				},
				{
					"type": "section",
					"name": "Gaining a Sidekick Class",
					"entries": [
						"When your sidekick joins you, it gains a sidekick class. Choose which class it will have for the rest of its career: {@class warrior sidekick|uasidekicks|warrior}, {@class expert sidekick|uasidekicks|expert}, or {@class spellcaster sidekick|uasidekicks|spellcaster}. They are reminiscent of the classes available to player characters but are simpler.",
						"To gain the expert or the spellcaster class, a creature must have at least one language in its stat block that it can speak.",
						{
							"type": "entries",
							"name": "Leveling Up a Sidekick",
							"entries": [
								"Whenever you gain a level, your sidekick also gains a level. It doesn't matter how much of your recent adventures the sidekick experienced; the sidekick levels up because of a combination of the adventures it shares with you and its own training."
							]
						},
						{
							"type": "entries",
							"name": "Hit Points",
							"entries": [
								"Whenever the sidekick gains a level, it gains one Hit Die, and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type of die appears in the sidekick's stat block), and add its Constitution modifier. It gains a minimum of 1 hit point per level."
							]
						},
						{
							"type": "entries",
							"name": "Proficiency Bonus",
							"entries": [
								"Once your companion has a sidekick class, the sidekick's proficiency bonus is determined by its level in that class, as shown in the class's table. Whenever the sidekick's proficiency bonus increases by 1, add 1 to the to-hit modifier of all the attacks in its stat block, and increase the DCs in its stat block by 1."
							]
						},
						{
							"type": "entries",
							"name": "Ability Score Increases",
							"entries": [
								"Whenever the sidekick gains the Ability Score Improvement class feature, remember to adjust anything in its stat block that relies on an ability modifier that you increase with the feature. For example, if the sidekick has an attack that uses Strength, increase the attack's modifiers to hit and damage if the sidekick's Strength modifier increases.",
								"If it's unclear whether a melee attack in the stat block uses Strength or Dexterity, the attack can use either."
							]
						},
						{
							"type": "inset",
							"name": "Multiattack vs. Extra Attack",
							"entries": [
								"Your sidekick might have the Multiattack action in its stat block. If it does and it gains the Extra Attack class feature, remember that Extra Attack works with the Attack action, not the Multiattack action. In short, you can't use Extra Attack with Multiattack."
							]
						}
					]
				}
			]
		},
		{
			"name": "Simultaneous Effects",
			"source": "XGE",
			"page": 77,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature's turn. If two or more things happen at the same time on a character or monster's turn, the person at the game table\u2014whether player or DM\u2014who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character's turn, the player decides which of the two effects happens first."
			]
		},
		{
			"name": "Skill Variants",
			"source": "DMG",
			"page": 263,
			"ruleType": "V",
			"entries": [
				"A skill dictates the circumstances under which a character can add his or her proficiency bonus to an ability check. Skills define those circumstances by referring to different aspects of the six ability scores. For example, {@skill Acrobatics} and {@skill Stealth} are two different aspects of Dexterity, and a character can specialize in either or both.",
				"You can dispense with skills and use one of the following variants. Choose whichever one best suits your campaign.",
				{
					"type": "entries",
					"name": "Ability Check Proficiency",
					"entries": [
						"With this variant rule, characters don't have skill proficiencies. Instead, each character has proficiency in two abilities: one tied to the character's class and one tied to the character's background. The Ability Proficiencies by Class table suggests a proficiency for each class, and you choose which ability is tied to a given background. Starting at 1st level, a character adds his or her proficiency bonus to any ability check tied to one or the other of these two abilities.",
						{
							"type": "table",
							"caption": "Ability Check Proficiency by Class",
							"colLabels": [
								"Class",
								"Ability Check"
							],
							"colStyles": [
								"col-2",
								"col-10"
							],
							"rows": [
								[
									"{@class Barbarian}",
									"Strength, Dexterity, or Wisdom"
								],
								[
									"{@class Bard}",
									"Any one"
								],
								[
									"{@class Cleric}",
									"Intelligence, Wisdom, or Charisma"
								],
								[
									"{@class Druid}",
									"Intelligence or Wisdom"
								],
								[
									"{@class Fighter}",
									"Strength, Dexterity, or Wisdom"
								],
								[
									"{@class Monk}",
									"Strength, Dexterity, or Intelligence"
								],
								[
									"{@class Paladin}",
									"Strength, Wisdom, or Charisma"
								],
								[
									"{@class Ranger}",
									"Strength, Dexterity, or Wisdom"
								],
								[
									"{@class Rogue}",
									"Dexterity, Intelligence, Wisdom, or Charisma"
								],
								[
									"{@class Sorcerer}",
									"Intelligence or Charisma"
								],
								[
									"{@class Warlock}",
									"Intelligence or Charisma"
								],
								[
									"{@class Wizard}",
									"Intelligence or Wisdom"
								]
							]
						},
						"The Expertise feature works differently than normal under this rule. At 1st level, instead of choosing two skill proficiencies, a character with the Expertise class feature chooses one of the abilities in which he or she has proficiency. Selecting an ability counts as two of the character's Expertise choices. If the character would gain an additional skill proficiency, that character instead selects another ability check in which to gain proficiency.",
						"This option removes skills from the game and doesn't allow for much distinction among characters. For example, a character can't choose to emphasize persuasion or intimidation; he or she is equally adept at both."
					]
				},
				{
					"type": "entries",
					"name": "Background Proficiency",
					"entries": [
						"With this variant rule, characters don't have skill or tool proficiencies. Anything that would grant the character a skill or tool proficiency provides no benefit. Instead, a character can add his or her proficiency bonus to any ability check to which the character's prior training and experience (reflected in the character's background) reasonably applies. The DM is the ultimate judge of whether the character's background applies.",
						"For example, the player of a character with the noble background could reasonably argue that the proficiency bonus should apply to a Charisma check the character makes to secure an audience with the king. The player should be encouraged to explain in specific terms how the character's background applies. Not simply \"I'm a noble,\" but \"I spent three years before starting my adventuring career serving as my family's ambassador to the court, and this sort of thing is second nature to me now.\"",
						"This simple system relies heavily on players developing their characters' histories. Don't let it result in endless debates about whether a character's proficiency bonus applies in a given situation. Unless a player's attempt to explain the relevance of the character's background makes everyone else at the table roll their eyes at its absurdity, go ahead and reward the player for making the effort.",
						"If a character has the Expertise feature, instead of choosing skills and tools to gain the benefit of that feature, the player defines aspects of his or her background to which the benefit applies. Continuing the noble example, the player might decide to apply Expertise to \"situations where courtly manners and etiquette are paramount\" and \"figuring out the secret plots that court members hatch against one another.\""
					]
				},
				{
					"type": "entries",
					"name": "Personality Trait Proficiency",
					"entries": [
						"With this variant rule, characters don't have skill proficiencies. Instead, a character can add his or her proficiency bonus to any ability check directly related to the character's positive personality traits. For example, a character with a positive personality trait of \"I never have a plan, but I'm great at making things up as I go along\" might apply the bonus when engaging in some off-the-cuff deception to get out of a tight spot. A player should come up with at least four positive personality traits when creating a character.",
						"When a character's negative personality trait directly impacts an ability check, the character has disadvantage on the check. For example, a hermit whose negative trait is \"I often get lost in my own thoughts and contemplation, oblivious to my surroundings\" might have disadvantage on an ability check made to notice creatures sneaking up.",
						"If a character has the Expertise feature, the player can apply its benefit to personality traits related to ability checks, instead of to skills or tools. If a character would gain a new skill or tool proficiency, the character instead gains a new positive personality trait.",
						"This system relies heavily on players developing their characters' personalities. Make sure that different characters' traits\u2014positive and negative\u2014come into play with about the same frequency. Don't let a player get away with a positive trait that always seems to apply and a negative trait that never does.",
						"At your discretion, you can also tie a character's ideals, bonds, and flaws to this system."
					]
				}
			]
		},
		{
			"name": "Skills with Different Abilities",
			"source": "PHB",
			"page": 175,
			"ruleType": "V",
			"entries": [
				"Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in {@skill Athletics}, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in {@skill Athletics}, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength ({@skill Intimidation}) check, even though Intimidation is normally associated with Charisma."
			]
		},
		{
			"name": "Sleep",
			"source": "XGE",
			"page": 77,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Just as in the real world, D&D characters spend many hours sleeping, most often as part of a long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the {@condition unconscious} condition. Here are a few rules that expand on that basic fact.",
				{
					"type": "entries",
					"name": "Waking Someone",
					"entries": [
						"A creature that is naturally sleeping, as opposed to being in a magically or chemically induced sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the creature awake. A sudden loud noise\u2014such as yelling, thunder, or a ringing bell\u2014also awakens someone that is sleeping naturally.",
						"Whispers don't disturb sleep, unless a sleeper's passive Wisdom (Perception) score is 20 or higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher."
					]
				},
				{
					"type": "entries",
					"name": "Sleeping in Armor",
					"entries": [
						"Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.",
						"When you finish a long rest during which you slept in medium or heavy armor, you regain only one quarter of your spent Hit Dice (minimum of one die). If you have any levels of {@condition exhaustion}, the rest doesn't reduce your {@condition exhaustion} level."
					]
				},
				{
					"type": "entries",
					"name": "Going without a Long Rest",
					"entries": [
						"A long rest is never mandatory, but going without sleep does have its consequences. If you want to account for the effects of sleep deprivation on characters and creatures, use these rules.",
						"Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of {@condition exhaustion}.",
						"It becomes harder to fight off {@condition exhaustion} if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest."
					]
				}
			]
		},
		{
			"name": "Spell Points",
			"source": "DMG",
			"page": 288,
			"ruleType": "V",
			"entries": [
				"One way to modify how a class feels is to change how it uses its spells. With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.",
				"In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.",
				"Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.",
				"Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.",
				"The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.",
				"The Spell Points by Level table applies to {@class bard||bards}, {@class cleric||clerics}, {@class druid||druids}, {@class sorcerer||sorcerers}, and {@class wizard||wizards}. For a {@class paladin} or {@class ranger}, halve the character's level in that class and then consult the table. For a {@class fighter|phb|fighter (Eldritch Knight)|Eldritch Knight} or {@class rogue|phb|rogue (Arcane Trickster)|Arcane Trickster}, divide the character's level in that class by three.",
				"This system can be applied to monsters that cast spells using spell slots, but it isn't recommended that you do so. Tracking spell point expenditures for a monster can be a hassle.",
				{
					"type": "table",
					"caption": "Spell Point Cost",
					"colLabels": [
						"Spell Level",
						"Point Cost"
					],
					"colStyles": [
						"col-6 text-center",
						"col-6 text-center"
					],
					"rows": [
						[
							"1st",
							2
						],
						[
							"2nd",
							3
						],
						[
							"3rd",
							5
						],
						[
							"4th",
							6
						],
						[
							"5th",
							7
						],
						[
							"6th",
							9
						],
						[
							"7th",
							10
						],
						[
							"8th",
							11
						],
						[
							"9th",
							13
						]
					]
				},
				{
					"type": "table",
					"caption": "Spell Points by Level",
					"colLabels": [
						"Class Level",
						"Spell Points",
						"Max Spell Level"
					],
					"colStyles": [
						"col-4 text-center",
						"col-4 text-center",
						"col-4 text-center"
					],
					"rows": [
						[
							"1st",
							4,
							"1st"
						],
						[
							"2nd",
							6,
							"1st"
						],
						[
							"3rd",
							14,
							"2nd"
						],
						[
							"4th",
							17,
							"2nd"
						],
						[
							"5th",
							27,
							"3rd"
						],
						[
							"6th",
							32,
							"3rd"
						],
						[
							"7th",
							38,
							"4th"
						],
						[
							"8th",
							44,
							"4th"
						],
						[
							"9th",
							57,
							"5th"
						],
						[
							"10th",
							64,
							"5th"
						],
						[
							"11th",
							73,
							"6th"
						],
						[
							"12th",
							73,
							"6th"
						],
						[
							"13th",
							83,
							"7th"
						],
						[
							"14th",
							83,
							"7th"
						],
						[
							"15th",
							94,
							"8th"
						],
						[
							"16th",
							94,
							"8th"
						],
						[
							"17th",
							107,
							"9th"
						],
						[
							"18th",
							114,
							"9th"
						],
						[
							"19th",
							123,
							"9th"
						],
						[
							"20th",
							133,
							"9th"
						]
					]
				}
			]
		},
		{
			"name": "Spellcasting",
			"source": "XGE",
			"page": 85,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"This section expands on the spellcasting rules presented in the Player's Handbook and the Dungeon Master's Guide, providing clarifications and new options.",
				{
					"type": "entries",
					"name": "Perceiving a Caster at Work",
					"entries": [
						"Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of their effects, and could easily go unnoticed by someone unaffected by them. As noted in the Player's Handbook, you normally don't know that a spell has been cast unless the spell produces a noticeable effect.",
						"But what about the act of casting a spell? Is it possible for someone to perceive that a spell is being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, somatic, or material component. The form of a material component doesn't matter for the purposes of perception, whether it's an object specified in the spell's description, a component pouch, or a spellcasting focus.",
						"If the need for a spell's components has been removed by a special ability, such as the sorcerer's Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it's normally impossible to determine who cast the spell in the absence of other evidence."
					]
				},
				{
					"type": "entries",
					"name": "Identifying a Spell",
					"entries": [
						"Sometimes a character wants to identify a spell that someone else is casting or that was already cast. To do so, a character can use their reaction to identify a spell as it's being cast, or they can use an action on their turn to identify a spell by its effect after it is cast.",
						"If the character perceived the casting, the spell's effect, or both, the character can make an Intelligence (Arcana) check with their reaction or action. The DC equals 15 + the spell's level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has advantage on the check to identify the spell. Some spells aren't associated with any class when they're cast, such as when a monster uses its Innate Spellcasting trait.",
						"This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind and familiarity with the theory and practice of casting. This is true even for a character whose spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn't by itself make you adept at deducing exactly what others are doing when they cast their spells."
					]
				},
				{
					"type": "entries",
					"name": "Invalid Spell Targets",
					"entries": [
						"A spell specifies what a caster can target with it: any type of creature, a creature of a certain type (humanoid or beast, for instance), an object, an area, the caster, or something else. But what happens if a spell targets something that isn't a valid target? For example, someone might cast charm person on a creature believed to be a humanoid, not knowing that the target is in fact a vampire. If this issue comes up, handle it using the following rule.",
						"If you cast a spell on someone or something that can't be affected by the spell, nothing happens to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell normally has no effect on a target that succeeds on a saving throw, the invalid target appears to have succeeded on its saving throw, even though it didn't attempt one (giving no hint that the creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the target."
					]
				},
				{
					"type": "entries",
					"name": "Areas of Effect on a Grid",
					"entries": [
						"The Dungeon Master's Guide includes the following short rule for using areas of effect on a grid.",
						"Choose an intersection of squares as the point of origin of an area of effect, then follow the rules for that kind of area as normal (see the \"Areas of Effect\" section in chapter 10 of the Player's Handbook). If an area of effect is circular and covers at least half a square, it affects that square.",
						"That rule works, but it can require a fair amount of on-the-spot adjudication. This section offers two alternatives for determining the exact location of an area: the template method and the token method. Both of these methods assume you're using a grid and miniatures of some sort. Because these methods can yield different results for the number of squares in a given area, it's not recommended that they be combined at the table\u2014choose whichever method you and your players find easier or more intuitive.",
						{
							"type": "entries",
							"name": "Template Method",
							"entries": [
								"The template method uses two-dimensional shapes that represent different areas of effect. The aim of the method is to accurately portray the length and width of each area on the grid and to leave little doubt about which creatures are affected by it. You'll need to make these templates or find premade ones.",
								{
									"type": "entries",
									"name": "Making a Template",
									"entries": [
										"Making a template is simple. Get a piece of paper or card stock, and cut it in the shape of the area of effect you're using. Every 5 feet of the area equals 1 inch of the template's size. For example, the 20-foot-radius sphere of the fireball spell, which has a 40-foot diameter, would translate into a circular template with an 8-inch diameter."
									]
								},
								{
									"type": "entries",
									"name": "Using a Template",
									"entries": [
										"To use an area-of-effect template, apply it to the grid. If the terrain is flat, you can lay it on the surface; otherwise, hold the template above the surface and take note of which squares it covers or partially covers. If any part of a square is under the template, that square is included in the area of effect. If a creature's miniature is in an affected square, that creature is in the area. Being adjacent to the edge of the template isn't enough for a square to be included in the area of effect; the square must be entirely or partly covered by the template.",
										"You can also use this method without a grid. If you do so, a creature is included in an area of effect if any part of the miniature's base is overlapped by the template.",
										"When you place a template, follow all the rules in the Player's Handbook for placing the associated area of effect. If an area of effect, such as a cone or a line, originates from a spellcaster, the template should extend out from the caster and be positioned however the caster likes within the bounds of the rules.",
										"Diagrams 2.1 and 2.2 show the template method in action.",
										{
											"type": "image",
											"href": {
												"type": "internal",
												"path": "variantrules/001.png"
											}
										}
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Token Method",
							"entries": [
								"The token method is meant to make areas of effect tactile and fun. To use this method, grab some dice or other tokens, which you're going to use to represent your areas of effect.",
								"Rather than faithfully representing the shapes of the different areas of effect, this method gives you a way to create square-edged versions of them on a grid easily, as described in the following subsections.",
								{
									"type": "entries",
									"name": "Using Tokens",
									"entries": [
										"Every 5-foot square of an area of effect becomes a die or other token that you place on the grid. Each token goes inside a square, not at an intersection of lines. If an area's token is in a square, that square is included in the area of effect. It's that simple.",
										"Diagrams 2.3 through 2.6 show this method in action, using dice as the tokens.",
										{
											"type": "image",
											"href": {
												"type": "internal",
												"path": "variantrules/002.png"
											}
										},
										{
											"type": "image",
											"href": {
												"type": "internal",
												"path": "variantrules/003.png"
											}
										}
									]
								},
								{
									"type": "entries",
									"name": "Circles",
									"entries": [
										"This method depicts everything using squares, and a circular area of effect becomes square in it, whether the area is a sphere, cylinder, or radius. For instance, the 10-foot radius of flame strike, which has a diameter of 20 feet, is expressed as a square that is 20 feet on a side, as shown in diagram 2.3. Diagram 2.4 shows that area with total cover inside it."
									]
								},
								{
									"type": "entries",
									"name": "Cones",
									"entries": [
										"A cone is represented by rows of tokens on the grid, extending from the cone's point of origin. In the rows, the squares are adjoining side by side or corner to corner, as shown in diagram 2.5. To determine the number of rows a cone contains, divide its length by 5. For example, a 30-foot cone contains six rows.",
										"Here's how to create the rows. Starting with a square adjacent to the cone's point of origin, place one token. The square can be orthogonally or diagonally adjacent to the point of origin. In every row beyond that one, place as many tokens as you placed in the previous row, plus one more token. Place this row's tokens so that their squares each share a side with a square in the previous row. If the cone is orthogonally adjacent to the point of origin, you'll have one more token to place in the row; place it on one end or the other of the row you just created (you don't have to pick the side chosen in diagram 2.5). Keep placing tokens in this way until you've created all of the cone's rows."
									]
								},
								{
									"type": "entries",
									"name": "Lines",
									"entries": [
										"A line can extend from its source orthogonally or diagonally, as shown in diagram 2.6."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Superior Ship Upgrades",
			"source": "GoS",
			"page": 196,
			"type": "section",
			"entries": [
				"Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities.",
				"Adding an upgrade costs 15,000 gp and requires {@dice 1d4} weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time.",
				{
					"type": "entries",
					"name": "Hull Upgrades",
					"entries": [
						"Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship's other components.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehupgrade Churning Hull|GoS}",
								"{@vehupgrade Death Vessel|GoS}",
								"{@vehupgrade Frost-Locked Hull|GoS}",
								"{@vehupgrade Living Vessel|GoS}",
								"{@vehupgrade Reinforced Hull|GoS}",
								"{@vehupgrade Vigilant Watch|GoS}"
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Movement Upgrades",
					"entries": [
						"Each movement upgrade applies to a specific movement type. A component can gain the benefits of one upgrade.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehupgrade Clockwork Oars|GoS}",
								"{@vehupgrade Ever-Full Sails|GoS}",
								"{@vehupgrade Defiant Sails|GoS}",
								"{@vehupgrade Dragon Sails|GoS}",
								"{@vehupgrade Screaming Sails|GoS}",
								"{@vehupgrade Scything Oars|GoS}"
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Weapon Upgrades",
					"entries": [
						"The following upgrades can apply to any weapon mounted aboard a ship. A component can gain the benefits of one upgrade, or two upgrades if one of the upgrades is {@vehupgrade Arcane Artillery|GoS}.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehupgrade Arcane Artillery|GoS}",
								"{@vehupgrade Concussive Rounds|GoS}",
								"{@vehupgrade Explosive Rounds|GoS}",
								"{@vehupgrade Grasping Rounds|GoS}"
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Figurehead Upgrades",
					"entries": [
						"While figureheads are usually purely decorative, they might be magically treated to produce extraordinary effects. A ship can receive one figurehead upgrade.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehupgrade Guardian Figurehead|GoS}",
								"{@vehupgrade Red Dragon Figurehead|GoS}",
								"{@vehupgrade Storm Giant Figurehead|GoS}"
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Miscellaneous Upgrades",
					"entries": [
						"The following upgrades don't apply to a specific element of the ship. A ship can use any number of them, but it can gain a specific upgrade only once.",
						{
							"type": "list",
							"columns": 2,
							"items": [
								"{@vehupgrade Bones of Endless Toil|GoS}",
								"{@vehupgrade Smuggler's Banner|GoS}",
								"{@vehupgrade Taskmaster's Drums|GoS}"
							]
						}
					]
				}
			]
		},
		{
			"name": "Survivors",
			"source": "VRGR",
			"page": 198,
			"type": "section",
			"entries": [
				"Terror doesn't come just for the brave and prepared\u2014often quite the opposite. Some of the most harrowing horror stories involve the least likely heroes, individuals who find their simple lives transformed into waking nightmares.",
				"In most horror adventures, your players will employ familiar, adventure-ready characters. That doesn't need to be the case, though. Instead, for short, low-power adventures, immersive retellings of tragic events, out-of-body experiences, or other unique tales, consider providing players with temporary, stand-in characters called survivors.",
				"This section provides guidance for using survivors, characters designed for one- to three-session adventures focused on survival rather than saving the day. Using survivors helps create horror experiences focused on the dread inherent to having limited resources and facing impending doom without forcing players to risk their favorite characters.",
				{
					"type": "entries",
					"name": "Using Survivors",
					"entries": [
						"Survivors are premade characters that are simple and easy for players to master, while being customizable enough to fill broad roles in your adventures\u2014whether they be farmers or bored nobles, constables or babysitters. Adventures employing survivors are meant to be asides within broader campaigns or otherwise short experiences.",
						{
							"type": "entries",
							"name": "Cut Scenes, Dreams, and Memories",
							"entries": [
								"Use survivors to provide information to players in the form of a self-contained adventure. Even if it doesn't make sense for a campaign's characters to be present for an event, survivors can provide players with perspectives they wouldn't otherwise have. For example, you might use survivors in the following ways:",
								{
									"type": "list",
									"items": [
										"Survivors serve as the first constables on the scene during a serial killer's crime. Afterward, when the players' other characters get involved in the investigations, the players know the details.",
										"Survivors give every player a part to play in one character's ominous nightmares, such as those resulting from encounters with the mind flayers of Bluetspur (see {@book chapter 3|VRGR|3}).",
										"Survivors provide players front row seats to important historic events. It's one thing to hear about the massacre at Castle Ravenloft following Strahd von Zarovich's transformation into a vampire, but it's another to play it."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Mindtaker Mists",
							"entries": [
								"The Mists frequently kidnap characters from across the multiverse, dragging them into the Domains of Dread. They don't always claim their victims bodily, though. Rather, the Mists might steal characters' minds, placing them into survivors involved in specific terrifying scenarios. Perhaps characters suddenly find themselves mentally recast into someone defending against a zombie siege in Falkovnia, attending a ball in Dementlieu, or exploring the tombs of Har'Akir (see {@book chapter 3|VRGR|3} for details on such adventures). Whether the characters survive or meet spectacular ends doesn't matter, as death might mean a return to the character's original body, a second chance to try again, or a stranger fate."
							]
						},
						{
							"type": "entries",
							"name": "Terrible Freedom, Delightful Doom",
							"entries": [
								"Make sure your players know how long you plan to use survivors and that they'll be playing their usual characters again soon. Also let them know that survivors are designed to engage with terrifying circumstances, but their triumph over such threats is not assured. Players' decisions will certainly impact the survivors' fates, but if it seems like doom is in store, encourage the players to embrace it and make sure their survivors meet unforgettable ends."
							]
						},
						{
							"type": "entries",
							"name": "What's Old Is New",
							"entries": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/VRGR/111-04-007.for-survivors.png"
									},
									"title": "For survivors, any foe might become the focus of its own horror adventure",
									"width": 850,
									"height": 1560
								},
								"Dwindling resources contribute to terrifying situations. When a group runs out of hit points, spells, food, or other vital reserves, tension and dread increase. High-level characters, though, have such resources in spades. By running an adventure using survivors, you can recapture some of the same tension adventurers experience early in their careers, encouraging players to use their wits and make desperate choices powerful characters can avoid."
							]
						},
						{
							"type": "entries",
							"name": "Tools for Terror",
							"entries": [
								"Survivors allow you to control how players will engage with a horror adventure. The stat blocks in the following section are designed to be easy-to-use characters with a hint of talent but little that makes them remarkable:",
								"{@b Apprentices} have a minor talent for magic and tend to be well-read.",
								"{@b Disciples} faithfully adhere to the tenets of their chosen religions and receive spells from the deities they worship.",
								"{@b Sneaks} survive by their wits and are often charlatans or petty thieves.",
								"{@b Squires} possess a modicum of martial training and are stalwart companions.",
								"Determine how you want to use survivors in your adventure. If it's important to the story, perhaps all the players use the same stat block, representing their shared experience\u2014a group of Sneaks might all be detectives while a band of Disciples might face a terror unleashed upon a monastery. You can also allow players to choose their own survivors, as any survivor might fill a general role like noble, villager, or sailor with a touch of talent. Make use of these ready-made characters in whatever ways suit your adventure best."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Creating a Survivor",
					"entries": [
						"When you plan a session using survivors, determine how you'll use the {@b Apprentice}, {@b Disciple}, {@b Sneak}, and {@b Squire} stat blocks that appear in the following section. Once you've determined what survivors to use, take a few moments to individualize them. If the survivors have particular roles in your adventure, provide that information to players along with their survivors' statistics; otherwise, let them come up with their own details. Players can give their survivors names, personalities, and lineages, but these details don't affect the survivors' stat blocks.",
						{
							"type": "entries",
							"name": "Levels",
							"entries": [
								"Survivors don't possess classes as detailed in the {@book Player's Handbook|PHB}. Despite this, you can make a survivor marginally more powerful by increasing its level. The stat blocks present the survivors as they are at 1st level. Rather than gaining experience points, a survivor increases in level whenever it makes sense for your adventure. When a survivor gains a level, it gains the benefits on the Survivor Progression table. A survivor that advances from 1st to 2nd level and from 2nd to 3rd level gains access to the player's choice of Survivor Talents (see the section below).",
								{
									"type": "table",
									"caption": "Survivor Progression",
									"colLabels": [
										"Level",
										"Feature"
									],
									"colStyles": [
										"col-2",
										"col-10"
									],
									"rows": [
										[
											"1st",
											"See the appropriate stat block"
										],
										[
											"2nd",
											"Survivor Talent"
										],
										[
											"3rd",
											"Survivor Talent"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Hit Points",
							"entries": [
								"Whenever a survivor gains a level, it gains one Hit Die and its hit point maximum increases. To determine the amount of the increase, roll the Hit Die (the type that appears in the survivor's stat block), and add the survivor's Constitution modifier. It gains a minimum of 1 hit point per level.",
								"If a survivor drops to 0 hit points, it falls {@condition unconscious} and subsequently makes death saving throws just like a normal player character."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Survivor Talents",
					"entries": [
						"At 2nd level and again at 3rd level, a survivor gains their choice of one of the following talents. A survivor can't gain the same talent more than once, unless a talent's description says otherwise. If a talent has a prerequisite, the character must meet it to gain the talent.",
						{
							"type": "entries",
							"name": "Adrenaline Surge",
							"entries": [
								"At the start of your turn, you can choose one creature you can see within 30 feet of you. Until the start of your next turn, you are {@condition frightened} of that creature and your walking speed is doubled."
							]
						},
						{
							"type": "entries",
							"name": "Desperate Scream",
							"entries": [
								"Whenever you make a saving throw, you can summon your desire to live into a desperate scream. You gain advantage on the saving throw, and the scream is audible up to 100 feet away. You can scream in this way twice, and you regain all expended uses when you finish a long rest.",
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/VRGR/112-04-008.survivors.png"
									},
									"title": "Survivors are everyday people thrown into terrifying situations",
									"width": 850,
									"height": 1324
								}
							]
						},
						{
							"type": "entries",
							"name": "Divine Guidance",
							"entries": [
								"{@i Prerequisite: Disciple survivor}",
								"You learn one 1st-level spell of your choice from the cleric spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.",
								"You can select this talent more than once. Each time you do so, you must choose a different spell."
							]
						},
						{
							"type": "entries",
							"name": "Magical Talent",
							"entries": [
								"{@i Prerequisite: Apprentice survivor}",
								"You learn one 1st-level spell of your choice from the wizard spell list. It must be a spell you don't already know. You can cast the spell once with this talent, and you regain the ability to do so when you finish a long rest.",
								"You can select this talent more than once. Each time you do so, you must choose a different spell."
							]
						},
						{
							"type": "entries",
							"name": "Resilience",
							"entries": [
								"Choose one ability score. You gain proficiency in saving throws using the chosen ability."
							]
						},
						{
							"type": "entries",
							"name": "Sacrificing Shield",
							"entries": [
								"{@i Prerequisite: Squire survivor}",
								"When a creature you can see makes an attack against a target you can see within 5 feet of you, you can use your reaction to become the target of the attack instead. If you are wielding a shield, you can reduce the damage by {@dice 1d10}. Once you use this talent, you can't do so again until you finish a short or long rest."
							]
						},
						{
							"type": "entries",
							"name": "Skillful",
							"entries": [
								"You gain proficiency in two skills of your choice."
							]
						},
						{
							"type": "entries",
							"name": "Slip Away",
							"entries": [
								"{@i Prerequisite: Sneak survivor}",
								"When a creature you can see within 5 feet of you hits you with an attack roll and deals damage to you with the attack, you can use your reaction to give yourself resistance against that damage. You can then move up to half your speed without provoking opportunity attacks. Once you use this talent, you can't do so again until you finish a short or long rest."
							]
						}
					]
				},
				{
					"type": "list",
					"columns": 3,
					"items": [
						"{@creature Apprentice|HoL}",
						"{@creature Sneak|HoL}",
						"{@creature Disciple|HoL}",
						"{@creature Squire|HoL}"
					]
				}
			]
		},
		{
			"name": "Swapping Racial Languages",
			"source": "UAWGE",
			"page": 40,
			"ruleType": "O",
			"entries": [
				"This optional rule allows you to exchange a language granted by your race for a different standard language. Your DM must approve the language you select. This is a way to reflect a character with no ties to the culture of their race. Halfling is the language of the Talenta Plains; if a halfling was raised in the Mror Holds, they might replace Halfling with Dwarvish to reflect this."
			]
		},
		{
			"name": "Three-Pillar Experience",
			"source": "UAThreePillarExperience",
			"page": 1,
			"type": "section",
			"entries": [
				{
					"type": "entries",
					"name": "Gaining Levels",
					"entries": [
						"Under this system, you gain a level each time you accumulate 100 XP. When you cross that threshold and increase your character's level, you reduce your current XP total by 100."
					]
				},
				{
					"type": "entries",
					"name": "Dividing XP",
					"entries": [
						"Under this system, XP is not usually divided among party members. The award for an adventure is the same for all members of the party. If defeating a monster awards 10 XP, each member of the party gains 10 XP.",
						"If the party is exceptionally large, though, the notion of safety in numbers makes awards a little easier to earn. If there are more than six members of a party eligible to earn XP (counting both player characters and NPCs), halve all experience awards."
					]
				},
				{
					"type": "entries",
					"name": "Earning Experience Points",
					"entries": [
						"You gain experience points through activities representing each of the three pillars of adventuring: exploration, social interaction, and combat. Each type of game play awards XP differently.",
						{
							"type": "entries",
							"name": "Exploration",
							"entries": [
								"You gain XP for recovering lost magic items, claiming hidden treasure caches, and exploring abandoned sites or places of power. Your character can gain experience points by retrieving a mighty weapon from a dragon's hoard, stealing a diamond from an evil baron, or uncovering the location of a lost temple of evil.",
								"The value of a location or item compared to your level determines its XP value. Finding a treasure or exploring a location appropriate to your tier earns you 10 XP, plus an additional 10 XP for each tier above your current tier. You don't gain XP for exploration below your tier.",
								{
									"type": "entries",
									"name": "Items",
									"entries": [
										"Valuable treasures and magic items are assigned to tiers as follows:",
										{
											"type": "list",
											"style": "list-hang",
											"items": [
												{
													"type": "item",
													"name": "Tier 1:",
													"entry": "A single item worth 100 gp or more, or a nonconsumable rare magic item"
												},
												{
													"type": "item",
													"name": "Tier 2:",
													"entry": "A single item worth 1,000 gp or more, or a nonconsumable very rare magic item"
												},
												{
													"type": "item",
													"name": "Tier 3:",
													"entry": "A single item worth 5,000 gp or more, or a nonconsumable legendary magic item"
												},
												{
													"type": "item",
													"name": "Tier 4:",
													"entry": "A single item worth 50,000 gp or more, or an artifact"
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Locations",
									"entries": [
										"Forgotten locations and sites of power aren't fitted to tiers by any hard and fast rule. Rather, a location's tier depends on its importance in your campaign. You can measure the discovery of a lost location, or the liberation of a place from the clutches of a villain or monster, by the scope of such an action's impact:",
										{
											"type": "list",
											"style": "list-hang",
											"items": [
												{
													"type": "item",
													"name": "Tier 1:",
													"entry": "A location important to a small town or village"
												},
												{
													"type": "item",
													"name": "Tier 2:",
													"entry": "A location vital to a kingdom"
												},
												{
													"type": "item",
													"name": "Tier 3:",
													"entry": "A location important across a world"
												},
												{
													"type": "item",
													"name": "Tier 4:",
													"entry": "A location of cosmic importance"
												}
											]
										}
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Social Interaction",
							"entries": [
								"You gain experience points for turning important NPCs into allies, aligning them with your cause or denying them as assets to your enemies. When you do so, the XP you gain are based on an NPC's power and influence.",
								"You gain 10 XP for swaying an NPC appropriate to your tier, plus an additional 10 XP for each tier above your current one. You gain 5 XP for affecting an NPC one tier below you, but you gain no XP for NPCs of a lower tier than that.",
								"NPCs are assigned to tiers as follows:",
								{
									"type": "list",
									"style": "list-hang",
									"items": [
										{
											"type": "item",
											"name": "Tier 1:",
											"entry": "An NPC with influence over a small town or village, or the equivalent"
										},
										{
											"type": "item",
											"name": "Tier 2:",
											"entry": "An NPC with influence over a city or the equivalent"
										},
										{
											"type": "item",
											"name": "Tier 3:",
											"entry": "An NPC with influence over a kingdom, a continent, or the equivalent"
										},
										{
											"type": "item",
											"name": "Tier 4:",
											"entry": "An NPC (including a deity) with cosmic significance or influence across multiple worlds"
										}
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Combat",
							"entries": [
								"You gain XP for defeating monsters in combat, whether by slaying them or leaving them in a state in which they pose no threat. For example, you might force a demon back to the Abyss or imprison an undead horror in a sealed tomb.",
								"The XP you gain for defeating a monster is determined by comparing the monster's challenge rating to your level. In most cases, you gain 5 XP per monster defeated. That award increases to 15 XP if a monster's challenge rating is twice your level or more. If its challenge rating is half your level or less, that award drops to 2 XP."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Focusing on Pillars",
					"entries": [
						"As a DM, if your campaign focuses on just one or two of the three pillars, you'll simply grant XP awards for those pillars. However, if you eliminate any pillars, you'll want to be sure to give the players plenty of opportunities to find success in challenges making use of the other pillars. Alternatively, you can consider increasing the XP awards for the pillars you do use.",
						"Increasing the reward of the two remaining pillars by 50 percent is a good way to account for losing a single pillar. If you use only one pillar, consider tripling its rewards."
					]
				}
			]
		},
		{
			"name": "Tool Proficiencies",
			"source": "XGE",
			"page": 78,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"Tool proficiencies are a useful way to highlight a character's background and talents. At the game table, though, the use of tools sometimes overlaps with the use of skills, and it can be unclear how to use them together in certain situations. This section offers various ways that tools can be used in the game.",
				{
					"type": "entries",
					"name": "Tools and Skills Together",
					"entries": [
						"Tools have more specific applications than skills. The History skill applies to any event in the past. A tool such as a {@item forgery kit|phb} is used to make fake objects and little else. Thus, why would a character who has the opportunity to acquire one or the other want to gain a tool proficiency instead of proficiency in a skill?",
						"To make tool proficiencies more attractive choices for the characters, you can use the methods outlined below.",
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Advantage",
									"entries": [
										"If the use of a tool and the use of a skill both apply to a check, and a character is proficient with the tool and the skill, consider allowing the character to make the check with advantage. This simple benefit can go a long way toward encouraging players to pick up tool proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional insight (or something similar), which translates into an increased chance that the check will be a success."
									]
								},
								{
									"type": "entries",
									"name": "Added Benefit",
									"entries": [
										"In addition, consider giving characters who have both a relevant skill and a relevant tool proficiency an added benefit on a successful check. This benefit might be in the form of more detailed information or could simulate the effect of a different sort of successful check. For example, a character proficient with {@item mason's tools|phb} makes a successful Wisdom ({@skill Perception}) check to find a secret door in a stone wall. Not only does the character notice the door's presence, but you decide that the tool proficiency entitles the character to an automatic success on an Intelligence ({@skill Investigation}) check to determine how to open the door."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Tool Descriptions",
					"entries": [
						"The following sections go into detail about the tools presented in the Player's Handbook, offering advice on how to use them in a campaign.",
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"The first paragraph in each description gives details on what a set of supplies or tools is made up of. A character who is proficient with a tool knows how to use all of its component parts."
									]
								},
								{
									"type": "entries",
									"name": "Skills",
									"entries": [
										"Every tool potentially provides advantage on a check when used in conjunction with certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow a character to make a check using the indicated skill with advantage. Paragraphs that begin with skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to someone who has proficiency with the tool, not someone who simply owns it.",
										"With respect to skills, the system is mildly abstract in terms of what a tool proficiency represents; essentially, it assumes that a character who has proficiency with a tool also has learned about facets of the trade or profession that are not necessarily associated with the use of the tool.",
										"In addition, you can consider giving a character extra information or an added benefit on a skill check. The text provides some examples and ideas when this opportunity is relevant."
									]
								},
								{
									"type": "entries",
									"name": "Special Use",
									"entries": [
										"Proficiency with a tool usually brings with it a particular benefit in the form of a special use, as described in this paragraph."
									]
								},
								{
									"type": "entries",
									"name": "Sample DCs",
									"entries": [
										"A table at the end of each section lists activities that a tool can be used to perform, and suggested DCs for the necessary ability checks."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Alchemist's Supplies",
							"entries": [
								"{@item Alchemist's supplies|phb} enable a character to produce useful concoctions, such as acid or alchemist's fire.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item alchemist's supplies|phb} include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"Proficiency with {@item alchemist's supplies|phb} allows you to unlock more information on {@skill Arcana} checks involving potions and similar materials."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you inspect an area for clues, proficiency with {@item alchemist's supplies|phb} grants additional insight into any chemicals or other substances that might have been used in the area."
									]
								},
								{
									"type": "entries",
									"name": "Alchemical Crafting",
									"entries": [
										"You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use {@item alchemist's supplies|phb} to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying."
									]
								},
								{
									"type": "table",
									"caption": "Alchemist's Supplies",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Create a puff of thick smoke",
											"10"
										],
										[
											"Identify a poison",
											"10"
										],
										[
											"Identify a substance",
											"15"
										],
										[
											"Start a fire",
											"15"
										],
										[
											"Neutralize acid",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Brewer's Supplies",
							"entries": [
								"Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Brewer's supplies|phb} include a large glass jug, a quantity of hops, a siphon, and several feet of tubing."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Proficiency with {@item brewer's supplies|phb} gives you additional insight on Intelligence ({@skill History}) checks concerning events that involve alcohol as a significant element."
									]
								},
								{
									"type": "entries",
									"name": "Medicine",
									"entries": [
										"This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain."
									]
								},
								{
									"type": "entries",
									"name": "Persuasion",
									"entries": [
										"A stiff drink can help soften the hardest heart. Your proficiency with {@item brewer's supplies|phb} can help you ply someone with drink, giving them just enough alcohol to mellow their mood."
									]
								},
								{
									"type": "entries",
									"name": "Potable Water",
									"entries": [
										"Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest."
									]
								},
								{
									"type": "table",
									"caption": "Brewer's Supplies",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Detect poison or impurities in a drink",
											"10"
										],
										[
											"Identify alcohol",
											"15"
										],
										[
											"Ignore effects of alcohol",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Calligrapher's Supplies",
							"entries": [
								"Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher's training involves long hours of studying writing and attempting to replicate its style and design.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Calligrapher's supplies|phb} include ink, a dozen sheets of parchment, and three quills."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays."
									]
								},
								{
									"type": "entries",
									"name": "Decipher Treasure Map",
									"entries": [
										"This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map's age, whether a map includes any hidden messages, or similar facts."
									]
								},
								{
									"type": "table",
									"caption": "Calligrapher's Supplies",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-6",
										"col-6"
									],
									"rows": [
										[
											"Identify writer of nonmagical script",
											"10"
										],
										[
											"Determine writer's state of mind",
											"15"
										],
										[
											"Spot forged text",
											"15"
										],
										[
											"Forge a signature",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Carpenter's Tools",
							"entries": [
								"Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Carpenter's tools|phb} include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery."
									]
								},
								{
									"type": "entries",
									"name": "Perception",
									"entries": [
										"You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages."
									]
								},
								{
									"type": "entries",
									"name": "Stealth",
									"entries": [
										"You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they're stepped on."
									]
								},
								{
									"type": "entries",
									"name": "Fortify",
									"entries": [
										"With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5."
									]
								},
								{
									"type": "entries",
									"name": "Temporary Shelter",
									"entries": [
										"As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses {@dice 1d3} days after being assembled."
									]
								},
								{
									"type": "table",
									"caption": "Carpenter's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Build a simple wooden structure",
											"10"
										],
										[
											"Design a complex wooden structure",
											"15"
										],
										[
											"Find a weak point in a wooden wall",
											"15"
										],
										[
											"Pry apart a door",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Cartographer's Tools",
							"entries": [
								"Using {@item cartographer's tools|phb}, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Cartographer's tools|phb} consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History, Religion.",
									"entries": [
										"You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth."
									]
								},
								{
									"type": "entries",
									"name": "Nature",
									"entries": [
										"Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you."
									]
								},
								{
									"type": "entries",
									"name": "Survival",
									"entries": [
										"Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you."
									]
								},
								{
									"type": "entries",
									"name": "Craft a Map",
									"entries": [
										"While traveling, you can draw a map as you go in addition to engaging in other activity."
									]
								},
								{
									"type": "table",
									"caption": "Cartographer's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Determine a map's age and origin",
											"10"
										],
										[
											"Estimate direction and distance to a landmark",
											"15"
										],
										[
											"Discern that a map is fake",
											"15"
										],
										[
											"Fill in a missing part of a map",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Cobbler's Tools",
							"entries": [
								"Although the cobbler's trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Cobbler's tools|phb} consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History",
									"entries": [
										"Your knowledge of shoes aids you in identifying the magical properties of enchanted boots or the history of such items."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from."
									]
								},
								{
									"type": "entries",
									"name": "Maintain Shoes",
									"entries": [
										"As part of a long rest, you can repair your companions' shoes. For the next 24 hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 hours a day without making saving throws to avoid {@condition exhaustion}."
									]
								},
								{
									"type": "entries",
									"name": "Craft Hidden Compartment",
									"entries": [
										"With 8 hours of work, you can add a hidden compartment to a pair of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You make an Intelligence check using your tool proficiency to determine the Intelligence (Investigation) check DC needed to find the compartment."
									]
								},
								{
									"type": "table",
									"caption": "Cobbler's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Determine a shoe's age and origin",
											"10"
										],
										[
											"Find a hidden compartment in a boot heel",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Cook's Utensils",
							"entries": [
								"Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Cook's utensils|phb} include a metal pot, knives, forks, a stirring spoon, and a ladle."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture's eating habits."
									]
								},
								{
									"type": "entries",
									"name": "Medicine",
									"entries": [
										"When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction."
									]
								},
								{
									"type": "entries",
									"name": "Survival",
									"entries": [
										"When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals."
									]
								},
								{
									"type": "entries",
									"name": "Prepare Meals",
									"entries": [
										"As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your {@item cook's utensils|phb} and sufficient food."
									]
								},
								{
									"type": "table",
									"caption": "Cook's Utensils",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Create a typical meal",
											"10"
										],
										[
											"Duplicate a meal",
											"10"
										],
										[
											"Spot poison or impurities in food",
											"15"
										],
										[
											"Create a gourmet meal",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Disguise Kit",
							"entries": [
								"The perfect tool for anyone who wants to engage in trickery, a {@item disguise kit|phb} enables its owner to adopt a false identity.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"A {@item disguise kit|phb} includes cosmetics, hair dye, small props, and a few pieces of clothing."
									]
								},
								{
									"type": "entries",
									"name": "Deception",
									"entries": [
										"In certain cases, a disguise can improve your ability to weave convincing lies."
									]
								},
								{
									"type": "entries",
									"name": "Intimidation",
									"entries": [
										"The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully."
									]
								},
								{
									"type": "entries",
									"name": "Performance",
									"entries": [
										"A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction."
									]
								},
								{
									"type": "entries",
									"name": "Persuasion",
									"entries": [
										"Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective."
									]
								},
								{
									"type": "entries",
									"name": "Create Disguise",
									"entries": [
										"As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound.",
										"At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes."
									]
								},
								{
									"type": "table",
									"caption": "Disguise Kit",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Cover injuries or distinguishing marks",
											"10"
										],
										[
											"Spot a disguise being used by someone else",
											"15"
										],
										[
											"Copy a humanoid's appearance",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Forgery Kit",
							"entries": [
								"A {@item forgery kit|phb} is designed to duplicate documents and to make it easier to copy a person's seal or signature.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"A {@item forgery kit|phb} includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"A {@item forgery kit|phb} can be used in conjunction with the Arcana skill to determine if a magic item is real or fake."
									]
								},
								{
									"type": "entries",
									"name": "Deception",
									"entries": [
										"A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"A {@item forgery kit|phb} combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you examine objects, proficiency with a {@item forgery kit|phb} is useful for determining how an object was made and whether it is genuine."
									]
								},
								{
									"type": "entries",
									"name": "Other Tools",
									"entries": [
										"Knowledge of other tools makes your forgeries that much more believable. For example, you could combine proficiency with a {@item forgery kit|phb} and proficiency with {@item cartographer's tools|phb} to make a fake map."
									]
								},
								{
									"type": "entries",
									"name": "Quick Fake",
									"entries": [
										"As part of a short rest, you can produce a forged document no more than one page in length. As part of a long rest, you can produce a document that is up to four pages long. Your Intelligence check using a {@item forgery kit|phb} determines the DC for someone else's Intelligence (Investigation) check to spot the fake."
									]
								},
								{
									"type": "table",
									"caption": "Forgery Kit",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Mimic handwriting",
											"15"
										],
										[
											"Duplicate a wax seal",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Gaming Set",
							"entries": [
								"Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it."
									]
								},
								{
									"type": "entries",
									"name": "Insight",
									"entries": [
										"Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood."
									]
								},
								{
									"type": "entries",
									"name": "Sleight of Hand",
									"entries": [
										"Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt."
									]
								},
								{
									"type": "table",
									"caption": "Gaming Set",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Catch a player cheating",
											"15"
										],
										[
											"Gain insight into an opponent's personality",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Glassblower's Tools",
							"entries": [
								"Someone who is proficient with {@item glassblower's tools|phb} has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History",
									"entries": [
										"Your knowledge of glassmaking techniques aids you when you examine glass objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can study how a glass potion bottle has been changed by its contents to help determine a potion's effects. (A potion might leave behind a residue, deform the glass, or stain it.)"
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you study an area, your knowledge can aid you if the clues include broken glass or glass objects."
									]
								},
								{
									"type": "entries",
									"name": "Identify Weakness",
									"entries": [
										"With 1 minute of study, you can identify the weak points in a glass object. Any damage dealt to the object by striking a weak spot is doubled."
									]
								},
								{
									"type": "table",
									"caption": "Glassblower's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Identify source of glass",
											"10"
										],
										[
											"Determine what a glass object once held",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Herbalism Kit",
							"entries": [
								"Proficiency with an {@item herbalism kit|phb} allows you to identify plants and safely collect their useful elements.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"An {@item herbalism kit|phb} includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss."
									]
								},
								{
									"type": "entries",
									"name": "Medicine",
									"entries": [
										"Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants."
									]
								},
								{
									"type": "entries",
									"name": "Nature and Survival",
									"entries": [
										"When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook."
									]
								},
								{
									"type": "entries",
									"name": "Identify Plants",
									"entries": [
										"You can identify most plants with a quick inspection of their appearance and smell."
									]
								},
								{
									"type": "table",
									"caption": "Herbalism Kit",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Find plants",
											"15"
										],
										[
											"Identify poison",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Jeweler's Tools",
							"entries": [
								"Training with {@item jeweler's tools|phb} includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Jeweler's tools|phb} consist of a small saw and hammer, files, pliers, and tweezers."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"Proficiency with {@item jeweler's tools|phb} grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make {@skill Arcana} checks related to gems or gem-encrusted items."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you inspect jeweled objects, your proficiency with {@item jeweler's tools|phb} aids you in picking out clues they might hold."
									]
								},
								{
									"type": "entries",
									"name": "Identify Gems",
									"entries": [
										"You can identify gems and determine their value at a glance."
									]
								},
								{
									"type": "table",
									"caption": "Jeweler's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Modify a gem's appearance",
											"15"
										],
										[
											"Determine a gem's history",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Land and Water Vehicles",
							"entries": [
								"Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them.",
								"In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.",
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"When you study a magic vehicle, this tool proficiency aids you in uncovering lore or determining how the vehicle operates."
									]
								},
								{
									"type": "entries",
									"name": "Investigation, Perception",
									"entries": [
										"When you inspect a vehicle for clues or hidden information, your proficiency aids you in noticing things that others might miss."
									]
								},
								{
									"type": "entries",
									"name": "Vehicle Handling",
									"entries": [
										"When piloting a vehicle, you can apply your proficiency bonus to the vehicle's AC and saving throws."
									]
								},
								{
									"type": "table",
									"caption": "Vehicles",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Navigate rough terrain or waters",
											"10"
										],
										[
											"Assess a vehicle's condition",
											"15"
										],
										[
											"Take a tight corner at high speed",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Leatherworker's Tools",
							"entries": [
								"Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Leatherworker's tools|phb} include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps."
									]
								},
								{
									"type": "entries",
									"name": "Arcana",
									"entries": [
										"Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook."
									]
								},
								{
									"type": "entries",
									"name": "Identify Hides",
									"entries": [
										"When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods."
									]
								},
								{
									"type": "table",
									"caption": "Leatherworker's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Modify a leather item's appearance",
											"10"
										],
										[
											"Determine a leather item's history",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Mason's Tools",
							"entries": [
								"{@item Mason's tools|phb} allow you to craft stone structures, including walls and buildings crafted from brick.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Mason's tools|phb} consist of a trowel, a hammer, a chisel, brushes, and a square."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your expertise aids you in identifying a stone building's date of construction and purpose, along with insight into who might have built it."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"You gain additional insight when inspecting areas within stone structures."
									]
								},
								{
									"type": "entries",
									"name": "Perception",
									"entries": [
										"You can spot irregularities in stone walls or floors, making it easier to find trap doors and secret passages."
									]
								},
								{
									"type": "entries",
									"name": "Demolition",
									"entries": [
										"Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks."
									]
								},
								{
									"type": "table",
									"caption": "Mason's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Chisel a small hole in a stone wall",
											"10"
										],
										[
											"Find a weak point in a stone wall",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Musical Instruments",
							"entries": [
								"Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.",
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your expertise aids you in recalling lore related to your instrument."
									]
								},
								{
									"type": "entries",
									"name": "Performance",
									"entries": [
										"Your ability to put on a good show is improved when you incorporate an instrument into your act."
									]
								},
								{
									"type": "entries",
									"name": "Compose a Tune",
									"entries": [
										"As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune."
									]
								},
								{
									"type": "table",
									"caption": "Musical Instrument",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Identify a tune",
											"10"
										],
										[
											"Improvise a tune",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Navigator's Tools",
							"entries": [
								"Proficiency with {@item navigator's tools|phb} helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Navigator's tools|phb} include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill."
									]
								},
								{
									"type": "entries",
									"name": "Survival",
									"entries": [
										"Knowledge of {@item navigator's tools|phb} helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements."
									]
								},
								{
									"type": "entries",
									"name": "Sighting",
									"entries": [
										"By taking careful measurements, you can determine your position on a nautical chart and the time of day."
									]
								},
								{
									"type": "table",
									"caption": "Navigator's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Plot a course",
											"10"
										],
										[
											"Discover your position on a nautical chart",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Painter's Supplies",
							"entries": [
								"Proficiency with {@item painter's supplies|phb} represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Painter's supplies|phb} include an easel, canvas, paints, brushes, charcoal sticks, and a palette."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History, Religion",
									"entries": [
										"Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon."
									]
								},
								{
									"type": "entries",
									"name": "Investigation, Perception",
									"entries": [
										"When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight."
									]
								},
								{
									"type": "entries",
									"name": "Painting and Drawing",
									"entries": [
										"As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw."
									]
								},
								{
									"type": "table",
									"caption": "Painter's Supplies",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Paint an accurate portrait",
											"10"
										],
										[
											"Create a painting with a hidden message",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Poisoner's Kit",
							"entries": [
								"A {@item poisoner's kit|phb} is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"A {@item poisoner's kit|phb} includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your training with poisons can help you when you try to recall facts about infamous poisonings."
									]
								},
								{
									"type": "entries",
									"name": "Investigation, Perception",
									"entries": [
										"Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect {@condition poisoned} objects or try to extract clues from events that involve poison."
									]
								},
								{
									"type": "entries",
									"name": "Medicine",
									"entries": [
										"When you treat the victim of a poison, your knowledge grants you added insight into how to provide the best care to your patient."
									]
								},
								{
									"type": "entries",
									"name": "Nature, Survival",
									"entries": [
										"Working with poisons enables you to acquire lore about which plants and animals are poisonous."
									]
								},
								{
									"type": "entries",
									"name": "Handle Poison",
									"entries": [
										"Your proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects."
									]
								},
								{
									"type": "table",
									"caption": "Poisoner's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Spot a {@condition poisoned} object",
											"10"
										],
										[
											"Determine the effects of a poison",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Potter's Tools",
							"entries": [
								"{@item Potter's tools|phb} are used to create a variety of ceramic objects, most typically pots and similar vessels.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Potter's tools|phb} include potter's needles, ribs, scrapers, a knife, and calipers."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your expertise aids you in identifying ceramic objects, including when they were created and their likely place or culture of origin."
									]
								},
								{
									"type": "entries",
									"name": "Investigation, Perception",
									"entries": [
										"You gain additional insight when inspecting ceramics, uncovering clues others would overlook by spotting minor irregularities."
									]
								},
								{
									"type": "entries",
									"name": "Reconstruction",
									"entries": [
										"By examining pottery shards, you can determine an object's original, intact form and its likely purpose."
									]
								},
								{
									"type": "table",
									"caption": "Potter's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Determine what a vessel once held",
											"10"
										],
										[
											"Create a serviceable pot",
											"15"
										],
										[
											"Find a weak point in a ceramic object",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Smith's Tools",
							"entries": [
								"{@item Smith's tools|phb} allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Smith's tools|phb} include hammers, tongs, charcoal, rags, and a whetstone."
									]
								},
								{
									"type": "entries",
									"name": "Arcana and History",
									"entries": [
										"Your expertise lends you additional insight when examining metal objects, such as weapons."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork."
									]
								},
								{
									"type": "entries",
									"name": "Repair",
									"entries": [
										"With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work."
									]
								},
								{
									"type": "table",
									"caption": "Smith's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Sharpen a dull blade",
											"10"
										],
										[
											"Repair a suit of armor",
											"15"
										],
										[
											"Sunder a nonmagical metal object",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Thieves' Tools",
							"entries": [
								"Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps."
									]
								},
								{
									"type": "entries",
									"name": "Investigation and Perception",
									"entries": [
										"You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence."
									]
								},
								{
									"type": "entries",
									"name": "Set a Trap",
									"entries": [
										"Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate."
									]
								},
								{
									"type": "table",
									"caption": "Thieves' Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Pick a lock",
											"Varies"
										],
										[
											"Disable a trap",
											"Varies"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Tinker's Tools",
							"entries": [
								"A set of {@item tinker's tools|phb} is designed to enable you to repair many mundane objects. Though you can't manufacture much with {@item tinker's tools|phb}, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Tinker's tools|phb} include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue."
									]
								},
								{
									"type": "entries",
									"name": "History",
									"entries": [
										"You can determine the age and origin of objects, even if you have only a few pieces remaining from the original."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago."
									]
								},
								{
									"type": "entries",
									"name": "Repair",
									"entries": [
										"You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable."
									]
								},
								{
									"type": "table",
									"caption": "Tinker's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Temporarily repair a disabled device",
											"10"
										],
										[
											"Repair an item in half the time",
											"15"
										],
										[
											"Improvise a temporary item using scraps",
											"20"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Weaver's Tools",
							"entries": [
								"{@item Weaver's tools|phb} allow you to create cloth and tailor it into articles of clothing.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Weaver's tools|phb} include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History",
									"entries": [
										"Your expertise lends you additional insight when examining cloth objects, including cloaks and robes."
									]
								},
								{
									"type": "entries",
									"name": "Investigation",
									"entries": [
										"Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items."
									]
								},
								{
									"type": "entries",
									"name": "Repair",
									"entries": [
										"As part of a short rest, you can repair a single damaged cloth object."
									]
								},
								{
									"type": "entries",
									"name": "Craft Clothing",
									"entries": [
										"Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest."
									]
								},
								{
									"type": "table",
									"caption": "Weaver's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Repurpose cloth",
											"10"
										],
										[
											"Mend a hole in a piece of cloth",
											"10"
										],
										[
											"Tailor an outfit",
											"15"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Woodcarver's Tools",
							"entries": [
								"{@item Woodcarver's tools|phb} allow you to craft intricate objects from wood, such as wooden tokens or arrows.",
								{
									"type": "entries",
									"name": "Components",
									"entries": [
										"{@item Woodcarver's tools|phb} consist of a knife, a gouge, and a small saw."
									]
								},
								{
									"type": "entries",
									"name": "Arcana, History",
									"entries": [
										"Your expertise lends you additional insight when you examine wooden objects, such as figurines or arrows."
									]
								},
								{
									"type": "entries",
									"name": "Nature",
									"entries": [
										"Your knowledge of wooden objects gives you some added insight when you examine trees."
									]
								},
								{
									"type": "entries",
									"name": "Repair",
									"entries": [
										"As part of a short rest, you can repair a single damaged wooden object."
									]
								},
								{
									"type": "entries",
									"name": "Craft Arrows",
									"entries": [
										"As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty. You must have enough wood on hand to produce them."
									]
								},
								{
									"type": "table",
									"caption": "Woodcarver's Tools",
									"colLabels": [
										"Activity",
										"DC"
									],
									"colStyles": [
										"col-10",
										"col-2 text-center"
									],
									"rows": [
										[
											"Craft a small wooden figurine",
											"10"
										],
										[
											"Carve an intricate pattern in wood",
											"15"
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Travel at Sea",
			"source": "GoS",
			"page": 199,
			"type": "section",
			"entries": [
				"It's not just pirates and sea monsters that make journeys on the sea so treacherous. Foul weather, nautical accidents, infested food, illness, and worse all conspire to send even the most capable crews to watery graves. The following rules help adjudicate travel at sea, specifically voyages of an hour or more. This material builds on the travel rules in the {@book Player's Handbook|PHB} and the {@book Dungeon Master's Guide|DMG}.",
				{
					"type": "entries",
					"name": "Travel Pace",
					"entries": [
						"Ships travel at a speed given in their stat blocks. Unlike with land travel, ships can't choose to move at a faster pace, though they can choose to go slower.",
						"If a ship's mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship's travel pace by 1 mile per hour and 24 miles per day."
					]
				},
				{
					"type": "entries",
					"name": "Activity While Traveling",
					"entries": [
						{
							"type": "image",
							"href": {
								"type": "internal",
								"path": "variantrules/GoS/095-za-05-travel-at-sea-p199.png"
							},
							"width": 772,
							"height": 1000
						},
						"The activities available to a ship's crew and passengers are a bit different from the options available to a group traveling by land. Refer to \"{@book Activity While Traveling|PHB|8|Activity While Traveling}\" in chapter 8 of the {@book Player's Handbook|PHB} for more information on some of the topics discussed below.",
						"A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a DM might allow a bard to engage in the Raise Morale activity by playing bawdy songs on deck to lift the crew's spirits.",
						"The party's pace has no effect on the activities they can engage in while traveling by ship.",
						{
							"type": "entries",
							"name": "Draw a Map",
							"entries": [
								"A ship's captain often undertakes this activity, producing a map of the ship's progress and helps the crew get back on course if they get lost. No ability check is required."
							]
						},
						{
							"type": "entries",
							"name": "Forage",
							"entries": [
								"The character casts fishing lines, keeping an eye out for sources of food, making a Wisdom ({@skill Survival}) check when the DM calls for it."
							]
						},
						{
							"type": "entries",
							"name": "Raise Morale (First Mate Only)",
							"entries": [
								"The first mate can manage the crew's time to grant extended breaks, provide instruction, and generally improve the quality of life on the ship. Once every 24 hours, if the crew's quality score is 3 or lower, the first mate can make a DC 15 Charisma ({@skill Persuasion}) check. On a successful check, the crew's quality score increases by 1."
							]
						},
						{
							"type": "entries",
							"name": "Navigate (Quartermaster Only)",
							"entries": [
								"The quartermaster can try to prevent the ship from becoming lost, making a Wisdom ({@skill Survival}) check when the DM calls for it. (See \"{@book Becoming Lost|DMG|5|Becoming Lost}\" in chapter 5 of the {@book Dungeon Master's Guide|DMG} for more information.)"
							]
						},
						{
							"type": "entries",
							"name": "Noticing Threats",
							"entries": [
								"Use the passive Wisdom ({@skill Perception}) score of the player characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom ({@skill Perception}) score equal to 10 + the crew's quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board."
							]
						},
						{
							"type": "entries",
							"name": "Repair (Bosun Only)",
							"entries": [
								"At the end of the day, the ship's bosun can make a Strength check using {@item carpenter's tools|PHB}. On a 15 or higher, each damaged component regains hit points equal to {@dice 1d6} + the crew's quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again."
							]
						},
						{
							"type": "entries",
							"name": "Stealth (Captain Only)",
							"entries": [
								"The ship's captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew's quality score to determine if it can hide."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Hazards",
					"entries": [
						"Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone aboard to their doom. The close quarters of life aboard a ship leads to short tempers and brawls, while a few rats that sneak aboard can spread disease and spoil supplies. This section presents a variety of common hazards sailors might face on the sea.",
						{
							"type": "entries",
							"name": "Group Checks",
							"entries": [
								"To determine how a ship fares against these hazards, each threat requires the ship's officers and crew to make a special group check (see {@book chapter 7|PHB|7|Group Checks} of the {@book Player's Handbook|PHB} for how group checks work). The description of a hazard specifies which officers can roll to contribute to the group check. That description also states what ability check an officer makes. Even if the officers make different ability checks, their successes and failures contribute to the one group check.",
								"Additionally, all the non-officer members of the crew make a single check, a {@dice d20} roll modified by the crew's quality. The success or failure of all these checks\u2014both the officers and the crew\u2014determines the result of the group check.",
								"While each hazard lists the officers assigned to participate in a group check, anyone can attempt an officer's check in a pinch, with two exceptions: First, only the captain can make checks associated with the captain's role; no one else can take the captain's place. Second, only one character can attempt an officer's check; they can't receive help.",
								"Once all the checks related to the group check have been rolled, the ship's success or failure is determined. Hazards offer four levels of success or failure determined by the results of the ship's group check. A total success or a total failure occurs when every roll in the group check is a success or a failure, respectively."
							]
						},
						{
							"type": "entries",
							"name": "Determining Hazards",
							"entries": [
								"Traveling by sea is an innately dangerous proposition. When running an ocean adventure, you can select hazards based on the needs of your campaign or generate them randomly.",
								"To determine hazards at random, roll a {@dice d20} at the start of each day of an ocean voyage. On a 20, the ship faces a hazard that day. Use the following two tables to determine the nature of the hazard and the DC of the threat it presents. Specifics corresponding to each of these DC levels are detailed along with each of the following hazards.",
								{
									"type": "table",
									"caption": "Hazard Type",
									"colLabels": [
										"d20",
										"Hazard Type"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1\u20133",
											"Crew conflict"
										],
										[
											"4\u20136",
											"Fire"
										],
										[
											"7\u20139",
											"Fog"
										],
										[
											"10\u201312",
											"Infestation"
										],
										[
											"13\u201320",
											"Storm"
										]
									]
								},
								{
									"type": "table",
									"caption": "Hazard DC",
									"colLabels": [
										"d20",
										"Hazard DC"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1\u20139",
											"10"
										],
										[
											"10\u201317",
											"15"
										],
										[
											"18\u201319",
											"20"
										],
										[
											"20",
											"25"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Crew Conflict",
							"entries": [
								"Sailors can be a rough-and-tumble bunch, and cramming them into a ship's confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set things right, lest they risk mutiny or worse.",
								"Each day a ship spends dealing with a crew conflict requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Crew Conflicts DCs table. The captain, first mate, and cook each make an ability check, as shown on the Crew Conflict Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to placating the crew. If no one makes the check for a particular officer, a failure is contributed toward the group check.",
								"Even though the crew is causing trouble, some members help the officers, and thus the crew still contributes a roll to the group check. Roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Crew Conflict Check Results table.",
								{
									"type": "table",
									"caption": "Crew Conflict DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Minor scuffle or petty theft"
										],
										[
											"15",
											"Brawl involving several people, theft of a valuable"
										],
										[
											"20",
											"Large brawl resulting in several injuries, theft of a prized item"
										],
										[
											"25",
											"Murder, serious brawl involving most of the crew"
										]
									]
								},
								{
									"type": "table",
									"caption": "Crew Conflict Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Charisma ({@skill Intimidation})"
										],
										[
											"First mate",
											"Charisma ({@skill Intimidation})"
										],
										[
											"Cook",
											"Intelligence ({@item brewer's supplies|PHB})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Crew Conflict Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The crew's quality score increases by 1 for {@dice 1d4} days and the hazard ends."
										],
										[
											"Success",
											"The hazard ends."
										],
										[
											"Failure",
											"The crew's quality score decreases by 1."
										],
										[
											"Total Failure",
											"The crew's quality score decreases by 1, and the crew immediately mutinies."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Fire",
							"entries": [
								"A fire at sea can turn a ship into a burned-out hulk, its crew slain or forced overboard.",
								"If a fire erupts aboard a ship, its officers and crew must make a group check to coordinate efforts to extinguish it. The check's DC is randomly determined or chosen from the Fire DCs table. The group check represents 5 minutes of work. The captain, first mate, bosun, and surgeon each make an ability check, as shown on the Fire Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Fire Check Results table.",
								{
									"type": "table",
									"caption": "Fire DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Small, contained fire, equivalent to an oil lantern"
										],
										[
											"15",
											"Dangerous flame, equivalent to a large campfire, or multiple, smaller fires ignited at once"
										],
										[
											"20",
											"Intense fire with significant chance to spread, equivalent to a bonfire"
										],
										[
											"25",
											"Sudden, pervasive flames, such as from igniting a hold filled with flammable cargo"
										]
									]
								},
								{
									"type": "table",
									"caption": "Fire Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"First mate",
											"Charisma ({@skill Intimidation})"
										],
										[
											"Bosun",
											"Strength ({@item carpenter's tools|PHB})"
										],
										[
											"Surgeon",
											"Intelligence ({@skill Medicine})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Fire Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The fire is extinguished with nothing beyond cosmetic damage."
										],
										[
											"Success",
											"The fire is extinguished, but the hull and {@dice 1d3} other random components take {@dice 6d6} fire damage."
										],
										[
											"Failure",
											"The hull and {@dice 1d3} other random components take {@dice 6d6} fire damage, and the fire continues. Make another set of checks."
										],
										[
											"Total Failure",
											"The crew's quality score decreases by 1 due to injuries, while the hull and {@dice 1d3} other random components take {@dice 6d6} fire damage. The fire continues. Make another set of checks."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Fog",
							"entries": [
								"Fog on land is usually an inconvenience, but at sea it can prove disastrous. Decreased visibility makes navigation more difficult and can cause a vessel to crash.",
								"A group check determines how the officers and crew manage through one day of fog. The check's DC is randomly determined or chosen from the Fog DCs table. The captain and quartermaster each make an ability check, as shown on the Fog Checks table. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Fog Check Results table.",
								{
									"type": "table",
									"caption": "Fog DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Light fog"
										],
										[
											"15",
											"Moderate fog"
										],
										[
											"20",
											"Heavy fog"
										],
										[
											"25",
											"Very heavy fog"
										]
									]
								},
								{
									"type": "table",
									"caption": "Fog Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"Quartermaster",
											"Wisdom ({@skill Nature})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Fog Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The fog has no effect on navigation, and the crew's quality increases by 1 for {@dice 1d3} days."
										],
										[
											"Success",
											"The fog has no effect on navigation."
										],
										[
											"Failure",
											"The fog slows the ship, reducing its travel pace and speed by half for the day."
										],
										[
											"Total Failure",
											"The fog slows the ship and disorients the crew, reducing the vessel's travel pace and speed by half for the day and causing it to move in a random direction."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Infestation",
							"entries": [
								"Provisioning a sea journey is challenging, particularly when allocating what to pack for the voyage. A rat infestation or an outbreak of even a minor illness can spell disaster at sea. This type of hazard covers illnesses, infestations, spoiled supplies, and other troubles that wear away a crew's health.",
								"Each day a ship spends dealing with an infestation requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Infestation DCs table. The captain, first mate, surgeon, and cook each make an ability check, as shown on the Infestation Checks table. This check takes the place of any other activities that the officer might undertake that day. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Infestation Check Results table.",
								{
									"type": "table",
									"caption": "Infestation DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Minor bug or rat infestation, common cold"
										],
										[
											"15",
											"Persistent bug or rat infestation, stomach ailment or typical flu"
										],
										[
											"20",
											"Serious bug or rat infestation, contagious flu or spoiled food"
										],
										[
											"25",
											"Overwhelming bug or rat infestation, lethal plague"
										]
									]
								},
								{
									"type": "table",
									"caption": "Infestation Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"First mate",
											"Charisma ({@skill Persuasion})"
										],
										[
											"Surgeon",
											"Intelligence ({@skill Medicine})"
										],
										[
											"Cook",
											"Constitution ({@item cook's utensils|PHB})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Infestation Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The crew's quality score increases by 1 for {@dice 1d4} days, and the hazard ends."
										],
										[
											"Success",
											"The hazard ends."
										],
										[
											"Failure",
											"The crew's quality score decreases by 1."
										],
										[
											"Total Failure",
											"The crew's quality score decreases by 1, and the distraction caused by the crisis forces the ship to move at half speed that day."
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Storm",
							"entries": [
								"Winds and towering waves toss ships like bath toys. Snowstorms batter vessels venturing too far north. Hurricanes consume whole armadas. More common and deadlier than most sea monsters, storms claim more ships than any other threat on the high seas.",
								"Each day a ship spends involved in a storm requires those aboard to make a group check. The check's DC is randomly determined or chosen from the Storm DCs table. The captain, first mate, bosun, and quartermaster each make an ability check, as shown on the Storm Checks table. This check takes the place of any other activities that the officer might undertake that day, representing their contribution to keeping the ship afloat. If no one makes the check for a particular officer, a failure is contributed toward the group check. Also, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll, and compare that check to the DC.",
								"Determine how many of the group's checks succeeded\u2014the officers' and the crew's\u2014then consult the Storm Check Results table.",
								{
									"type": "table",
									"caption": "Storm DCs",
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"colLabels": [
										"DC",
										"Description"
									],
									"rows": [
										[
											"10",
											"Heavy gale"
										],
										[
											"15",
											"Strong storm"
										],
										[
											"20",
											"Typical hurricane"
										],
										[
											"25",
											"Overwhelming hurricane"
										]
									]
								},
								{
									"type": "table",
									"caption": "Storm Checks",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Officer",
										"Check"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"First mate",
											"Charisma ({@skill Intimidation})"
										],
										[
											"Bosun",
											"Strength ({@item carpenter's tools|PHB})"
										],
										[
											"Quartermaster",
											"Wisdom ({@skill Nature})"
										]
									]
								},
								{
									"type": "table",
									"caption": "Storm Check Results",
									"colStyles": [
										"col-6",
										"col-6"
									],
									"colLabels": [
										"Result",
										"Effect"
									],
									"rows": [
										[
											"Total Success",
											"The ship survives unscathed. The crew's quality score increases by 1 for {@dice 1d4} days."
										],
										[
											"Success",
											"The ship survives unscathed."
										],
										[
											"Failure",
											"The ship's components each take {@dice 4d10} bludgeoning damage. The crew's quality score decreases by 1. The ship struggles, moving at half speed that day."
										],
										[
											"Total Failure",
											"The ship's components each take {@dice 10d10} bludgeoning damage. The crew's quality score decreases by 2, and 10 percent of the crew is washed overboard and lost. The ship is blown off course and struggles to recover its bearings, moving in a random direction."
										]
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Travel at Sea",
			"source": "UAOfShipsAndSea",
			"page": 6,
			"type": "section",
			"entries": [
				"Here are rules to help adjudicate travel at sea, specifically travel of an hour or more. This material builds on the travel rules in the {@book Player's Handbook|PHB|8|travel pace} and the {@book Dungeon Master's Guide|DMG|8|Exploration}.",
				{
					"type": "entries",
					"name": "Travel Pace",
					"entries": [
						"Ships travel at a speed given their stat blocks. Unlike with land travel, players can't choose to move at a faster pace, though they can choose to go slower.",
						"If a ship's mode of movement takes damage, it might be slowed. For every decrease of 10 feet in speed, reduce the ship's pace by 1 mile per hour and 24 miles per day."
					]
				},
				{
					"type": "entries",
					"name": "Activity While Traveling",
					"entries": [
						"The activities available to a ship's crew and passengers are a bit different from the options available to a group traveling by land. Refer to \"Activity While Traveling\" in {@book chapter 8|PHB|8|Activity While Traveling} of the Player's Handbook for more information on some of the topics discussed below.",
						"A number of activities are restricted to certain officers, unless the DM rules otherwise. For example, a bard might be allowed to engage in the raise morale activity by playing bawdy songs on deck to lift the crew's spirits.",
						"The party's pace has no effect on the activities they can engage in while traveling by ship.",
						{
							"type": "entries",
							"name": "Draw a Map",
							"entries": [
								"A ship's captain often undertakes this activity, producing a map that records the ship's progress and helps the crew get back on course if they get lost. No ability check is required."
							]
						},
						{
							"type": "entries",
							"name": "Forage",
							"entries": [
								"The character casts out fishing lines, keeping an eye out for sources of food, making a Wisdom (Survival) check when the DM calls for it."
							]
						},
						{
							"type": "entries",
							"name": "Raise Morale (First Mate Only)",
							"entries": [
								"The first mate can manage the crew's time to grant extended breaks, provide instruction, and improve morale. Once per day, if the crew's quality score is 3 or lower, the first mate can make a DC 15 Charisma (Persuasion) check. On a successful check, the crew's quality score increases by 1."
							]
						},
						{
							"type": "entries",
							"name": "Navigate (Quartermaster Only)",
							"entries": [
								"The quartermaster can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (See \"{@book Becoming Lost|dmg|5|becoming lost}\" in chapter 5 of the Dungeon Master's Guide for more information.)"
							]
						},
						{
							"type": "entries",
							"name": "Noticing Threats",
							"entries": [
								"Use the passive Wisdom (Perception) score of the characters or the crew to determine whether anyone on the ship notices a hidden threat. The crew has a passive Wisdom (Perception) score equal to 10 + the crew's quality score. The DM might decide that a threat can be noticed only by characters in a specific area of the ship. For example, only characters below deck might have a chance to hear or spot a creature hiding on board."
							]
						},
						{
							"type": "entries",
							"name": "Repair (Bosun Only)",
							"entries": [
								"The ship's bosun can undertake this activity. At the end of the day, the bosun can make a Strength check using carpenter's tools. On a 15 or higher, each damaged component regains hit points equal to {@dice 1d6} + the crew's quality score (minimum of 1 hit point). A component other than the hull that had 0 hit points becomes functional again."
							]
						},
						{
							"type": "entries",
							"name": "Stealth (Captain Only)",
							"entries": [
								"The ship's captain can engage in this activity only if the weather conditions restrict visibility, such as in heavy fog. The ship makes a Dexterity check with a bonus equal to the crew's quality score to determine if it can hide."
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Hazards",
					"entries": [
						"Hazards come in two basic types: environmental hazards, such as storms or turbulent waters, and other events, such as a fire aboard the ship or a plague outbreak.",
						{
							"type": "entries",
							"name": "Environmental Hazards",
							"entries": [
								"Icebergs choke a misty sea. Winds and towering waves threaten to capsize a ship. Snowstorms batter ships that venture north too late in the year. These are all examples of environmental hazards that can last for days and demand a crew's attention.",
								"Each day a ship spends involved in a hazard requires the officers to each make a special ability check, as shown on the Hazard Checks table. This check takes the place of any other activities that the officer might undertake and represents the officer's contribution to keeping the ship afloat.",
								{
									"type": "table",
									"caption": "Hazard Checks",
									"colLabels": [
										"Officer",
										"Check"
									],
									"colStyles": [
										"col-4",
										"col-8"
									],
									"rows": [
										[
											"Captain",
											"Intelligence (water vehicles)"
										],
										[
											"First mate",
											"mate Charisma (Intimidation)"
										],
										[
											"Bosun",
											"Strength (carpenter's tools)"
										],
										[
											"Quartermaster ",
											"Wisdom (Nature)"
										],
										[
											"Surgeon",
											"Intelligence (Medicine)"
										],
										[
											"Cook",
											"Constitution (cook's utensils)"
										]
									]
								},
								"If there is no one available to make a check, treat the result as a 0.",
								"Finally, roll a {@dice d20} for the crew, using its quality score as a modifier to the roll. Add up all of these checks and then refer to the Hazard Check Results table. That table shows if the ship has met with disaster or success in surviving that day of the hazard.",
								{
									"type": "table",
									"caption": "Hazard Check Results",
									"colLabels": [
										"Check Total",
										"Result"
									],
									"colStyles": [
										"col-2 text-center",
										"col-10"
									],
									"rows": [
										[
											"140+",
											"{@b Great Success.} The crew's quality score increases by 1 for {@dice 1d4} days."
										],
										[
											"105\u2013139",
											"{@b Success.} The ship survives unscathed."
										],
										[
											"70\u2013104",
											"{@b Partial Disaster.} Each component takes {@dice 4d10} bludgeoning damage. The crew's quality score is reduced by 1. The ship struggles, moving at half speed that day."
										],
										[
											"0\u201369",
											"{@b Disaster.} The ship's components each take {@dice 10d10} bludgeoning damage. The crew's quality score drops by 2, as several members of the crew are washed overboard and lost. The ship is blown off course and struggles to recover its bearings, failing to cover any distance that day."
										]
									]
								},
								"If you want to add variety to hazards, consider including some interesting complications. For example, a whirlpool might drag a ship to the Elemental Plane of Water on a disaster result, with the ship avoiding the vortex on any other result.",
								"You can also add or subtract to the success thresholds in the Hazard Check Results table to reflect a hazard's danger. If you decide to do so, increase or decrease a threshold by 35."
							]
						},
						{
							"type": "entries",
							"name": "Other Events",
							"entries": [
								"In addition to rough seas and daunting weather, a ship might face a number of other threats.",
								"The hazards below serve as examples of what can go wrong on a ship. Each one requires a different officer to spend a day dealing with the hazard instead of engaging in other activity. As a rule of thumb, there is a {@chance 10|10 percent} chance each day that one of the following events occurs.",
								{
									"type": "entries",
									"name": "Emergency Maneuvers",
									"entries": [
										"The crew must react quickly to avoid a sudden threat. A kraken passes below the ship, threatening to capsize it in its wake, or the ship is about to crash into an uncharted reef. The captain must make a DC 15 Intelligence (water vehicles) check. On a failed check, the ship's hull takes {@dice 8d10} bludgeoning damage from the collision. On a successful check, the captain's quick direction keeps the ship out of harm."
									]
								},
								{
									"type": "entries",
									"name": "Conflict",
									"entries": [
										"Life at sea is a mixture of monotony, hard work, and sudden moments of terror. The stress can wear on the stoutest sailor. Sometimes, that stress turns into conflict among the crew. If dissension spreads in the ranks, the first mate's activity that day must be spent making a DC 15 Charisma (Intimidation) check to control the crew. On a failed check, the crew's quality score decreases by {@dice 1d4}."
									]
								},
								{
									"type": "entries",
									"name": "Fire",
									"entries": [
										"A fire at sea can render a ship unable to function. Pick a random component. It takes {@dice 4d10} fire damage unless the bosun succeeds on a DC 15 Strength (carpenter's tools) check."
									]
								},
								{
									"type": "entries",
									"name": "Plague",
									"entries": [
										"An illness sweeps through the ranks, perhaps caused by rats or insects that made their way aboard. The surgeon must make a DC 15 Wisdom (Medicine) check. On a failed check, the crew's quality score decreases by 5 for {@dice 1d6} days."
									]
								},
								{
									"type": "entries",
									"name": "Infestation",
									"entries": [
										"Beetles, rats, or other pests infest the ship, threatening its food stores. The cook must make a DC 15 Constitution (brewer's supplies) check to save what food they can. On a failed check, the crew has disadvantage on any checks involving its quality score until the ship has a chance to restock supplies."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Two-Handed Arcane Focuses",
			"source": "UAWGE",
			"page": 114,
			"ruleType": "O",
			"entries": [
				"In Eberron, an arcane focus is a weapon. As such, it can be interesting to give a focus some of the same trade-offs as mundane weapons: do you sacrifice your free hand for greater power?",
				"If you use this optional rule, when a caster uses a two-handed arcane focus to cast an offensive cantrip (a cantrip requiring a saving throw or an attack roll), the range of the cantrip is increased by 50 percent.",
				"By this rule, a staff always requires two hands, while rods can be used with either one or two hands. Using a two-handed arcane focus fulfills the somatic component requirement for a spell."
			]
		},
		{
			"name": "Tying Knots",
			"source": "XGE",
			"page": 78,
			"ruleType": "O",
			"type": "section",
			"entries": [
				"The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes knowing how well a knot was fashioned is important in a dramatic scene when someone is trying to untie a knot or slip out of one. Here's an optional rule for determining the effectiveness of a knot.",
				"The creature who ties the knot makes an Intelligence ({@skill Sleight of Hand}) check when doing so. The total of the check becomes the DC for an attempt to untie the knot with an Intelligence ({@skill Sleight of Hand}) check or to slip out of it with a Dexterity ({@skill Acrobatics}) check.",
				"This rule intentionally links {@skill Sleight of Hand} with Intelligence, rather than Dexterity. This is an example of how to apply the rule in the {@variantrule Skills with Different Abilities|phb|\"Variant: Skills with Different Abilities\"} section in chapter 7 of the player's handbook."
			]
		},
		{
			"name": "Underwater Locations",
			"source": "GoS",
			"page": 214,
			"type": "section",
			"entries": [
				"The underwater locations in this section can be used for single-session adventures or as side treks to help you fill out the story of Saltmarsh. Each location includes a map, a description, story hooks, and encounters. You can place these locations anywhere near Saltmarsh or off distant shores of your choosing.",
				{
					"type": "entries",
					"name": "Cove Reef",
					"entries": [
						"Near the shore of a cove, a coral reef built around an alien idol teems with life. Long ago the reef was the home of merfolk enslaved by an {@creature aboleth} named Ogrorlo. Lenth, a merfolk cleric of the ocean deity Eadro, killed Ogrorlo and freed the merfolk, but the influence of the aberration still lingers around the reef and in a nearby gorge that descends into darkness."
					]
				},
				{
					"type": "entries",
					"name": "Cove Reef Features",
					"entries": [
						"The cove reef has the following features:",
						"{@b Depth}. The reef and the area around it are 50 feet below the surface of the water. The depths of the rock formations around the reef are noted on map A.5.",
						"{@b Light}. Unless otherwise noted in an area's description, the cove is brightly lit by the sun during the day and dimly lit by the moon at night."
					]
				},
				{
					"type": "entries",
					"name": "Cove Reef Areas",
					"entries": [
						"The following areas are keyed to map A.5.",
						{
							"type": "gallery",
							"images": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/099-09-dm.png"
									},
									"width": 4200,
									"height": 5700
								},
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/100-09-pc.png"
									},
									"title": "(Player Version)",
									"width": 4200,
									"height": 5700
								}
							]
						},
						{
							"type": "entries",
							"name": "C1. Blood Hawk Roost",
							"entries": [
								"Twelve {@creature Blood Hawk||blood hawks} hunt fish in the cove and roost in six nests atop a rock formation that peeks above the surface of the water. The blood hawks attack any creature that approaches within 10 feet of the nests, fighting to the death to defend their eggs.",
								{
									"type": "entries",
									"name": "Slippery Rock",
									"entries": [
										"Algae, ocean spray, and blood hawk waste make the rock formation slippery. Moving on the rock requires a successful DC 15 Dexterity ({@skill Acrobatics}) check, and failing this check results in the creature falling into the water."
									]
								},
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"Each nest holds {@dice 1d4-1} blood hawk eggs. Blood hawks make excellent hunting animals. Nobles are willing to pay 25 gp per intact egg."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "C2. Crystal Cave",
							"entries": [
								"This cave has a single spherical room with a radius of 15 feet. Ogrorlo's merfolk slaves carved this cave. The aberration used the cave to meditate and rest.",
								{
									"type": "entries",
									"name": "Glowing Mosaic",
									"entries": [
										"Pink, purple, and blue crystals cover the walls in a mosaic that depicts merfolk raising their hands toward an aboleth. These crystals give off dim light that fills the cave. A {@spell detect magic} spell or similar effect reveals an aura of divination magic radiating from the mosaic.",
										"A creature that takes a short or long rest in the cave receives at the end of the rest a vague vision of a danger it might face within the next 10 days. If the creature isn't an aberration, it must succeed on a DC 14 Wisdom saving throw or gain a random form of short-term madness (see \"{@book Madness|DMG|8|Madness}\" in chapter 8 of the {@book Dungeon Master's Guide|DMG}).",
										"Removing a crystal from the wall causes that crystal to stop glowing and become worthless. Removing all of the crystals from the wall by hand takes 24 hours of work divided by the number of creatures performing the task (rounded down). As long as at least one crystal remains embedded in the wall, the mosaic's magic functions."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "C3. Coral Reef",
							"entries": [
								"The reef teems with {@dice 10d10 × 10} fish of various species and {@dice 5d10} {@creature Crab||crabs}. Each fish has the statistics of a {@creature quipper}, but it doesn't have the Blood Frenzy feature and can't make attacks.",
								"See \"{@adventure Coral Reefs|GoS|8|Coral Reefs}\" earlier in this appendix.",
								{
									"type": "entries",
									"name": "Stone Clam",
									"entries": [
										"A pedestal-like rock near the middle of the reef rises 5 feet above the coral. The rock holds an algae-covered stone statue of an enormous clam. A character who makes a successful DC 20 Intelligence ({@skill History}) check knows that the clam is the symbol of the aboleth Ogrorlo.",
										"A {@spell detect magic} spell or similar effect reveals an aura of enchantment magic emanating from the statue. Every night at midnight the statue sheds bright green light in a 20-foot radius and dim light for another 20 feet for 4 hours.",
										"A creature that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom ({@skill Insight}) checks and saving throws against being {@condition charmed} for the next 24 hours.",
										"The statue can affect a creature only once every 24 hours. Aberrations and creatures that can't be {@condition charmed} are unaffected if they touch the statue."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "C4. Bleached Reef",
							"entries": [
								"This small reef is stark white and covered by twenty {@creature Crab||crabs} crawling over it. This reef marks Ogrorlo's grave. The aboleth's loyal slaves buried the remains after Lenth killed the aberration.",
								{
									"type": "entries",
									"name": "Whispered Message",
									"entries": [
										"A creature that touches the reef hears a faint message whispered in Deep Speech: \"Bend the knee, pearl. The god Ogrorlo, the shield and our protector, rests here.\""
									]
								},
								{
									"type": "entries",
									"name": "Ogrorlo's Coffin",
									"entries": [
										"The seastone coffin of Ogrorlo, a cube 10 feet on a side, lies 12 feet beneath the floor of the reef. It is adorned with large clamshell carvings and weighs 2,000 pounds. A character who makes a successful DC 20 Intelligence ({@skill History}) check knows that the clam is the symbol of the aboleth Ogrorlo.",
										"If the coffin is opened while underwater, it releases a cloud of mucus in a 15-foot sphere that rises 10 feet toward the water's surface every round on initiative count 20. Creatures that touch the cloud must make a DC 14 Constitution saving throw. On a failed save, the creature is diseased for {@dice 1d4} hours. A creature diseased in this way can breathe only underwater. When the cloud reaches the surface, it dissipates immediately. If the coffin is opened outside the water, the mucus dissipates without effect.",
										"The coffin holds the bones of Ogrorlo and the aboleth's treasure (see \"Treasure\")."
									]
								},
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"Ogrorlo's coffin holds a {@item trident of fish command} left behind as tribute by loyal merfolk slaves."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "C5. Giant Anemone",
							"entries": [
								"This enormous orange, red, and purple anemone anchored to the side of a boulder is a trap from the time of Ogrorlo meant to guard the cove.",
								"When a creature starts its turn within 20 feet of the anemone, it must make a DC 14 Wisdom saving throw. On a failure, the creature abandons whatever it is doing and gives in to a sudden overwhelming urge to touch the anemone, attacking creatures that get in its way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aberrations, beasts, and creatures that can't be {@condition charmed} are immune to this effect. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.",
								"The anemone's tentacles deliver a poisonous sting. A creature that touches the anemone must make a DC 12 Constitution saving throw, taking 11 ({@dice 2d10}) poison damage on a failed save, or half as much damage on a successful one.",
								"The anemone has AC 10 and 45 hit points."
							]
						},
						{
							"type": "entries",
							"name": "C6. Merfolk Mass Grave",
							"entries": [
								"Fifty merfolk skeletons are buried in a mass grave 12 feet beneath the seafloor. These bones are the remains of Ogrorlo's slaves that died in the ancient battle with Lenth's forces. The top layer of skeletons peeks through the seafloor. The merfolk bones float if they are unearthed from their resting place.",
								"A {@creature giant white moray eel|GoS} hides coiled up in the bones. When the eel is hungry, it attacks any creature smaller than it.",
								"The eel has the statistics of a {@creature giant constrictor snake}, with the following changes:",
								{
									"type": "list",
									"items": [
										"The eel can breathe only underwater, its walking speed is 0 feet, and its swimming speed is 40 feet.",
										"It has a +4 bonus to Dexterity ({@skill Stealth}) checks.",
										"It doesn't have the Constrict action option."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "C7. Cove Gorge",
							"entries": [
								"This gorge goes down to a depth of 1,500 feet. Ogrorlo went here to be alone when it was tired of being worshiped. A {@creature chuul}, an ancient guardian and servant of Ogrorlo, still inhabits the bottom of the gorge. It attacks any creature that isn't an aboleth or merfolk that approaches within 60 feet of the gorge's bottom.",
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"The bottom of the gorge holds a stone chest carved with the image of a clam that contains a hundred tiny white pearls (10 gp each), five large pink pearls (100 gp each), and a single black pearl (500 gp)."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Cove Reef Adventures",
					"entries": [
						"You can create your own stories for adventuring at this site or use the information in the Cove Reef Encounters table to create an adventure. You can roll randomly or choose an encounter appropriate for the average level of the characters. Each encounter is described in detail after the table.",
						{
							"type": "table",
							"caption": "Cove Reef Encounters",
							"colLabels": [
								"d4",
								"Encounter",
								"Level"
							],
							"colStyles": [
								"text-center col-2",
								"col-5",
								"col-5"
							],
							"rows": [
								[
									"1",
									"Tentacle Trap",
									"3rd"
								],
								[
									"2",
									"Worshipers of Koolooshidoop",
									"5th"
								],
								[
									"3",
									"Coven of Wet Rot",
									"7th"
								],
								[
									"4",
									"Elkahraal",
									"9th"
								]
							]
						},
						{
							"type": "entries",
							"name": "Tentacle Trap",
							"entries": [
								"Two female merfolk named Talnad and Valas were kicked out of their tribe for stealing. Together with their pet {@creature giant octopus} Allero, the merfolk plan to set a trap in the cove to attract adventurers and steal from them.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"To help draw the characters to the cove, Talnad and Valas unearth merfolk bones from the mass grave ({@adventure area C6|GoS|8|C6. Merfolk Mass Grave}), which causes the remains to float to the surface. Fishers working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see \"{@book Special Features|DMG|7|Special Features}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}) to discover the source of the problem and end it."
									]
								},
								{
									"type": "entries",
									"name": "Clever Ruse",
									"entries": [
										"Talnad and Valas stay near the top of the gorge ({@adventure area C7|GoS|8|C7. Cove Gorge}), looking for creatures that have equipment they can steal. Allero, a {@creature giant octopus}, hides in the darkness of the gorge at a depth of 1,000 feet.",
										"{@creature Merfolk Scout|GoS|Talnad} and {@creature Merfolk Scout|GoS|Valas} have the statistics of {@creature Scout||scouts}, with the following changes:",
										{
											"type": "list",
											"items": [
												"Their alignment is chaotic evil.",
												"They have a walking speed of 10 feet, a swimming speed of 40 feet, and can breathe air and water.",
												"They don't carry longbows."
											]
										},
										"When the merfolk spy the characters, Talnad begs them for help, saying she dropped her seashell necklace in the gorge. The merfolk don't have a light source to search the bottom of the gorge and hope the characters can help. A character who makes a successful Wisdom ({@skill Insight}) check contested by Talnad's Charisma ({@skill Deception}) check discerns that she isn't telling the whole truth.",
										"If the characters follow the merfolk into the gorge, Talnad and Valas lead the group to Allero and then attack. If the characters refuse to help, the merfolk whistle for Allero and attack when the octopus arrives. If this battle goes poorly for the merfolk, they dive to the bottom of the gorge toward the chuul, hoping the characters follow.",
										"A character who captures one or both of the merfolk and makes a successful DC 12 Charisma ({@skill Intimidation}) check convinces the merfolk to reveal the truth about the floating bones. Otherwise the merfolk deny knowing anything about the bones."
									]
								},
								{
									"type": "entries",
									"name": "Disturbed Grave",
									"entries": [
										"If a character examines the merfolk mass grave, a successful DC 12 Intelligence ({@skill Investigation}) or Wisdom ({@skill Survival}) check reveals marks in the mud on the ground\u2014some of the bones were recently dug up by webbed humanoid hands."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Worshipers of Koolooshidoop",
							"entries": [
								"The middle of the gorge ({@adventure area C7|GoS|8|C7. Cove Gorge}) is connected to a lake in the Underdark by way of a tunnel. Fuuna, a female {@creature kuo-toa monitor}, and her retinue used the tunnel to reach the surface after she ordered the group to find new gods to add to their pantheon. After the kuo-toa found the stone clam in the reef ({@adventure area C3|GoS|8|C3. Coral Reef}), they named it Koolooshidoop and believed it to be a god. Before returning to the Underdark with the clam, Fuuna feels she must make a sacrifice to Koolooshidoop to avoid angering the clam.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"The crew of {@i Jolly Good}, a Solmor fishing boat, went for a swim in the cove, and six of the sailors never returned. Anders Solmor offers the characters 200 gp to find out what happened to the six human sailors."
									]
								},
								{
									"type": "entries",
									"name": "Confronting the Kuo-toa",
									"entries": [
										"During the day, the {@creature kuo-toa monitor} Fuuna, two {@creature Kuo-toa Whip||kuo-toa whips}, and eight {@creature kuo-toa} rest in the gorge at a depth of 1,000 feet. At night they form a circle around Koolooshidoop and pray. If the kuo-toa spot the characters, they attack, believing the characters to be a worthy sacrifice to their new deity. The kuo-toa aim to capture the characters and sacrifice them when the clam is glowing."
									]
								},
								{
									"type": "entries",
									"name": "Corpses in the Reef",
									"entries": [
										"A character who searches the reef ({@adventure area C3|GoS|8|C3. Coral Reef}) and makes a successful DC 12 Intelligence ({@skill Investigation}) check finds a shallow grave beneath the reef that holds the remains of six sailors from {@i Jolly Good}. The sailors were obviously killed by the weapons of the kuo-toa (part of the sacrifice to Koolooshidoop)."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Coven of Wet Rot",
							"entries": [
								"The Wet Rot Coven is a group of three {@creature Sea Hag||sea hags} named Driftwood Moistrot, Rotten Blubbersore, and Auntie Canker. The group wants to depose Granny Nightshade (see \"{@adventure The Dreadwood|GoS|0|The Dreadwood}\"). The coven used to work for Granny Nightshade and hides from her in the cove, using the magic of the crystal cave ({@adventure area C2|GoS|8|C2. Crystal Cave}) to try to stay one step ahead of the night hag. The coven has no minions but is working on correcting that problem.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"The presence of the hags pollutes the water in the cove, killing the fish, which then wash up on shore. Ferrin Kastilar (see {@adventure location 29|GoS|0|29. Sea Grove of Obad-Hai} in {@adventure Saltmarsh|GoS|0}) offers the characters four {@item potion of water breathing||potions of water breathing} to find and end the source of this problem.",
										{
											"type": "image",
											"href": {
												"type": "internal",
												"path": "variantrules/GoS/101-za-10-sea-hag-p218.png"
											},
											"width": 862,
											"height": 1000
										}
									]
								},
								{
									"type": "entries",
									"name": "Help from New Friends",
									"entries": [
										"If the three {@creature Sea Hag||sea hags} spot the characters, they approach in the guise of three merfolk named Ranna, Caulau, and Vira, who claim that the rest of their tribe was killed by the minions of Granny Nightshade. They try to convince the characters to attack the night hag's fortress. A character who makes a successful Wisdom ({@skill Insight}) check contested by the hags' Charisma ({@skill Deception}) checks discerns that the \"merfolk\" aren't telling the truth about their tribe. If called out on their lies, the hags reveal their true nature and ask for the characters' help in overthrowing Granny Nightshade. They agree to give the characters a share of the night hag's treasure when they depose her.",
										"If the characters attack, the hags fight back until one of them falls, and then the other two flee."
									]
								},
								{
									"type": "entries",
									"name": "Dalixiateara",
									"entries": [
										"Recently the hags captured a female {@creature young bronze dragon} named Dalixiateara. The dragon is chained to the side of the gorge ({@adventure area C7|GoS|8|C7. Cove Gorge}) at a depth of 1,200 feet, muzzled, and {@condition restrained}. The hags are trying to break the dragon's mind to force it to serve them but have had no luck so far.",
										"The locked chains have AC 19, 50 hit points, and immunity to poison and psychic damage. Auntie Canker holds the key to the chains. A character who makes a successful DC 17 Dexterity check using thieves' tools can pick the lock, freeing Dalixiateara. If freed, the dragon attacks the hags and rewards the characters who freed her with a {@item cloak of the manta ray} from her hoard."
									]
								},
								{
									"type": "entries",
									"name": "Polluted Water",
									"entries": [
										"At the end of every hour spent immersed in the cove's water, a creature that isn't a hag must succeed on a Constitution saving throw or become {@condition poisoned} for 1 hour. The DC for this saving throw equals 10 + the number of continuous hours spent in the cove's water. If the hags die or leave the cove, this effect ends {@dice 1d10} days later."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Elkahraal",
							"entries": [
								"Elkahraal is a {@creature marid} in search of skilled and accomplished slaves to help him rob Favnahva, a rival genie who has a larger treasure hoard than Elkahraal does. The marid knows the history of the cove and believes that his schemes can attract adventurers to the area for him to kidnap.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Fishers in the area report seeing tendrils made of water rise out of the sea and crash onto their boats. So far only minor damage has been caused, but rumors about these incidents have spread wildly and the local fishing crews are spooked. Keledek the Unspoken (see {@adventure location 6|GoS|0|6. Keledek Tower} in {@adventure chapter 1|GoS|0}) promises the characters a {@i cap of {@spell water breathing}} if they can discover what the shapes are and report back to him."
									]
								},
								{
									"type": "entries",
									"name": "Elkahraal's Test",
									"entries": [
										"When the characters first arrive at the cove, Elkahraal, a {@creature marid}, casts {@spell invisibility} and {@spell tongues}. Elkahraal has a {@creature water elemental} servant that forms the shape of an aboleth above the surface of the water, and the genie speaks to the characters as if he is the ghost of Ogrorlo, saying, \"Find my remains and my pearls in one hour or I will destroy Saltmarsh!\"",
										"If the characters don't find Ogrorlo's remains ({@adventure see area C4|GoS|8|C4. Bleached Reef}) and his pearls ({@adventure see area C7|GoS|8|C7. Cove Gorge}), Elkahraal sends the water elemental to terrorize Saltmarsh. The elemental attacks until it is destroyed, while Elkahraal hopes to draw smarter, stronger heroes out to the cove.",
										"If the characters find Ogrorlo's remains and the pearls, Elkahraal and his water elemental attack. His plan is to knock as many adventurers as possible {@condition unconscious} and then use {@spell plane shift} to bring them back to the Plane of Water. Elkahraal fights until reduced to 80 hit points and then flees, while the elemental fights until it is destroyed."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Wreck of the Marshal",
					"entries": [
						"The {@i Marshal} was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every port. Three years ago the mission launched, but the {@i Marshal} never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh."
					]
				},
				{
					"type": "entries",
					"name": "Wreck Features",
					"entries": [
						"The {@i Marshal} has the following features:",
						"{@b Barnacles}. The outside of the {@i Marshal} is covered in all manner of sharp barnacles. A creature that is pushed against the outside of the ship by magic like the {@spell thunderwave} spell, or by a shove attack, or that falls {@condition prone} onto a barnacle-covered surface takes 3 ({@dice 1d6}) slashing damage.",
						"{@b Ceilings}. The ceilings of the {@i Marshal}'s lower deck are 8 feet high, with 6-foot-high doorways connecting the chambers.",
						"{@b Depth}. The sea floor is 40 feet below the surface of the water. The {@i Marshal}'s highest point is 5 feet below the surface of the water. The depth of the rocks and various decks of the ship are noted on map A.6.",
						"{@b Light}. The exposed decks of the {@i Marshal} and areas outside the ship are brightly lit by the sun during the day and dimly lit by the moon at night. The interior of the ship and the sea cave are concealed in darkness.",
						"{@b Structure}. The wood of the {@i Marshal}'s hull, deck, and doors is rotting. Unless otherwise noted, a door or a 5-foot-square section of wall, ceiling, or floor of the ship has AC 10, 10 hit points, and immunity to poison and psychic damage."
					]
				},
				{
					"type": "entries",
					"name": "Wreck Areas",
					"entries": [
						"The following areas are keyed to map A.6.",
						{
							"type": "gallery",
							"images": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/102-11-dm.png"
									},
									"width": 4200,
									"height": 5700
								},
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/103-11-pc.png"
									},
									"title": "(Player Version)",
									"width": 4200,
									"height": 5700
								}
							]
						},
						{
							"type": "entries",
							"name": "M1. Harpy Rock",
							"entries": [
								"Eight {@creature Harpy||harpies} lurk in their bone-covered nests on this rock, gnawing on humanoid remains. When the harpies notice humanoids nearby, they use Luring Song to bring their prey in close before attacking. The harpies fight until four remain and then flee.",
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"If the characters search the harpy nests, they find a holy symbol of St. Cuthbert made with gold and sapphires (150 gp), a jasper (50 gp), a piece of obsidian (10 gp), a tiger eye (10 gp), 1,231 cp, 641 sp, 320 ep, 164 gp, and 12 pp."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M2. Upper Decks",
							"entries": [
								"The upper decks of the {@i Marshal} have the following features:",
								"{@b Barnacles}. The upper decks are covered in barnacles (see \"{@adventure Wreck Features|GoS|8|Wreck Features}\").",
								"{@b Cabins}. Doors leading fore and aft from the central portion of the deck give access to cabins that once were occupied by the ship's officers. These cabins (not depicted on the map) were emptied of their belongings long ago.",
								"{@b Naval Ram}. The ship's iron naval ram is shaped like an enormous cudgel, the chosen weapon of St. Cuthbert.",
								"{@b Pit}. A 15-foot-wide, 10-foot-long pit leads 10 feet down to the cargo hold ({@adventure area M3|GoS|8|M3. Cargo Hold}). It is half covered with a net overgrown with algae.",
								"{@b Trapdoors}. Two trapdoors lead down to steps that end in area M3.",
								{
									"type": "entries",
									"name": "Cudgel Ram",
									"entries": [
										"A {@spell detect magic} spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all saving throws relating to crashing when it crashes into a creature or object. The ship and the ram suffer no damage in the crash. These benefits don't apply if another vessel crashes into the ship with the naval ram attached."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M3. Cargo Hold",
							"entries": [
								"The cargo hold has the following features:",
								"{@b Debris}. Broken crates and barrels that once held food and fresh water litter the ground.",
								"{@b Statue}. A 25-foot-tall marble statue of St. Cuthbert is laid horizontally and attached to the floor with rusty chains.",
								{
									"type": "entries",
									"name": "Rusty Chains",
									"entries": [
										"The chains that bind the statue of St. Cuthbert have AC 14, 18 hit points, and immunity to poison and psychic damage. The chains are rusty but solidly locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves' tools. A character can break the chains with a successful DC 14 Strength check."
									]
								},
								{
									"type": "entries",
									"name": "Statue of St. Cuthbert",
									"entries": [
										"The missionaries of St. Cuthbert planned to stay for months or years in most ports, so they brought along a statue of their sacred deity to display at each stop. The statue weighs 1,500 pounds.",
										"A {@spell detect magic} spell or similar effect reveals auras of enchantment and necromancy magic radiating from the statue. A creature of any nonchaotic alignment that prays to St. Cuthbert for 1 minute while within 10 feet of the statue is affected as if it just drank a {@item potion of heroism}. The statue grants this benefit to no more than one creature every 24 hours.",
										"A creature of any chaotic alignment that prays to St. Cuthbert for 1 minute while within 10 feet of the statue must succeed on a DC 15 Constitution saving throw or become {@condition blinded} for 1 hour."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M4. St. Cuthbert's Shrine",
							"entries": [
								"The missionaries fashioned this shrine so they would have a place to worship during travel. It has the following features:",
								"{@b Altar}. An oak altar painted with a faded image of St. Cuthbert stands at the west end of the room.",
								"{@b Benches}. Four rotting benches are attached to the floor.",
								{
									"type": "entries",
									"name": "Altar",
									"entries": [
										"A {@spell detect magic} spell or similar effect reveals an aura of divination magic radiating from the altar. A character who examines the altar and succeeds on a DC 15 Intelligence ({@skill Investigation}) check finds a hidden lid that allows the altar to open. The inside of the lid is mirrored. The altar's inner compartment holds a carved indentation of a holy symbol of St. Cuthbert and a coiled {@creature iron cobra|MTF} that attacks any creature not wearing a symbol of St. Cuthbert.",
										"When a creature places the {@i symbol of St. Cuthbert's knowledge} (see {@adventure area M8|GoS|8|M8. Brig}) in the indentation, that creature can touch the mirrored lid and cast a {@spell scrying} spell (DC 17) with the altar. The altar can be used to cast this spell only once every 24 hours."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M5. Crew Quarters",
							"entries": [
								"The crew quarters are a mess of rotted mattresses, broken furniture, and ruined belongings.",
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"A character who succeeds on a DC 13 Wisdom ({@skill Perception}) check while searching the room finds a set of gilded navigator's tools (100 gp) amid a great deal of ruined paper and deteriorated clothing."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M6. Passenger Quarters",
							"entries": [
								"The furniture in the passenger quarters is in pieces that litter the ground.",
								{
									"type": "entries",
									"name": "Crab of Cuthbert",
									"entries": [
										"The day before the {@i Marshal} sank, Clergol of the Viola, a bard and a follower of St. Cuthbert, cast the {@spell awaken} spell on a crab he named Barnacle Bess. Bess has the statistics of a {@creature giant crab}, with the following changes:",
										{
											"type": "list",
											"items": [
												"She is lawful neutral.",
												"Her Intelligence score is 10 (+0), and she can speak and understand Common."
											]
										},
										"Bess hides beneath the broken pieces of furniture. She is timid and knows very little about the ship's history, though Clergol did teach her the tenets of St. Cuthbert and how to sing a few of the god's hymns. If the characters find Bess, she tries to flee unless one of them wears a symbol of St. Cuthbert, in which case she follows that character around singing and obeys orders given to her by that character."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M7. Missionary Cargo",
							"entries": [
								"The door to this area is locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves' tools. A character can break the door open with a successful DC 12 Strength check.",
								"This cabin contains fifteen watertight crates of various sizes, which hold hundreds of copies of {@i St. Cuthbert and Common Sense}, a short book used to explain the tenets of the deity's faith to nonbelievers."
							]
						},
						{
							"type": "entries",
							"name": "M8. Brig",
							"entries": [
								"The brig's door is made of rusted iron. Inside is a broken chamber pot and four skeletons wearing torn and rotted priest robes and manacles with broken, rusty chains.",
								{
									"type": "entries",
									"name": "Skeletons",
									"entries": [
										"The skeletons are the remains of the missionaries that overcame the allure of the harpies' song and tried to convince the others to put the {@i Marshal} back on course. Their pleas failed, and these missionaries were imprisoned in the brig, where they ultimately drowned."
									]
								},
								{
									"type": "entries",
									"name": "Symbol of St. Cuthbert's Knowledge",
									"entries": [
										"One of the skeletons is that of Uzol Telmock, a high priest of St. Cuthbert. It still carries the {@i symbol of St. Cuthbert's magic} inside its robes. A {@spell detect magic} spell or similar effect reveals an aura of divination magic emanating from this jade symbol of St. Cuthbert. The symbol can activate the altar in area M4."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "M9. Cave of Lost Souls",
							"entries": [
								"This sea cave has the following features:",
								"{@b Algae}. The sea cave is covered in phosphorescent algae, which fills the cave with dim green light.",
								"{@b Ceiling}. The ceiling is 10 feet high.",
								{
									"type": "entries",
									"name": "Ghosts",
									"entries": [
										"Calimara and Alina are the {@creature Ghost||ghosts} of missionaries that died in the brig ({@adventure area M8|GoS|8|M8. Brig}) along with the high priest when the ship sank. The ghosts spend most of their time in the cave. They can't stand the painful memories that come from looking at their old ship.",
										"The ghosts are devout followers of St. Cuthbert, and they attack any creature they see committing an illegal or evil act (such as if the characters are carrying items they stole from the ship's occupants).",
										"If the characters have committed no such acts, the ghosts ask the characters to recover their remains as well as the bones of their friends in the harpy nest ({@adventure area M1|GoS|8|M1. Harpy Rock}) and the brig ({@adventure area M8|GoS|8|M8. Brig}) and give them a proper burial. If the characters perform this task, the ghosts give them permission to take treasure from the {@i Marshal}, after which they share their knowledge of the ship's original purpose and then fade into the afterlife."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Wreck Adventures",
					"entries": [
						"You can create your own stories for adventuring at this site or use the information in the Marshal Wreck Encounters table to create an adventure. You can roll randomly or choose an encounter appropriate for the average level of the characters. Each encounter is described in detail after the table.",
						{
							"type": "table",
							"caption": "Marshal Wreck Encounters",
							"colLabels": [
								"d4",
								"Encounter",
								"Level"
							],
							"colStyles": [
								"text-center col-2",
								"col-5",
								"col-5"
							],
							"rows": [
								[
									"1",
									"Vecna's Twist",
									"5th"
								],
								[
									"2",
									"Merrow Mayhem",
									"7th"
								],
								[
									"3",
									"Golem Diver",
									"11th"
								],
								[
									"4",
									"Dragon Turtle Bandit",
									"15th"
								]
							]
						},
						{
							"type": "entries",
							"name": "Vecna's Twist",
							"entries": [
								"The town guard of Saltmarsh recently broke up a secret cult of Vecna, an enemy of St. Cuthbert. Jander Caudron (NE male human {@creature cult fanatic}) was the leader of the cult. During interrogation, Jander revealed that the cult honored Vecna by using a cursed ceremonial dagger to twist the souls of St. Cuthbert's faithful killed on the {@i Marshal} into warriors of the Maimed God meant to assault Saltmarsh. The dagger is hidden somewhere in the wreck.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Eliander Fireborn asks the characters to investigate the matter, offering 300 gp if they neutralize the threat and recover the dagger."
									]
								},
								{
									"type": "entries",
									"name": "Cursed Dagger",
									"entries": [
										"The cursed dagger, decorated with the hand and eye symbol of Vecna, is hidden beneath the statue of St. Cuthbert in {@adventure area M3|GoS|8|M3. Cargo Hold}. A character can spot it with a successful DC 17 Wisdom ({@skill Perception}) check. A {@spell detect magic} spell or similar effect reveals an aura of necromancy magic radiating from the dagger.",
										"Whenever an undead creature is destroyed within 500 feet of the dagger, the creature's essence is trapped in the blade, and {@dice 1d10} days later the creature re-forms with all its hit points in a space within 10 feet of the dagger. When a creature that is not undead and does not worship Vecna touches the dagger, that creature must succeed on a DC 12 Constitution saving throw or become {@condition paralyzed} for 1 hour. If the creature is still touching the dagger when the condition ends, that creature must repeat the saving throw, becoming subject to the effect again on a failure.",
										"A character who examines the dagger and succeeds on a DC 15 Intelligence ({@skill Arcana}) check discerns that casting {@spell dispel magic} on the dagger or striking the dagger with a magic or adamantine weapon will cause the dagger to break. The ghosts in area M9 know how to destroy the dagger. If the dagger is destroyed, the undead it created are destroyed, and their souls return to the afterlife."
									]
								},
								{
									"type": "entries",
									"name": "Vecna's Dead",
									"entries": [
										"The cultists twisted the souls of five missionaries, turning them into one {@creature wraith} and four {@creature Specter||specters} that haunt the lower deck of the {@i Marshal}. The undead attack the characters when they come below, fighting to the death."
									]
								},
								{
									"type": "entries",
									"name": "Ignoring the Threat",
									"entries": [
										"If the characters don't kill the undead and recover the dagger, the undead attack the town during the next festival thrown by Gellan Primewater."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Merrow Mayhem",
							"entries": [
								"Calimara Deswin ({@adventure see area M9|GoS|8|M9. Cave of Lost Souls}) was a warrior who fought the forces of Demogorgon in life. The Prince of Demons wants to keep Calimara's soul trapped in her watery grave and has sent merrow to guard the wreck.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Gellan Primewater's smugglers bring in goods by moving through the waters near the wreck of the {@i Marshal}, since they know other people avoid the place for fear of the harpies. One of these boats, posing as a merchant vessel, was attacked by merrow while traveling near the wreck and barely escaped. Gellan offers the characters a letter of recommendation (see \"{@book Letter of Recommendation|DMG|7|Letters of Recommendation}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}) if they can end the merrow threat."
									]
								},
								{
									"type": "entries",
									"name": "Merrow",
									"entries": [
										"Relzagon is a muscular {@creature merrow} (with 72 hit points), missing one eye, who spends most of her time in {@adventure area M3|GoS|8|M3. Cargo Hold} with four other {@creature merrow}. Another three {@creature merrow} patrol the water just outside the {@i Marshal}. These monstrosities are on a mission from Demogorgon and fight to the death."
									]
								},
								{
									"type": "entries",
									"name": "Extra Reward",
									"entries": [
										"If the characters kill the merrow and fulfill the ghost's request to lay the missionaries to rest (see \"Ghosts\" in {@adventure area M9|GoS|8|M9. Cave of Lost Souls}), the ghosts reward the characters with a {@i charm of heroism} as they depart (see \"{@adventure Charms|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG})."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Golem Diver",
							"entries": [
								"Captain Xendros (see {@adventure location 7|GoS|0|7. Faithful Quartermasters of Iuz} in {@adventure Saltmarsh|GoS|0}) wants the statue in the cargo hold ({@adventure area M3|GoS|8|M3. Cargo Hold}) of the {@i Marshal} because he knows the gift would please Iuz, an enemy of St. Cuthbert. At the same time, Arla and Vengi Carmaclo, twin mages and worshipers of St. Cuthbert, want to recover the statue for themselves.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Captain Xendros asks the characters to recover the statue from the wreck, offering a box of {@item Nolzur's marvelous pigments} in exchange for the likeness of St. Cuthbert. Xendros warns the characters that bandits might try to recover treasure from the wreck and to be on the lookout.",
										"If the characters recover the statue but don't give it to Xendros, he sends two {@creature Glabrezu||glabrezus} to attack the characters while they rest."
									]
								},
								{
									"type": "entries",
									"name": "Wizards",
									"entries": [
										"When the characters approach the wreck, they notice a keelboat, the {@i Bat Guano}, anchored in the distance. The boat belongs to the twins Arla and Vengi Carmaclo (LN human {@creature Mage||mages}), devout followers of St. Cuthbert on a mission to recover the statue, which was carved by their father, Fergos. They sent their iron golem to claim the work of art so they could avoid the harpies and are waiting for the construct to return.",
										"If the characters are polite, the wizards happily share their mission. A character who succeeds on a DC 18 Charisma ({@skill Deception} or {@skill Persuasion}) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with the recovery.",
										"If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls."
									]
								},
								{
									"type": "entries",
									"name": "Iron Golem",
									"entries": [
										"When the characters arrive at the wreck of the {@i Marshal}, Arla and Vengi's {@creature iron golem} is in {@adventure area M3|GoS|8|M3. Cargo Hold}, breaking the chains that bind the statue before it attempts to lift it out of the ship. If the characters try to hinder the golem, it attacks, fighting until the characters retreat. The golem allows the characters to help it bring the statue back to the {@i Bat Guano}."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Dragon Turtle Bandit",
							"entries": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/104-za-12-dragon-turtle-p223.png"
									},
									"width": 376,
									"height": 1000
								},
								"Those who fish in the waters around Saltmarsh know that a {@creature dragon turtle} called Xalatamos claims the wreck of the {@i Marshal} as part of its domain. As long as the wreck was undisturbed, Xalatamos kept to itself\u2014until recently, when it began threatening fishers to hand over their daily catches to pay for the theft of his treasure.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Anders Solmor can't turn a profit with his fishing vessels if Xalatamos keeps demanding the haul. He offers the characters 1,000 gp, plus the recovery of any expenses they incur, to discover why the dragon turtle is angry and mollify it."
									]
								},
								{
									"type": "entries",
									"name": "Xalatamos",
									"entries": [
										"The {@creature dragon turtle} spends most of its time within 60 feet of the wreck, watching the {@i Marshal}. When the characters enter the area, the dragon turtle approaches, demanding to know what they are doing in its domain. A character who succeeds on a DC 15 Charisma ({@skill Persuasion}) check convinces Xalatamos to speak with them. Otherwise, Xalatamos demands tribute in the form of coins and gems worth no less than 500 gp before speaking further with the characters.",
										"If the tribute is forthcoming, Xalatamos tells the characters that it kept a {@item staff of power} in the crew quarters ({@adventure area M5|GoS|8|M5. Crew Quarters}), but the item went missing ten days ago. The creature is certain a thief from Saltmarsh took the staff, and it intends to make the fishers of the town pay until the item is returned. A character who succeeds on a DC 13 Charisma ({@skill Persuasion}) check convinces Xalatamos to let the characters explore the wreck for clues of where the lost staff could be.",
										"If the characters try to explore the wreck without its permission, Xalatamos attacks. It fights until reduced to 100 hit points and then flees."
									]
								},
								{
									"type": "entries",
									"name": "What Really Happened",
									"entries": [
										"The culprit is none other than Keledek the Unspoken (see {@adventure location 6|GoS|0|6. Keledek Tower} in {@adventure Saltmarsh|GoS|0}). After using research and magic to discern that an item of power was likely buried somewhere aboard the {@i Marshal}, he conjured a water elemental and sent it forth to uncover what it could. The elemental found the staff and, remaining undetected, escaped the ship and returned to Keledek with its prize."
									]
								},
								{
									"type": "entries",
									"name": "Finding the Staff",
									"entries": [
										"If the characters search the crew quarters ({@adventure area M5|GoS|8|M5. Crew Quarters}), they find an important piece of evidence among the debris: the moldy remains of what was once an ornate wooden case meant to hold a staff. Where the head of the staff would rest, the outside of the case is sculpted in the image of a beholder.",
										"If the characters take this knowledge (or the item itself) back to Saltmarsh and ask around, someone who makes a successful DC 14 Charisma ({@skill Investigation}) check finds out that Keledek has been sporting a new staff recently\u2014and the head of the staff is a miniature sculpture of a beholder. If Keledek is confronted about the item, a successful DC 15 Charisma ({@skill Intimidation} or {@skill Persuasion}) check convinces Keledek to give the staff to the characters so that they can return it to its rightful owner.",
										"If the staff is given back to Xalatamos, he stops harassing the fishers and hides the staff in a more secure location."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Warthalkeel Ruins",
					"entries": [
						"Centuries ago, Warthalkeel was a settlement built on a seaside cliff. Its people worshiped a kraken named Vaalastroth. The kraken would visit the town once every decade, giving orders and taking treasure as tribute from the people before descending into the deep to slumber. Malek Trandence, a priest of Procan, visited Warthalkeel and persuaded the people to worship the god of the sea. When Vaalastroth next returned, the kraken was furious at the people's betrayal. Vaalastroth broke the cliff beneath Warthalkeel, sending the town into the water. Rumors of hidden treasure and strange magic in the town's ruins sometimes attract explorers into the depths."
					]
				},
				{
					"type": "entries",
					"name": "Warthalkeel Features",
					"entries": [
						"The ruins of Warthalkeel have the following features:",
						"{@b Ceilings}. The ceilings in enclosed buildings are 10 feet high, with 8-foot-high doorways between the chambers.",
						"{@b Depth}. The seafloor on which the ruins sit is at a depth of 100 feet. The depth of ledges below the surface of the water and the height of those above are noted on map A.7.",
						"{@b Light}. Areas exposed to the outside are brightly lit by the sun during the day and dimly lit by the moon at night. Enclosed areas have no light sources.",
						"{@b Structure}. The ruins are made of stone. A door or a 5-foot-cubic section of wall, ceiling, or floor has AC 17, 27 hit points, and immunity to poison and psychic damage.",
						"{@b Submerged}. The ruins are filled with seawater."
					]
				},
				{
					"type": "entries",
					"name": "Warthalkeel Areas",
					"entries": [
						"The following areas are keyed to map A.7.",
						{
							"type": "gallery",
							"images": [
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/105-08-dm.png"
									},
									"width": 4200,
									"height": 5700
								},
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/106-08-pc.png"
									},
									"title": "(Player Version)",
									"width": 4200,
									"height": 5700
								}
							]
						},
						{
							"type": "entries",
							"name": "W1. Warthalkeel Cliffs",
							"entries": [
								"These cliffs once held the town of Warthalkeel. Climbing the walls of the cliffs without equipment requires a DC 15 Strength ({@skill Athletics}) check."
							]
						},
						{
							"type": "entries",
							"name": "W2. Vaalastroth Trench",
							"entries": [
								"The floor of the trench is at a depth of 10,000 feet. An entrance to the kraken's lair lies somewhere in the deepest part of the trench."
							]
						},
						{
							"type": "entries",
							"name": "W3. Ruined Buildings",
							"entries": [
								"These buildings are so utterly demolished that it is impossible to know what purpose they served. Swarming around each ruin are {@dice 3d10} fish of various species and {@dice 2d4} {@creature Crab||crabs}. Each fish has the statistics of a {@creature quipper}, but it doesn't have the Blood Frenzy feature and can't make attacks.",
								"Characters who dig through the rubble of a ruined building for 10 minutes find an object on the Ruin Objects table.",
								{
									"type": "table",
									"caption": "Ruin Objects",
									"colLabels": [
										"d10",
										"Object"
									],
									"colStyles": [
										"text-center col-2",
										"col-10"
									],
									"rows": [
										[
											"1",
											"Human bones"
										],
										[
											"2",
											"An iron holy symbol of Procan"
										],
										[
											"3",
											"A tin toy kraken"
										],
										[
											"4",
											"A rusted blade engraved with a tentacle"
										],
										[
											"5",
											"The cover of a book of hymns to Procan"
										],
										[
											"6",
											"A rusty tool, weapon, or armor"
										],
										[
											"7",
											"An engraving, sculpture, or other work of art depicting a kraken"
										],
										[
											"8",
											"An engraving, sculpture, or other work of art depicting Procan"
										],
										[
											"9",
											"A broken piece of a boat"
										],
										[
											"10",
											"A stuffed and preserved octopus corpse"
										]
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "W4. Windmill",
							"entries": [
								"The wood blades of the windmill are gone, and the inside of the mill is covered in rubble from the grinding wheel that broke apart when the building was submerged. Two human skeletons lie among the rubble.",
								"Two {@b will-o'-wisps} occupy the mill. When a creature enters the building, the undead attempt to lead the creature into Vaalastroth Trench ({@adventure area W2|GoS|8|W2. Vaalastroth Trench}), whispering promises of treasure."
							]
						},
						{
							"type": "entries",
							"name": "W5. Kraken's Vault",
							"entries": [
								"The people of Warthalkeel built a vault to store the treasures earmarked for Vaalastroth.",
								{
									"type": "entries",
									"name": "W5a. Guard Post",
									"entries": [
										"Stone benches line the walls, and a stone counter stands before the vault doors. Three human skeletons in rusted chainmail lie on the floor."
									]
								},
								{
									"type": "entries",
									"name": "W5b. Vault",
									"entries": [
										"The door to the vault is locked with an {@spell arcane lock} spell. A character can pick the lock with a successful DC 25 Dexterity check using thieves' tool or force the door open with a successful DC 30 Strength check. Touching the door with a bone from the high priest's skeleton (in {@adventure area W7d|GoS|8| W7d. High Priest's Chambers. The door to these chambers is locked. A character can pick the door's lock with a successful DC 15 Dexterity check using thieves' tool or force the door open with a successful DC 20 Strength check.}) unlocks the door.",
										"If a creature touches or attacks the door while it is locked, the door produces a spectral tendril that makes an attack against the creature with a +7 bonus. If the tendril hits, it deals 11 ({@dice 2d6 + 4}) psychic damage.",
										"Most of the vault's treasures were removed from the vault when Warthalkeel's citizens converted to the worship of Procan, but a stone chest in the vault contains 1,232 gp and 213 pp."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "W6. House of Procan",
							"entries": [
								"The house of Procan was erected to replace the Temple of Vaalastroth ({@adventure area W7|GoS|8|W7. Temple of Vaalastroth}).",
								"Malek Trandence secretly worshiped Erythnul, the god of slaughter. He knew that converting Warthalkeel to a new religion would bring down the kraken's wrath, pleasing his true god.",
								{
									"type": "entries",
									"name": "W6a. Chamber of Prayer",
									"entries": [
										"A chipped statue of Procan holding a trident in one hand and a piece of coral in the other stands on the east wall. A human skeleton lies at the feet of the statue."
									]
								},
								{
									"type": "entries",
									"name": "W6b. Reflection Chamber",
									"entries": [
										"A glass fish tank overgrown with kelp stands on the east wall, and a mosaic of Procan's coral trident holy symbol is built into the ceiling. A {@creature giant crab} hides in the kelp and attacks any creature that disturbs it."
									]
								},
								{
									"type": "entries",
									"name": "W6c. Priest's Office",
									"entries": [
										"Broken wood furniture lies on the cracked floor. A 2-foot-diameter hole in the ceiling allows light from outside to enter and provides entry and exit to the {@creature swarm of quippers} that lives here.",
										"A character who searches through the debris on the floor finds a gold holy symbol of Procan (15 gp)."
									]
								},
								{
									"type": "entries",
									"name": "W6d. Priest's Room",
									"entries": [
										"Broken wood furniture and rusty mattress springs cover the floor.",
										"A character notices the outline of a secret compartment in the wall with a successful DC 15 Wisdom ({@skill Perception}) check. The compartment holds an iron holy symbol of Erythnul."
									]
								},
								{
									"type": "entries",
									"name": "W6e. Shrine to Erythnul",
									"entries": [
										"All doors to this area are locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves' tool or force the door open with a successful DC 20 Strength check.",
										"The skeletal remains of several beasts litter the floor, and an altar to Erythnul made of bones stands on the east wall. A magic morningstar lies on the altar. This weapon has the Curse property of a {@item berserker axe} and no other magical properties."
									]
								},
								{
									"type": "entries",
									"name": "W6f. Shrine to Procan",
									"entries": [
										"Six cracked stone benches line a path leading up to a stone altar of Procan on a 2-foot-high dais at the south end of the room. Four human skeletons lie on the floor."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "W7. Temple of Vaalastroth",
							"entries": [
								"A four-story temple honoring Vaalastroth served as Warthalkeel's house of worship and seat of government for years. After Malek Trandence converted most of the townspeople to the worship of Procan, a few priests loyal to the kraken remained in the temple, preaching Vaalastroth's word only to each other.",
								{
									"type": "entries",
									"name": "W7a. Entry Chapel",
									"entries": [
										"The chapel's floor, walls, ceiling, and columns are painted with a mosaic of a kraken reaching its tentacles up into a stormy sky. An altar shaped like a kraken's head stands in the center of the room.",
										"Twenty {@creature Octopus||octopuses} swim in place around the room. They attack only to defend themselves."
									]
								},
								{
									"type": "entries",
									"name": "W7b. Supply Closets",
									"entries": [
										"These supply closets held food and liturgical materials that were lost to or broken by the sea. A closet has a {@chance 25|25 percent} chance of containing a hungry quipper and a {@chance 10|10 percent} chance of containing an object from the 25 gp {@book Art Objects table|DMG|7|Art Objects} in chapter 7 of the {@book Dungeon Master's Guide|DMG}."
									]
								},
								{
									"type": "entries",
									"name": "W7c. Meditation Chamber",
									"entries": [
										"Tattered tapestries and cold, rusty braziers decorate this chamber. {@creature Yalaga Maladwyn|GoS} sits cross-legged in the center of the room. She is a drow priestess of Lolth, with the following changes:",
										{
											"type": "list",
											"items": [
												"Yalaga is undead.",
												"She doesn't have the Fey Ancestry trait or the Summon Demon action option."
											]
										},
										"Yalaga was a loyal priestess of Vaalastroth until the end of her life and continues to be so in undeath. She meditates in this chamber trying to hear the voice of Vaalastroth, which has been silent for her since Warthalkeel's destruction.",
										"If she notices the characters, Yalaga immediately begins asking why they have come to Warthalkeel. A character who succeeds on a DC 14 Charisma ({@skill Deception} or {@skill Persuasion}) check convinces her they mean no harm. If convinced, Yalaga shares Warthalkeel's history and allows the characters to explore the temple as long as she can escort them.",
										"If the characters can't convince Yalaga they mean no harm, or if she catches them stealing or defacing any property in the temple, she attacks and fights to the death (though she doesn't leave the temple to follow the characters if they flee)."
									]
								},
								{
									"type": "entries",
									"name": "W7d. High Priest's Chambers",
									"entries": [
										"The door to these chambers is locked. A character can pick the door's lock with a successful DC 15 Dexterity check using thieves' tool or force the door open with a successful DC 20 Strength check.",
										"Halkal Kyrith, the high priest of Vaalastroth, died cowering in his chambers for failing to defend the worship of the kraken. The high priest's skeleton lies in rotting robes amid debris on the floor, clutching a {@item tentacle rod}."
									]
								},
								{
									"type": "entries",
									"name": "W7e. Balcony",
									"entries": [
										"The balcony is 10 feet above the seafloor. The tops of the 3-foot-high parapets are carved to look like tentacles."
									]
								},
								{
									"type": "entries",
									"name": "W7f. Crumbling Hall",
									"entries": [
										"A crumbling mosaic depicts a kraken devouring an entire planet on the ceiling of this chamber. A creature that touches the walls, floor, or ceiling of this chamber must succeed on a DC 12 Dexterity saving throw or take 3 ({@dice 1d6}) damage from falling debris."
									]
								},
								{
									"type": "entries",
									"name": "W7g. Grand Staircase",
									"entries": [
										"This staircase's stone railing is carved to look like a long tentacle. A {@creature giant octopus} lives under the stairs and attacks only if disturbed. {@creature Yalaga Maladwyn|GoS} (see {@adventure area W7c|GoS|8| W7c. Meditation Chamber. Tattered tapestries and cold, rusty braziers decorate this chamber. {@creature Yalaga Maladwyn|GoS} sits cross-legged in the center of the room. She is a drow priestess of Lolth, with the following changes:}) feeds this octopus and considers it a friend. A character can peacefully coax the octopus from its nest with a successful DC 15 Wisdom ({@skill Animal Handling}) check.",
										"A gold kraken statuette (100 gp) lies amid the waste in the octopus's nest."
									]
								},
								{
									"type": "entries",
									"name": "W7h. Ballroom",
									"entries": [
										"The ballroom once hosted grand celebrations in honor of Vaalastroth. A 10-foot-diameter, 200-pound crystal chandelier shaped like a kraken (750 gp) hangs from the ceiling. A character who succeeds on a DC 15 Dexterity check using mason's tools can safely remove the chandelier from the ceiling. The chandelier is fragile. If takes any damage, it becomes worthless."
									]
								},
								{
									"type": "entries",
									"name": "W7i. Private Room",
									"entries": [
										"This room offered privacy to important ballroom guests. A stone table shaped like a kraken sits in one corner. A long prayer to Vaalastroth is carved into its surface."
									]
								},
								{
									"type": "entries",
									"name": "W7j. Tower Roof",
									"entries": [
										"The top of this tower holds an indentation of one of Vaalastroth's tentacles, marking where the kraken touched the building to bless it. A creature that touches the indentation feels an overwhelming desire to pray to the kraken. If a creature offers a prayer to Vaalastroth, the creature must make a DC 15 Wisdom saving throw. On a successful save, the creature gains a {@i charm of animal conjuring} (see \"{@adventure Charms|DMG|-1}\" in chapter 7 of the {@book Dungeon Master's Guide|DMG}), but can conjure only {@creature Octopus||octopuses} and {@creature Giant Octopus||giant octopuses}. On a failed save, the creature takes 16 ({@dice 3d10}) psychic damage."
									]
								}
							]
						}
					]
				},
				{
					"type": "entries",
					"name": "Warthalkeel Adventures",
					"entries": [
						"You can create your own stories for adventuring at this site or use the information in the Warthalkeel Encounters table to create an adventure. You can roll randomly or choose an encounter appropriate for the average level of the characters. Each encounter is described in detail after the table.",
						{
							"type": "table",
							"caption": "Warthalkeel Encounters",
							"colLabels": [
								"d4",
								"Encounter",
								"Level"
							],
							"colStyles": [
								"text-center col-2",
								"col-5",
								"col-5"
							],
							"rows": [
								[
									"1",
									"Mephit Mischief",
									"1st"
								],
								[
									"2",
									"Lizardfolk Games",
									"3rd"
								],
								[
									"3",
									"Release the Kraken",
									"11th"
								],
								[
									"4",
									"Extended Life",
									"13th"
								]
							]
						},
						{
							"type": "entries",
							"name": "Mephit Mischief",
							"entries": [
								"Gali, a curious merfolk teenager, stumbled upon a green conch shell in Warthalkeel's ruins. When she blew on the shell, a one-way portal from the Plane of Earth appeared, and out of the portal came a mud mephit. The mephit stole the shell and dropped it somewhere in the ruins before heading to the surface. As the days passed, more mephits emerged from the portal, heading to the mainland to cause mischief.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Over several days recently, {@creature Mud Mephit||mud mephits} have appeared in Saltmarsh to steal food, pull pranks, and annoy people. Wellgar Brinehanded (see {@adventure location 26|GoS|0|26. Temple of Procan} in {@adventure Saltmarsh|GoS|0}) tracked the mephits back to Warthalkeel's ruins. He offers the characters 100 gp to find and close the portal that the mephits are coming through. If the characters take the job, Wellgar gives each a {@item potion of water breathing} before they go to the ruins."
									]
								},
								{
									"type": "entries",
									"name": "Elemental Portal",
									"entries": [
										"The 2-foot-diameter portal is located on the sea floor just outside {@adventure area W7|GoS|8|W7. Temple of Vaalastroth}. Every {@dice 1d6} hours, a {@creature mud mephit} emerges from the portal and swims for the surface. If the green conch shell is destroyed, the portal closes."
									]
								},
								{
									"type": "entries",
									"name": "Gali",
									"entries": [
										"Gali, a {@creature merfolk}, searches the ruined building ({@adventure area W3|GoS|8|W3. Ruined Buildings}) directly east of the Temple of Vaalastroth ({@adventure area W7|GoS|8|W7. Temple of Vaalastroth}). She saw the mephit that stole the conch shell swim over the temple and then over the ruined building. She didn't see where the mephit dropped the shell. If she notices the characters, she flags them down, begging for help and sharing her story."
									]
								},
								{
									"type": "entries",
									"name": "Green Conch Shell",
									"entries": [
										"The green conch shell was dropped into {@adventure area W7f|GoS|8|W7f. Crumbling Hall. A crumbling mosaic depicts a kraken devouring an entire planet on the ceiling of this chamber. A creature that touches the walls, floor, or ceiling of this chamber must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) damage from falling debris.} of the Temple of Vaalastroth. A {@spell detect magic} spell or similar effect reveals an aura of conjuration magic around the shell. If the shell is destroyed, the portal closes."
									]
								},
								{
									"type": "entries",
									"name": "Treasure",
									"entries": [
										"If the characters close the portal, in gratitude Gali gives them a {@item potion of climbing} she found in an old shipwreck.",
										{
											"type": "image",
											"href": {
												"type": "internal",
												"path": "variantrules/GoS/107-za-14-mud-mephit-p227.png"
											},
											"width": 1000,
											"height": 718
										}
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Lizardfolk Games",
							"entries": [
								"Wynce, queen of the Black Claw lizardfolk tribe, holds a series of athletic games every year to challenge her best warriors. These games are legendary among the Black Claw, for the grand prize is always an item of great power. This year the games take place in the water over the ruins of Warthalkeel.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Eliander Fireborn tells the characters that a group of lizardfolk has gathered in the water above the ruins of Warthalkeel. He asks the characters to greet the lizardfolk on behalf of the town and find out why they're close to the town. Eliander offers the characters 250 gp to talk to the lizardfolk and gives each character a {@item potion of water breathing} before they set out. He expects the potions back if the characters don't use them."
									]
								},
								{
									"type": "entries",
									"name": "Let the Games Begin",
									"entries": [
										"Wynce, a {@creature lizardfolk shaman}, six of her finest {@creature lizardfolk} warriors, and thirty {@creature Lizardfolk Commoner|GoS|lizardfolk commoners} (see {@adventure appendix C|GoS|10}) are gathered in twelve canoes on the surface of the water when the characters arrive. Wynce welcomes the characters and explains why the Black Claw tribe is congregating. Not one to let a chance for a challenge go by, Wynce invites the characters to participate in the games.",
										"Wynce oversees the games. She is a fair judge and allows the use of magic in the following contests:",
										"{@b Turtle Shell Toss}. The participants in this game hurl a sea turtle shell across the water. All those participating make Strength ({@skill Athletics}) checks. The participant with the highest check total makes the farthest toss and wins. The winner keeps the impressive shell as a trophy.",
										"{@b Driftwood Surfing}. The players of this game stand on a large piece of driftwood, keeping their balance on the shifting waters. All those participating make Dexterity ({@skill Acrobatics}) checks. The highest check total wins. The winner keeps the driftwood as a trophy.",
										"{@b Quipper Wrestling}. Wynce casts [spell] to conjure eight {@creature Quipper||quippers}. The winner of the game is the one who grapples and holds onto a quipper longer than any of the other players and is rewarded with a crown made of quipper bones.",
										"{@b Water Sparring}. Each competing character battles a lizardfolk in the water. The battle continues until a creature submits or is defeated. The lizardfolk submit when reduced to 5 hit points, and if they reduce a character to 0 hit points with a weapon attack, the character is automatically stabilized. The winner of each match gets a pearl worth 10 gp as a prize."
									]
								},
								{
									"type": "entries",
									"name": "Main Event",
									"entries": [
										"After the initial games, Wynce announces the main event. She has given a {@item ring of swimming} to a \"stone-faced guardian\" in the ruins of Warthalkeel. Normally she would divide her warriors into teams, but if the characters compete, she pits her warriors against them. The team that brings the ring to the surface wins and gets to keep the ring.",
										"The {@item ring of swimming} is around one of fingers of the statue of Procan in {@adventure area W6a|GoS|8|W6. House of Procan}. It takes the lizardfolk 1 hour to find the ring. If the characters find the ring in less time that, they win."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Release the Kraken",
							"entries": [
								"The Society of Tentacles is a group of cultists that worship krakens. Elagoth Rinecot, the cult's leader and a descendant of the people of Warthalkeel, wants to call forth Vaalastroth and apologize for her ancestors' betrayal. The priest also plans to offer the characters to the kraken as tribute.",
								{
									"type": "image",
									"href": {
										"type": "internal",
										"path": "variantrules/GoS/108-za-15-deep-scion-p228.png"
									},
									"width": 707,
									"height": 1000
								},
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"Calduran Bravewater, a {@creature deep scion|VGM} (see {@adventure appendix C|GoS|10}), approaches the characters posing as a rich noble and asks for their help in diving into the ruins of Warthalkeel to find lost treasure. He offers to give the characters whatever it takes to persuade them to go to the ruins (since he has no intention of paying)."
									]
								},
								{
									"type": "entries",
									"name": "Society of Tentacles",
									"entries": [
										"Two {@creature Kraken Priest|VGM|kraken priests} (see {@adventure appendix C|GoS|10}) and a {@creature deep scion|VGM} (see {@adventure appendix C|GoS|10}) desecrate {@adventure area W6f|GoS|8|W6f. Shrine to Procan. Six cracked stone benches line a path leading up to a stone altar of Procan on a 2-foot-high dais at the south end of the room. Four human skeletons lie on the floor.} of the House of Procan while another four {@creature Kraken Priest|VGM|kraken priests}, including Elagoth Rinecot, hold hands in a circle and chant to perform the ritual in {@adventure area W7h|GoS|8|W7h. Ballroom. The ballroom once hosted grand celebrations in honor of Vaalastroth. A 10-foot-diameter, 200-pound crystal chandelier shaped like a kraken (750 gp) hangs from the ceiling. A character who succeeds on a DC 15 Dexterity check using mason's tools can safely remove the chandelier from the ceiling. The chandelier is fragile. If takes any damage, it becomes worthless.} of the Temple of Vaalastroth. The cultists attack the characters with the intention of subduing them.",
										"{@creature Yalaga Maladwyn|GoS} (in {@adventure area W7c|GoS|8|W7. Temple of Vaalastroth}) knows of the cultists and allows them to perform the ritual, though she suspects that waking the kraken could anger it, so she avoids participating.",
										"Calduran tries to steer the characters toward {@adventure area W6f|GoS|8|W6f. Shrine to Procan. Six cracked stone benches line a path leading up to a stone altar of Procan on a 2-foot-high dais at the south end of the room. Four human skeletons lie on the floor.} but turns on the characters when they find either group of cultists."
									]
								},
								{
									"type": "entries",
									"name": "The Kraken Cometh",
									"entries": [
										"If the cultists defeat the characters, the kraken priests use their {@spell water breathing} spells to keep the characters alive and then bind them with {@item manacles|PHB} (see chapter 5 in the {@book Player's Handbook|PHB}) near Vaalastroth Trench ({@adventure area W2|GoS|8|W2. Vaalastroth Trench}). The cultists complete their ritual 12 hours after they capture the characters. A loud hum rings through the area, and then Vaalastroth the {@creature kraken} rises from the trench.",
										"Elagoth offers the characters as tribute, claiming that these powerful adventurers are the greatest threats to Vaalastroth's takeover of the settlement. Vaalastroth then attacks the cultists, calling them insolent for disturbing its slumber and offering such a paltry gift. If the characters have not escaped by the time the kraken kills the cultists, it demands all the characters' magic items in exchange for their lives. When it is satisfied, the kraken returns to its lair."
									]
								}
							]
						},
						{
							"type": "entries",
							"name": "Extended Life",
							"entries": [
								"The ancient storm giant Brinecane Ulganoth is terrified of death. To cheat the inevitable, Brinecane drew on the magic of Warthalkeel's ruins, transforming himself into a mighty storm.",
								{
									"type": "entries",
									"name": "Saltmarsh Story Hook",
									"entries": [
										"For days, a powerful storm unlike any seen before rages over Saltmarsh. Ferrin Kastilar (see {@adventure location 29|GoS|0|29. Sea Grove of Obad-Hai} in {@adventure Saltmarsh|GoS|0}) tells the characters that he believes the cause of the storm is unnatural, since its borders never move and the ruins of Warthalkeel are at its center. The storm threatens everyone in Saltmarsh, so Ferrin has convinced the nobles to pledge 3,000 gp to the characters if they can find and stop the cause of the danger."
									]
								},
								{
									"type": "entries",
									"name": "Calming a Storm",
									"entries": [
										"Brinecane Ulganoth has transformed himself into a {@creature storm giant quintessent|VGM} (see {@adventure appendix C|GoS|10}), and the ruins of Warthalkeel are his lair. The giant spends his days in {@adventure area W7h|GoS|8|W7h. Ballroom. The ballroom once hosted grand celebrations in honor of Vaalastroth. A 10-foot-diameter, 200-pound crystal chandelier shaped like a kraken (750 gp) hangs from the ceiling. A character who succeeds on a DC 15 Dexterity check using mason's tools can safely remove the chandelier from the ceiling. The chandelier is fragile. If takes any damage, it becomes worthless.} making music with his harp\u2014the calm in the eye of the storm.",
										"{@creature Yalaga Maladwyn|GoS} (in {@adventure area W7c|GoS|8|W7. Temple of Vaalastroth}) knows she can't kill the giant, so she allows him to do whatever he wants. She would agree to ally with the characters in a plan to evict Brinecane.",
										"When the characters find Brinecane, the giant tells them of his plight. He is scared to die, but he knows that without the magic of Warthalkeel he would succumb to old age.",
										"If the characters offer to help Brinecane, he tells them he would agree to move to a new location touched with magic that would allow him to continue to extend his life. One such location that would put the storm far from Saltmarsh is Granny Nightshade's fortress, Castle Spiral, in the Dreadwood. Of course, Brinecane requires that Granny Nightshade and her minions be removed before he takes possession of the castle.",
										"A character can comfort Brinecane and convince the storm giant to accept the inevitable, end the storm, and move out of the area with a successful DC 22 Charisma ({@skill Persuasion}) check. If this check fails, Brinecane is insulted and attacks the characters.",
										"If combat breaks out, the giant fights until reduced to 30 hit points and then flees."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Vitality",
			"source": "UAVariantRules",
			"page": 1,
			"ruleType": "V",
			"type": "section",
			"entries": [
				"Some DMs find hit points bothersome. A fighter can survive a fireball, a troll's rending claws, and a one-hundred-foot fall, only to crumple in a heap due to a kobold's dagger slash. This optional rule more realistically reflects the wear and tear a character suffers from wounds.",
				"Each character has a pool of vitality in addition to hit points. A character's maximum vitality equals the character's Constitution score. Whenever a character takes 10 or more damage from an attack or effect, the character loses vitality. Divide the damage by 10 and round down. The result is how much vitality a character loses. In other words, a character loses 1 vitality for every 10 points of damage dealt by an attack or effect.",
				"If a character suffers a critical hit, double the vitality lost, so that the character loses 2 vitality for every 10 points of damage. If a critical hit deals less than 10 damage, it still reduces vitality by 1.",
				"Losing vitality causes a character's hit point maximum to drop. Calculate the character's current maximum using vitality instead of Constitution. Thus, as vitality drops, a character's Constitution modifier for determining hit points also drops.",
				"A character reduced to 0 vitality is immediately reduced to 0 hit points. If a character is reduced to 0 hit points but his or her vitality remains above 0, any additional damage is applied instead to the character's vitality. A character is not {@condition unconscious} until both hit points and vitality reach 0.",
				"Completing a long rest increases a character's vitality by 1 + the character's Constitution modifier, up to the character's maximum vitality. Effects that restore hit points have no effect on vitality. However, a character with maximum hit points who receives healing instead restores 1 vitality for every 10 points of healing."
			]
		},
		{
			"name": "Wands That Don't Recharge",
			"source": "DMG",
			"page": 141,
			"ruleType": "V",
			"entries": [
				"A typical wand has expendable charges. If you'd like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once they're expended."
			]
		}
	]
}
