{"_id":"7PoNXK0zaREBtWbG","name":"Foundry - Befehle für Modifikatoren","content":"

# Abilities

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** Note: these can also be accessed via `@abil.` shorthand. Example: `@abil.str.value` **

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@abilities.str.value   

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@abilities.str.proficient   

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@abilities.str.mod   

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@abilities.str.save   

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@abilities.str.prof   

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@abilities.str.saveBonus   

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@abilities.str.checkBonus   

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@abilities.dex.value   

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@abilities.dex.proficient   

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@abilities.dex.mod   

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@abilities.dex.save   

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@abilities.dex.prof   

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@abilities.dex.saveBonus   

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@abilities.dex.checkBonus   

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@abilities.con.value   

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@abilities.con.proficient   

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@abilities.con.mod   

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@abilities.con.save   

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@abilities.con.prof   

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@abilities.con.saveBonus   

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@abilities.con.checkBonus   

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@abilities.int.value   

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@abilities.int.proficient   

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@abilities.int.mod   

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@abilities.int.save   

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@abilities.int.prof   

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@abilities.int.saveBonus   

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@abilities.int.checkBonus   

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@abilities.wis.value   

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@abilities.wis.proficient   

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@abilities.wis.mod   

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@abilities.wis.save   

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@abilities.wis.prof   

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@abilities.wis.saveBonus   

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@abilities.wis.checkBonus   

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@abilities.cha.value   

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@abilities.cha.proficient   

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@abilities.cha.mod   

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@abilities.cha.save   

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@abilities.cha.prof   

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@abilities.cha.saveBonus   

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@abilities.cha.checkBonus   

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# Attributes

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** Note: these can also be accessed via `@attr.` shorthand. Example: `@@attr.ac.value` **

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@attributes.ac.value  

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@attributes.ac.min  

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@attributes.hp.value  

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@attributes.hp.min  

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@attributes.hp.max  

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@attributes.hp.temp  

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@attributes.hp.tempmax  

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@attributes.init.value   

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@attributes.init.bonus   

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@attributes.init.mod   

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@attributes.init.prof   

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@attributes.init.total   

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@attributes.spellcasting  

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@attributes.speed.value  

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@attributes.speed.special  

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@attributes.death.success   

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@attributes.death.failure   

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@attributes.encumbrance.value  

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@attributes.encumbrance.max  

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@attributes.encumbrance.pct  

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@attributes.encumbrance.encumbered  

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@attributes.exhaustion  

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@attributes.inspiration  

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@attributes.hd   

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@attributes.prof   

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@attributes.spelldc   

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# Bonuses

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@bonuses.mwak.attack  

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@bonuses.mwak.damage  

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@bonuses.rwak.attack  

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@bonuses.rwak.damage  

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@bonuses.msak.attack  

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@bonuses.msak.damage  

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@bonuses.rsak.attack  

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@bonuses.rsak.damage  

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@bonuses.abilities.check  

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@bonuses.abilities.save  

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@bonuses.abilities.skill  

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@bonuses.spell.dc  

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# Class (Fighter Example)

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@classes.fighter.description.value  

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@classes.fighter.description.chat  

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@classes.fighter.description.unidentified  

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@classes.fighter.levels  

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@classes.fighter.subclass  

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@classes.fighter.hitDice  

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@classes.fighter.hitDiceUsed  

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@classes.fighter.skills.number  

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@classes.fighter.skills.choices.0  

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@classes.fighter.skills.choices.1  

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@classes.fighter.skills.choices.2  

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@classes.fighter.skills.choices.3  

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@classes.fighter.skills.choices.4  

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@classes.fighter.skills.choices.5  

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@classes.fighter.skills.choices.6  

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@classes.fighter.skills.choices.7  

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@classes.fighter.spellcasting  

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# Currency

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@currency.pp  

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@currency.gp  

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@currency.ep  

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@currency.sp  

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@currency.cp  

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# Details

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@details.biography.value  

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@details.biography.public  

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@details.alignment  

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@details.race  

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@details.background  

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@details.xp.value  

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@details.xp.min  

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@details.xp.max  

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@details.xp.pct  

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@details.trait  

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@details.ideal  

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@details.bond  

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@details.flaw  

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@details.level  

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@details.hd._deprecated  

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@details.notes1name  

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@details.notes2name  

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@details.notes3name  

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@details.notes4name  

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# Proficiency

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@prof  

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# Resources

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@resources.primary.sr  

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@resources.primary.lr  

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@resources.primary.label  

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@resources.secondary.sr  

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@resources.secondary.lr  

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@resources.secondary.label  

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@resources.tertiary.  

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@resources.tertiary.lr  

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@resources.tertiary.label  

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# Skills

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** Note: Each Skill has 7 different properties (.value, .ability, .bonus, etc...) After `.acr`, only the `.value` property of each skill is shown for brevity**

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@skills.acr.value  

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@skills.acr.ability  

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@skills.acr.bonus  

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@skills.acr.mod  

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@skills.acr.passive  

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@skills.acr.prof  

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@skills.acr.total  

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@skills.ani.value  

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...  

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@skills.arc.value  

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...  

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@skills.ath.value  

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...  

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@skills.dec.value  

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...  

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@skills.his.value  

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...  

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@skills.ins.value  

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...  

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@skills.itm.value  

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...  

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@skills.inv.value  

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...  

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@skills.med.value  

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...  

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@skills.nat.value  

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...  

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@skills.prc.value  

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...  

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@skills.prf.value  

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...  

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@skills.per.value  

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...  

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@skills.rel.value  

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...  

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@skills.slt.value  

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...  

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@skills.ste.value  

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...  

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@skills.sur.value  

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...  

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# Spells

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@spells.spell1.value  

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@spells.spell1.max  

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@spells.spell1.slotsAvailable  

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@spells.spell2.value  

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@spells.spell2.max  

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@spells.spell2.slotsAvailable  

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@spells.spell3.value  

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@spells.spell3.max  

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@spells.spell3.slotsAvailable  

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@spells.spell4.value  

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@spells.spell4.max  

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@spells.spell4.slotsAvailable  

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@spells.spell5.value  

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@spells.spell5.max  

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@spells.spell5.slotsAvailable  

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@spells.spell6.value  

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@spells.spell6.max  

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@spells.spell6.slotsAvailable  

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@spells.spell7.value  

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@spells.spell7.max  

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@spells.spell7.slotsAvailable  

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@spells.spell8.value  

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@spells.spell8.max  

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@spells.spell8.slotsAvailable  

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@spells.spell9.value  

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@spells.spell9.max  

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@spells.spell9.slotsAvailable  

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@spells.pact.value  

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@spells.pact.max  

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@spells.pact.level  

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@spells.pact.slotsAvailable  

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@spells.spell0._deprecated  

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@spells.spell0.max  

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@spells.spell0.slotsAvailable  

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# Traits

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@traits.size  

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@traits.di.custom  

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@traits.dr.custom  

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@traits.dv.custom  

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@traits.ci.custom  

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@traits.senses  

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@traits.languages.value.0  

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@traits.languages.value.1  

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@traits.languages.value.2  

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@traits.languages.value.3  

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@traits.languages.custom  

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@traits.weaponProf.value.0  

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@traits.weaponProf.value.1  

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@traits.weaponProf.custom  

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@traits.armorProf.value.0  

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@traits.armorProf.value.1  

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@traits.armorProf.value.2  

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@traits.armorProf.value.3  

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@traits.armorProf.custom  

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@traits.toolProf.custom  

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@traits.perception._deprecated  

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Effekte

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data.attributes.ac.bonus -> Erhöht Rüstungsklasse

","folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"core":{"sourceId":"JournalEntry.frlsfOH4A6ldorTN"}}} {"_id":"CdoOL17woXPiR1N8","name":"ü - Ausrüstung","content":"

This section describes items that have special rules or require further explanation.

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Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

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Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

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Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

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Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.

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Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

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Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).

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Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

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Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts.

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Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

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Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

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Climber's Kit. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

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Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

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

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Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus.

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Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

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Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B \"Fantasy-Historical Pantheons\" lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

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Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

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Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

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Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

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Lock. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.

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Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

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Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

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Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

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Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

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Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

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Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.

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Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

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Quiver. A quiver can hold up to 20 arrows.

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

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Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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Scale, Merchant's. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

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Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

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

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Tent. A simple and portable canvas shelter, a tent sleeps two.

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Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

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Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Adventuring Gear

\n
ItemCostWeight
Abacus2 gp2 lb.
Acid (vial)25 gp1 lb.
Alchemist's fire (flask)50 gp1 lb.
Ammunition
Arrows (20)1 gp1 lb.
Blowgun needles (50)1 gp1 lb.
Crossbow bolts (20)1 gp1½ lb.
Sling bullets (20)4 cp1½ lb.
Antitoxin (vial)50 gp
Arcane focus
Crystal10 gp1 lb.
Orb20 gp3 lb.
Rod10 gp2 lb.
Staff5 gp4 lb.
Wand10 gp1 lb.
Backpack2 gp5 lb.
Ball bearings (bag of 1,000)1 gp2 lb.
Barrel2 gp70 lb.
Basket4 sp2 lb.
Bedroll1 gp7 lb.
Bell1 gp
Blanket5 sp3 lb.
Block and tackle1 gp5 lb.
Book25 gp5 lb.
Bottle, glass2 gp2 lb.
Bucket5 cp2 lb.
Caltrops (bag of 20)1 gp2 lb.
Candle1 cp
Case, crossbow bolt1 gp1 lb.
Case, map or scroll1 gp1 lb.
Chain (10 feet)5 gp10 lb.
Chalk (1 piece)1 cp
Chest5 gp25 lb.
Climber's kit25 gp12 lb.
Clothes, common5 sp3 lb.
Clothes, costume5 gp4 lb.
Clothes, fine15 gp6 lb.
Clothes, traveler's2 gp4 lb.
Component pouch25 gp2 lb.
Crowbar2 gp5 lb.
Druidic focus
Sprig of mistletoe1 gp
Totem1 gp
Wooden staff5 gp4 lb.
Yew wand10 gp1 lb.
Fishing tackle1 gp4 lb.
Flask or tankard2 cp1 lb.
Grappling hook2 gp4 lb.
Hammer1 gp3 lb.
Hammer, sledge2 gp10 lb.
Healer's kit5 gp3 lb.
Holy symbol
Amulet5 gp1 lb.
Emblem5 gp
Reliquary5 gp2 lb.
Holy water (flask)25 gp1 lb.
Hourglass25 gp1 lb.
Hunting trap5 gp25 lb.
Ink (1 ounce bottle)10 gp
Ink pen2 cp
Jug or pitcher2 cp4 lb.
Ladder (10-foot)1 sp25 lb.
Lamp5 sp1 lb.
Lantern, bullseye10 gp2 lb.
Lantern, hooded5 gp2 lb.
Lock10 gp1 lb.
Magnifying glass100 gp
Manacles2 gp6 lb.
Mess kit2 sp1 lb.
Mirror, steel5 gp1/2 lb.
Oil (flask)1 sp1 lb.
Paper (one sheet)2 sp
Parchment (one sheet)1 sp
Perfume (vial)5 gp
Pick, miner's2 gp10 lb.
Piton5 cp1/4 lb.
Poison, basic (vial)100 gp
Pole (10-foot)5 cp7 lb.
Pot, iron2 gp10 lb.
Potion of healing50 gp1/2 lb.
Pouch5 sp1 lb.
Quiver1 gp1 lb.
Ram, portable4 gp35 lb.
Rations (1 day)5 sp2 lb.
Robes1 gp4 lb.
Rope, hempen (50 feet)1 gp10 lb.
Rope, silk (50 feet)10 gp5 lb.
Sack1 cp1/2 lb.
Scale, merchant's5 gp3 lb.
Sealing wax5 sp
Shovel2 gp5 lb.
Signal whistle5 cp
Signet ring5 gp
Soap2 cp
Spellbook50 gp3 lb.
Spikes, iron (10)1 gp5 lb.
Spyglass1,000 gp1 lb.
Tent, two-person2 gp20 lb.
Tinderbox5 sp1 lb.
Torch1 cp1 lb.
Vial1 gp
Waterskin2 sp5 lb. (full)
Whetstone1 cp1 lb.
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Container Capacity

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* You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
ContainerCapacity
Backpack*1 cubic foot/30 pounds of gear
Barrel40 gallons liquid, 4 cubic feet solid
Basket2 cubic feet/40 pounds of gear
Bottle1½ pints liquid
Bucket3 gallons liquid, 1/2 cubic foot solid
Chest12 cubic feet/300 pounds of gear
Flask or tankard1 pint liquid
Jug or pitcher1 gallon liquid
Pot, iron1 gallon liquid
Pouch1/5 cubic foot/6 pounds of gear
Sack1 cubic foot/30 pounds of gear
Vial4 ounces liquid
Waterskin4 pints liquid
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Equipment Packs

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The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

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Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

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Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Entertainer's Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

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Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

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Priest's Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

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Scholar's Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

","folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Adventuring Gear"},"core":{"sourceId":"Compendium.dnd5e.rules.bogWrnJqoNlBd0O8"}}} {"_id":"GEESUHodaELRFziR","name":"ü - Götter des Multiversums","content":"

The Celtic, Egyptian, Greek, and Norse pantheons are fantasy interpretations of historical religions from our world's ancient times. They include deities that are most appropriate for use in a game, divorced from their historical context in the real world and united into pantheons that serve the needs of the game.

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The Celtic Pantheon

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It's said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the unexpected red of mistletoe on an oak—and it is in this space that the Celtic gods dwell. They sprang from the brook and stream, their might heightened by the strength of the oak and the beauty of the woodlands and open moor. When the first forester dared put a name to the face seen in the bole of a tree or the voice babbling in a brook, these gods forced themselves into being.

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The Celtic gods are as often served by druids as by clerics, for they are closely aligned with the forces of nature that druids revere.

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Celtic Deities

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DeityAlignmentSuggested DomainsSymbol
The Daghdha, god of weather and cropsCGNature, TrickeryBubbling cauldron or shield
Arawn, god of life and deathNELife, DeathBlack star on gray background
Belenus, god of sun, light, and warmthNGLightSolar disk and standing stones
Brigantia, goddess of rivers and livestockNGLifeFootbridge
Diancecht, god of medicine and healingLGLifeCrossed oak and mistletoe branches
Dunatis, god of mountains and peaksNNatureRed sun-capped mountain peak
Goibhniu, god of smiths and healingNGKnowledge, LifeGiant mallet over sword
Lugh, god of arts, travel, and commerceCNKnowledge, LifePair of long hands
Manannan mac Lir, god of oceans and sea creaturesLNNature, TempestWave of white water on green
Math Mathonwy, god of magicNEKnowledgeStaff
Morrigan, goddess of battleCEWarTwo crossed spears
Nuada, god of war and warriorsNWarSilver hand on black background
Oghma, god of speech and writingNGKnowledgeUnfurled scroll
Silvanus, god of nature and forestsNNatureSummer oak tree
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The Greek Pantheon

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The gods of Olympus make themselves known with the gentle lap of waves against the shores and the crash of the thunder among the cloud-enshrouded peaks. The thick boar-infested woods and the sere, olive-covered hillsides hold evidence of their passing. Every aspect of nature echoes with their presence, and they've made a place for themselves inside the human heart, too.

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Greek Deities

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DeityAlignmentSuggested DomainsSymbol
Zeus, god of the sky, ruler of the godsNTempestFist full of lightning bolts
Aphrodite, goddess of love and beautyCGLightSea shell
Apollo, god of light, music, and healingCGKnowledge, Life, LightLyre
Ares, god of war and strifeCEWarSpear
Artemis, goddess of hunting and childbirthNGLife, NatureBow and arrow on lunar disk
Athena, goddess of wisdomand civilizationLGKnowledge, WarOwl
Demeter, goddess of agricultureNGLifeMareʼs head
Dionysus, god of mirth and wineCNLifeThyrsus (staff tipped with pine cone)
Hades, god of the underworldLEDeathBlack ram
Hecate, goddess of magic and the moonCEKnowledge, TrickerySetting moon
Hephaestus, god of smithing and craftNGKnowledgeHammer and anvil
Hera, goddess of marriage and intrigueCNTrickeryFan of peacock feathers
Hercules, god of strength and adventureCGTempest, WarLionʼs head
Hermes, god of travel and commerceCGTrickeryCaduceus (winged staff and serpents)
Hestia, goddess of home and familyNGLifeHearth
Nike, goddess of victoryLNWarWinged woman
Pan, god of natureCNNatureSyrinx (pan pipes)
Poseidon, god of the sea and earthquakesCNTempestTrident
Tyche, goddess of good fortuneNTrickeryRed pentagram
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The Egyptian Pantheon

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These gods are a young dynasty of an ancient divine family, heirs to the rulership of the cosmos and the maintenance of the divine principle of Ma'at—the fundamental order of truth, justice, law, and order that puts gods, mortal pharaohs, and ordinary men and women in their logical and rightful place in the universe.

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The Egyptian pantheon is unusual in having three gods responsible for death, each with different alignments. Anubis is the lawful neutral god of the afterlife, who judges the souls of the dead. Set is a chaotic evil god of murder, perhaps best known for killing his brother Osiris. And Nephthys is a chaotic good goddess of mourning.

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Egyptian Deities

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DeityAlignmentSuggested DomainsSymbol
Re-Horakhty, god of the sun, ruler of the godsLGLife, LightSolar disk encircled by serpent
Anubis, god of judgment and deathLNDeathBlack jackal
Apep, god of evil, fire, and serpentsNETrickeryFlaming snake
Bast, goddess of cats and vengeanceCGWarCat
Bes, god of luck and musicCNTrickeryImage of the misshapen deity
Hathor, goddess of love, music, and motherhoodNGLife, LightHorned cowʼs head with lunar disk
Imhotep, god of crafts and medicineNGKnowledgeStep pyramid
Isis, goddess of fertility and magicNGKnowledge, LifeAnkh and star
Nephthys, goddess of death and griefCGDeathHorns around a lunar disk
Osiris, god of nature and the underworldLGLife, NatureCrook and flail
Ptah, god of crafts, knowledge, and secretsLNKnowledgeBull
Set, god of darkness and desert stormsCEDeath, Tempest, TrickeryCoiled cobra
Sobek, god of water and crocodilesLENature, TempestCrocodile head with horns and plumes
Thoth, god of knowledge and wisdomNKnowledgeIbis
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The Norse Pantheon

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Where the land plummets from the snowy hills into the icy fjords below, where the longboats draw up on to the beach, where the glaciers flow forward and retreat with every fall and spring—this is the land of the Vikings, the home of the Norse pantheon. It's a brutal clime, and one that calls for brutal living. The warriors of the land have had to adapt to the harsh conditions in order to survive, but they haven't been too twisted by the needs of their environment. Given the necessity of raiding for food and wealth, it's surprising the mortals turned out as well as they did. Their powers reflect the need these warriors had for strong leadership and decisive action. Thus, they see their deities in every bend of a river, hear them in the crash of the thunder and the booming of the glaciers, and smell them in the smoke of a burning longhouse.

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The Norse pantheon includes two main families, the Aesir (deities of war and destiny) and the Vanir (gods of fertility and prosperity). Once enemies, these two families are now closely allied against their common enemies, the giants (including the gods Surtur and Thrym).

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Norse Deities

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DeityAlignmentSuggested DomainsSymbol
Odin, god of knowledge and warNGKnowledge, WarWatching blue eye
Aegir, god of the sea and stormsNETempestRough ocean waves
Balder, god of beauty and poetryNGLife, LightGem-encrusted silver chalice
Forseti, god of justice and lawNLightHead of a bearded man
Frey, god of fertility and the sunNGLife, LightIce-blue greatsword
Freya, goddess of fertility and loveNGLifeFalcon
Frigga, goddess of birth and fertilityNLife, LightCat
Heimdall, god of watchfulness and loyaltyLGLight, WarCurling musical horn
Hel, goddess of the underworldNEDeathWomanʼs face, rotting on one side
Hermod, god of luckCNTrickeryWinged scroll
Loki, god of thieves and trickeryCETrickeryFlame
Njord, god of sea and windNGNature, TempestGold coin
Odur, god of light and the sunCGLightSolar disk
Sif, goddess of warCGWarUpraised sword
Skadi, god of earth and mountainsNNatureMountain peak
Surtur, god of fire giants and warLEWarFlaming sword
Thor, god of storms and thunderCGTempest, WarHammer
Thrym, god of frost giants and coldCEWarWhite double-bladed axe
Tyr, god of courage and strategyLNKnowledge, WarSword
Uller, god of hunting and winterCNNatureLongbow
","folder":null,"sort":0,"permission":{"default":0,"MjM0ZjE5OWNhNjJm":3},"flags":{"babele":{"translated":true,"hasTranslation":true,"originalName":"Appendix PH-B: Fantasy-Historical Pantheons"},"core":{"sourceId":"Compendium.dnd5e.rules.2JNtWRo7wMq08bXn"}}} {"name":"Stürzen","pages":[{"name":"Stürzen","type":"text","_id":"iOSqXgotLjjTYjrR","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Ein Sturz aus großer Höhe ist eine der häufigsten Gefahren, der ein Abenteurer ausgesetzt sein kann. Am Ende eines Sturzes erleidet eine Kreatur [[/r 1d6]] Wuchtschaden pro 3m gefallene Höhe, bis zu einem Maximum von [[/r 20d6]]. Die Kreatur erleidet den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{liegend}, außer sie kann es vermeiden, Schaden durch den Sturz zu nehmen.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":0,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"core":{"sourceId":"JournalEntry.ZUrE3937j9ZlfirR"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.285","createdTime":1663094139688,"modifiedTime":1663094187425,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"IVy8hZpn3JPPmUUA"} {"name":"Die Umgebung","pages":[{"name":"Einführung","type":"text","_id":"dEf510nyXfopn4TP","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Das Ausziehen auf Abenteuer erfordert naturgemäß, an Orte zu reisen, die dunkel, gefährlich und voller Mysterien sind. Die Regeln in diesem Abschnitt behandeln einige der wichtigsten Arten, wie die Charaktere an solchen Orten mit ihrer Umgebung interagieren können. Im Dungeon Master's Guide (Spielleiterhandbuch) finden sich Richtlinien für ungewöhnlichere Situationen

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{}},{"name":"Ersticken","type":"text","_id":"aoX8x0XeipvL3Qky","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Eine Kreatur kann für eine Zeitspanne die Luft anhalten, die ihrem Konstitutionsmodifikator +1 in Minuten entspricht (mindestens 30 Sekunden).

Wenn einer Kreatur die Luft ausgeht oder sie gewürgt wird, kann sie für eine Anzahl von Runden in Höhe ihres Konstitutionsmodifikators überleben (mindestens 1 Runde). Am Anfang ihres folgenden Zuges sinken ihre Trefferpunkte auf 0 und sie gilt als sterbend. Solange sie keine Luft mehr bekommt, kann sie nicht stabilisiert werden oder Trefferpunkte zurückerhalten.

Beispielsweise kann eine Kreatur mit Konstitution 14 ihren Atem für 3 Minuten anhalten. Wenn sie zu ersticken beginnt, hat sie noch 2 Runden Zeit, um wieder Luft zu holen, bevor ihre Trefferpunkte auf 0 sinken.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":200000,"ownership":{"default":-1},"flags":{}},{"name":"Stürzen","type":"text","_id":"PRg5ZPzfUcgf88dV","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Ein Sturz aus großer Höhe ist eine der häufigsten Gefahren, der ein Abenteurer ausgesetzt sein kann. Am Ende eines Sturzes erleidet eine Kreatur [[/r 1D6]] Wuchtschaden pro 3m gefallene Höhe, bis zu einem Maximum von [[/r 20D6]]. Die Kreatur erhält den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.7Iizq65rBiA1UJxc]{liegend}, außer sie kann es vermeiden, Schaden durch den Sturz zu nehmen.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":150000,"ownership":{"default":-1},"flags":{}},{"name":"Lichtverhältnisse und Sicht","type":"text","_id":"6tC8RDKrLqJnz5Qo","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Die grundlegendsten Handlungen eines Abenteurers, beispielsweise das Erkennen von Gefahren, das Finden versteckter Gegenstände, das Angreifen eines Gegners mit einer Waffe oder einem Zauber, verlassen sich stark auf die Fähigkeit des Charakters, zu sehen. Dunkelheit und andere Auswirkungen auf die Sicht stellen ein ernsthaftes Hindernis dar.

Ein beliebiger Bereich kann leicht oder komplett verschleiert sein. Als leicht verschleiert gilt ein Bereich, wenn er etwa nur von dämmrigem Licht erhellt ist, leichten Nebel enthält oder von lichtem Blattwerk verdeckt ist. Kreaturen, die sich auf ihren Sehsinn verlassen, sind in einem solchen Bereich im Nachteil bei Würfen auf Weisheit (Wahrnehmung).

Ein komplett verschleierter Bereich, wie es bei Dunkelheit, undurchsichtigem Nebel oder dichtem Blattwerk der Fall ist, kann überhaupt nicht eingesehen werden. Eine Kreatur, die sich in einem solchen Bereich befindet, wird bezüglich des Sehens behandelt, als hätte sie den Zustand @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.eY1WD1VlpacJyXZs]{blind}.

Die Lichtverhältnisse einer Umgebung werden in drei Stufen unterteilt: helles Licht, dämmriges Licht und Dunkelheit.

In hellem Licht können die meisten Kreaturen normal sehen. Selbst an düsteren Tagen herrscht genug Helligkeit, um als helles Licht zu gelten, genauso wie bei Fackeln, Laternen, Feuer oder anderen Lichtquellen in einem bestimmten Umkreis.

Dämmriges Licht, das auch als Schatten bezeichnet wird, schaffe einen leicht verschleierten Bereich. Ein Bereich mit dämmrigem Licht stellt meist den Übergang zwischen einer Quelle von hellem Licht und dem sie umgebenden Bereich von Dunkelheit dar. Auch das sanfte Licht bei Sonnenauf- und -untergang zählt als dämmriges Licht. Eine besonders helle Vollmondnacht könnte die Welt ebenfalls in dämmriges Licht tauchen.

Dunkelheit schafft meist einen komplett verschleierten Bereich. Sie herrscht nachts unter freiem Himmel (selbst in den meisten mondhellen Nächten), in den Gemäuern von unbeleuchteten Gewölben oder in Bereichen, die von magischer Dunkelheit erfüllt sind.

Blindsicht

Eine Kreatur mit Blindsicht kann ihre Umgebung innerhalb eines bestimmten Bereichs wahrnehmen, ohne sich auf den Sehsinn zu verlassen. Kreaturen ohne Augen, wie etwa Schlicke, mit Echoortung oder geschärften Sinnen, wie es bei Fledermäusen oder Drachen vorkommt, besitzen diese Art der Wahrnehmung.

Dunkelsicht

Viele Kreaturen in den Welten von D&D, besonders diejenigen, die unterirdisch leben, verfügen über Dunkelsicht. Innerhalb einer festgelegten Reichweite können diese Kreaturen in Dunkelheit so gut sehen, als wäre es dämmriges Licht. Bereiche mit Dunkelheit behandeln sie folglich als in dämmriges Licht getaucht. Dabei sind sie jedoch nicht in der Lage, Farben wahrzunehmen, in Dunkelheit sehen sie nur Abstufungen von Grau.

Wahre Sicht

Eine Kreatur mit wahrer Sicht kann bis zu einer bestimmten Reichweite in normaler oder magischer Dunkelheit sehen, unsichtbare Gegenstände und Kreaturen erkennen und visuelle Illusionen durchschauen (der entsprechende Rettungswurf gilt als erfolgreich, ohne würfeln zu müssen). Außerdem ist ihr die ursprüngliche Form von Gestaltwandlern oder sonstigen Kreaturen bekannt, die durch Magie verwandelt wurden. Darüber hinaus kann die betreffende Kreatur in die Ätherebene blicken.

","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":300000,"ownership":{"default":-1},"flags":{}}],"ownership":{"default":0,"IcoKM1WH8QbQMGQn":3},"flags":{"core":{"sourceId":"JournalEntry.oMKx5f6RFHORkvN8"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.285","createdTime":1663382428378,"modifiedTime":1663384036597,"lastModifiedBy":"IcoKM1WH8QbQMGQn"},"folder":null,"sort":0,"_id":"iHx0fSr83Wsshzyr"} {"name":"Zustände","pages":[{"name":"Betäubt (stunned)","type":"text","_id":"ZO5X63SfYyh7HqvF","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":100000,"ownership":{"default":-1},"flags":{}},{"name":"Bewusstlos (unconscious)","type":"text","_id":"3GEvMNRoQCdCA9YW","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":200000,"ownership":{"default":-1},"flags":{}},{"name":"Bezaubert (charmed)","type":"text","_id":"3aXX54PR5GIYnspY","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":300000,"ownership":{"default":-1},"flags":{}},{"name":"Blind (blinded)","type":"text","_id":"eY1WD1VlpacJyXZs","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"","markdown":""},"video":{"controls":true,"volume":0.5},"src":null,"system":{},"sort":400000,"ownership":{"default":-1},"flags":{}},{"name":"Erschöpfung (exhaustion)","type":"text","_id":"IGYm275GajAmWWhQ","title":{"show":true,"level":1},"image":{},"text":{"format":1,"content":"

Einige Spezialfähigkeiten und Umweltgefahren, wie Verhungern und die Langzeiteffekte von eiskalten oder heißen Temperaturen, können zu einem besonderen Zustand führen, der Erschöpfung genannt wird. Erschöpfung wird in sechs Stufen gemessen. Ein Effekt kann einer Kreatur eine oder mehrere Stufen Erschöpfung verleihen, wie es in der Beschreibung des Effekts angegeben ist.

StufeEffekt
1im Nachteil bei Attributswürfen
2Bewegungsrate halbiert
3im Nachteil bei Angriffs- und Rettungswürfen
4maximale Trefferpunkte halbiert
5Bewegungsrate fällt auf 0
6Tod

Erleidet eine bereits erschöpfte Kreatur einen weiteren Effekt, der Erschöpfung verursacht, steigt seine aktuelle Erschöpfungsstufe um den in der Beschreibung des Effekts angegebenen Wert.

Eine Kreatur erhält den Effekt der aktuellen Erschöpfungsstufe sowie aller niedrigeren Stufen. Eine Kreatur, die unter Erschöpfungsstufe 2 leidet, halbiert somit ihre Bewegungsrate und ist im Nachteil bei Attributswürfen.

Ein Effekt, der Erschöpfung verringert, verringert die Stufe um die Menge, die im Effekt beschrieben ist. Alle Erschöpfungseffekte enden, wenn die Erschöpfungsstufe unter 1 fällt.

Eine lange Rast verringert die Erschöpfungsstufe einer Kreatur um 1, vorausgesetzt sie verfügt über Essen und Trinken. Gleiches gilt, wenn die Kreatur wiederbelebt wird.

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In einer normalen Kampagne werden die Charaktere nicht durch die Schrecken, die sie sehen, und das Blutbad, das sie Tag für Tag anrichten, in den Wahnsinn getrieben, manchmal jedoch kann der Stress, den das Abenteurerleben mit sich bringt, zu viel für einen Charakter werden. Wenn deine Kampagne sehr von Horror geprägt ist, könntest du den Wahnsinn nutzen, um die außerordentlich schreckliche Natur der Gefahren zu betonen, auf die die Charaktere treffen.

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Verschiedene magische Effekte können dafür sorgen, dass ein ansonsten gesunder Verstand dem Wahnsinn anheimfällt. Manche Zauber, wie @Compendium[SharedData_global.Zauber.FNi4MttLQvWLvioG]{Kontakt zu anderen Ebenen} und @Compendium[SharedData_global.Zauber.AhLWOuD4887Xg5FF]{Symbol}, können Wahnsinn hervorrufen, und du kannst die hier genannten Regeln anstelle der Zauberbeschreibung im Players Handbook (Spielerhandbuch) verwenden. Krankheiten, Gifte und Effekte der Ebenen, wie z.B. psychischer Wind oder die heulenden Winde von Pandämonium können allesamt Wahnsinn auslösen. Auch einige Artefakte können den Geist eines Charakters brechen, wenn er sie verwendet oder sich auf diese einstimmt. Einem Effekt zu widerstehen, der Wahnsinn hervorruft, benötigt meistens einen Weisheits- oder Charismarettungswurf. Wenn dein Spiel einen Wert für geistige Gesundheit beinhaltet (siehe Kapitel 9 \"Werkstatt des Spielleiters\" im Dungeon Master Guide), kann eine Kreatur stattdessen einen Rettungswurf auf geistige Gesundheit ablegen.

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Wahnsinn kann kurzfristig, langfristig oder permanent sein. Die meisten Auswirkungen sorgen nur für kurzzeitigen Wahnsinn, der nur einige Minuten anhält. Schrecklichere oder mehrfache Auswirkungen können zu langfristigem oder permanenten Wahnsinn führen.

Ein Charakter, der kurzfristigen Wahnsinn erleidet, erhält eine Auswirkung aus der Tabelle für kurzfristigen Wahnsinn für die Dauer von [[/gmr 1d10]] Minuten.

Ein Charakter, der langfristigen Wahnsinn erleidet, erhält eine Auswirkung aus der Tabelle für langfristigen Wahnsinn für die Dauer von [[/gmr 10d10]] x 10 Stunden.

Ein Charakter, der permanenten Wahnsinn erleidet, erhält so lange einen neuen Charaktermakel aus der Tabelle für permanenten Wahnsinn, bis dieser geheilt wird.

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Der Zauber @Compendium[SharedData_global.Zauber.BOlxQDpzr7MfYf1w]{Gefühle besänftigen} kann die Auswirkungen des Wahnsinns unterdrücken, während der Zauber @Compendium[SharedData_global.Zauber.ZdS141Dxj4MOg7zJ]{Schwache Genesung} einen Charakter von kurz- oder langfristigem Wahnsinn heilen kann. Ja nach Quelle des Wahnsinns können auch @Compendium[SharedData_global.Zauber.arLmI316DFcmn8ni]{Fluch brechen} oder @Compendium[SharedData_global.Zauber.ipxv5zsiOKFkyDsj]{Gutes und Böses bannen} effektiv sein. Erst der Zauber @Compendium[SharedData_global.Zauber.nXiZQ25kyAPMEXHW]{Vollständige Genesung} oder noch mächtigerer Magie sind in der Lage, permanenten Wahnsinn zu heilen.

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[[/gmr 1d100]]Auswirkung (hält [[/gmr 1d10]] Minuten)
01-20Der Charakter zieht sich in seinen Geist zurück und ist @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.jj2hKsctHnfPG0Mt]{Gelähmt}. Der Effekt endet, wenn der Spieler Schaden erleidet.
21-30Der Charakter wird @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.WJVQifz43dyMCXYG]{Kampfunfähig} und verbringt die Dauer schreiend, lachend oder weinend.
31-40Der Charakter wird @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.UEXEXgEkWVQ7ByNu]{Verängstigt} und muss seine Aktion und Bewegung in jeder Runde dafür verwenden, von der Quelle der Angst zu fliehen.
41-50Der Charakter beginnt zu brabbeln und ist unfähig, normal zu sprechen oder zu zaubern.
51-60Der Charakter muss seine Aktion in jeder Runde dafür aufwenden, die am nächsten befindliche Kreatur anzugreifen.
61-70Der Charakter erlebt wilde Halluzinationen und hat einen Nachteil auf Attributswürfe.
71-75Der Charakter tut alles, was irgendjemand ihm befiehlt, sofern es nicht offensichtlich selbstzerstörerisch ist.
76-80Der Charakter wird von dem Drang übermannt, etwas Merkwürdiges zu essen, wie Dreck, Schleim oder Abfall.
 81-90 Der Charakter ist @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.ZO5X63SfYyh7HqvF]{Betäubt}.
 91-00 Der Charakter wird @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.3GEvMNRoQCdCA9YW]{Bewusstlos}.
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[[/gmr 1d100]]Auswirkung (hält [[/gmr 1d10]] x 10Stunden)
01-10Der Charakter fühlt sich gezwungen, eine bestimmte Handlung immer und immer wieder zu wiederholen, wie zum Beispiel Hände waschen, Dinge berühren, beten oder Münzen stehlen.
11-20Der Charakter erlebt wilde Halluzinationen und hat einen Nachteil auf Attributswürfe.
21-30Der Charakter leidet unter extremer Paranoia. Der Charakter hat einen Nachteil bei Würfen auf Weisheit oder Charisma.
31-40Der Charakter betrachtet etwas (meist die Quelle des Wahnsinns) mit intensivem Ekel, als stünde er unter dem Effekt Antipathie des Zaubers @Compendium[SharedData_global.Zauber.jxJN1inh2DaZCvLe]{Antipathie/Sympathie}
41-45Der Charakter unterliegt einer mächtigen Sinnestäuschung. Wähle einen Trank. Der Charakter bildet sich ein, dass er oder sie unter dessen Einfluss steht.
46-55Der Charakter ist fixiert auf einen \"Glücksbringer\", wie eine Person oder ein Objekt, und hat Nachteil auf Angriffswürfe, Attributswürfe und Rettungswürfe, wenn er mehr als 9 Meter davon entfernt ist.
56-65Der Charakter ist @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.eY1WD1VlpacJyXZs]{Blind (blinded)} ([[/gmr 1d100]]: 01-25) oder @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.tL8vroR8aHp8bg7R]{Taub (deafened)} ([[/gmr 1d100]]: 26-00).
66-75Der Charakter hat unkontrollierbare Zitteranfälle oder Tics, weshalb er einen Nachteil auf Angriffswürfe, Attributswürfe und Rettungswürfe auf Stärke oder Geschicklichkeit hat.
 76-85Der Charakter leidet unter einer partiellen Amnesie. Der Charakter weiß, was er ist und behält seine Rassen- und Klassenmerkmale, erkennt aber keine anderen Leute und kann sich an nichts erinnern, was passiert ist, bevor er wahnsinnig wurde.
 86-90Wann immer der Charakter Schaden erleidet, muss er einen Weisheitsrettungswurf gegen SG 15 schaffen, sonst erleidet er die Auswirkungen eines misslungenen Rettungswurfs gegen den Zauber @Compendium[SharedData_global.Zauber.G4fZxXyZFUqHKPyn]{Verwirrung}. Der Effekt der Verwirrung dauert 1 Minute.
 91-95 Der Charakter verliert die Fähigkeit, zu sprechen.
 96-00 Der Charakter wird @UUID[Compendium.SharedData_global.Regelwerk.lRX69ONociFjq3XA.JournalEntryPage.3GEvMNRoQCdCA9YW]{Bewusstlos (unconscious)}. Kein Rütteln und kein noch so großer Schaden können den Charakter aufwecken.
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[[/gmr 1d100]]Makel (hält an, bis er geheilt wird)
01-15\"Betrunken sein hält mich vernünftig\".
16-25\"Ich behalte alles, was ich finde\".
26-30\"Ich versuche, so zu werden wie jemand anders, den ich kenne - und übernehme seinen Kleidungsstil, sein Verhalten und seinen Namen\".
31-35\"Ich muss die Wahrheit verbiegen, übertreiben oder lügen, um für andere Menschen interessant zu sein\".
36-45\"Mein Ziel zu erreichen ist das einzige, was zählt, und ich ignoriere alles andere, während ich es verfolge\".
46-50\"Ich finde es schwer, mich für irgendetwas zu interessieren, was um mich herum passiert\".
51-55\"Ich mag es nicht, wenn Menschen mich ständig beurteilen\".
56-70\"Ich bin die schlauste, weiseste, stärkste, schnellste und schönste Person, die ich kenne\".
71-80\"Ich bin überzeugt, dass ich von mächtigen Feinden gejagt werde, und ihre Agenten sind überall. Ich bin sicher, dass sie mich ständig beobachten\".
81-85\"Es gibt nur eine Person, der ich vertrauen kann. Und nur ich kann diesen besonderen Freund sehen\".
86-95\"Ich kann nichts ernst nehmen. Je ernster die Situation, desto lustiger finde ich sie\".
96-00\"Ich habe entdeckt, dass ich wirklich gern Leute umbringe\".
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