Proficiency: Difference between revisions

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<tab name="Skills" collapsed>
'''[[Skill Proficiency|Skills]]'''
<blockquote>{{:Skill Proficiency}}{{:List of Skill Proficiencies}}</blockquote>
</tab>
<tab name="Tools" collapsed>
'''[[Tool Proficiency|Tools]]'''
<blockquote>{{:Tool Proficiency}}{{:List of Tool Proficiencies}}</blockquote>
</tab>
<tab name="Vehicles and Siege Engines" collapsed>
'''[[Vehicle and Siege Engine Proficiency|Vehicles and Siege Engines]]'''
<blockquote>{{:Vehicle and Siege Engine Proficiency}}{{:List of Vehicles and Siege Engines Proficiencies}}</blockquote>
</tab>
<tab name="Languages" collapsed>
'''[[Languages]]'''
<blockquote>{{:Languages}}{{:List of Language Proficiencies}}</blockquote>
</tab>
<tab name="Performances" collapsed>
'''[[Performances]]'''
<blockquote>{{:Languages}}{{:List of Performance Proficiencies}}</blockquote>
</tab>
<tab name="Games" collapsed>
'''[[Games]]'''
<blockquote>{{:Languages}}{{:List of Game Proficiencies}}</blockquote>
</tab>
<tab name="Armor" collapsed>
'''[[Armor]]'''
<blockquote>{{:Languages}}{{:List of Armor Proficiencies}}</blockquote>
</tab>
<tab name="Weapons" collapsed>
'''[[Weapons]]'''
<blockquote>{{:Languages}}{{:List of Weapon Proficiencies}}</blockquote>
</tab>
<tab name="Spellcasting" collapsed>
'''[[Spellcasting]]'''
<blockquote>{{:Languages}}{{:List of Spellcasting Proficiencies}}</blockquote>
</tab>

Revision as of 20:34, 5 September 2024

See also: Category:Proficiency, Skill proficiencies, Tool proficiencies, Vehicles and siege engines skills.


Proficiencies represents the training and learning an individual has in a respective area and subject. This provides a variety of bonuses, mainly and most often that an individual may add a proficiency bonus to the ability checks or contests that involve that proficiency. There are some exceptions to this, mainly armor, which often do not require any rolls.

Additionally, some proficiencies represent a character's level rather than specific knowledge in one subject. Proficiency therefore comes in three different variants: level-based, simple and tiered.

Proficiency Bonus

Your proficiency bonus can't be added to a single die roll or other number more than once, however it may be doubled or halved for example, before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once.

Level-based Proficiency Bonus

Proficiency in weapons and spellcasting is determined by your character level, providing a fixed bonus. If something refers to your proficiency bonus, without referencing anything else, like a skill, it refers to this bonus.

Proficiency bonus = character level / 2 (rounded up)
Level Proficiency Bonus
1 +1
2 +1
3 +2
4 +2
5 +3
6 +3
7 +4
8 +4
9 +5
10 +5
11 +6
12 +6
13 +7
14 +7
16 +8
17 +8
18 +9
19 +9
20 +10

Simple Proficiency Bonus

Proficiency in armor is a question of either - or, meaning that either you have it and gain the proficiency bonus or you don't. For armor, this means being able to wear it effectively, easing the burden of carrying it and maneuvering in it.

Tiered Proficiency Bonus

Proficiency in skills, tools, languages and performances come in tiered progression, determining a characters skill level. The tiers are: Trained, Skilled, Expert, Master and Legend, providing a proficiency bonus of +2, +4, +6, +8 and +10 respectively. Each time you gain proficiency in a skill, tool, language or performance, you increase your tier one step, increasing its level.

Tier Bonus
Trained +2
Skilled +4
Expert +6
Master +8
Legend +10

Tiered Proficiencies and Intelligence

At 1st level, for each point of Intelligence modifier you have, you may choose two proficiencies of your choice from the tiered proficiencies to gain or lose proficiency in.

When you gain proficiencies from Intelligence gain, you may either increase the tier of a proficiency you already know by one, or gain the trained tier in a proficiency of your choice. When you lose proficiency from Intelligence gain, you must decrease the tier of a proficiency you already know by one.

This works retroactively, such that when you permanently increase or decrease your Intelligence modifier, you may either choose one tiered proficiency that gains a tier or one that loses one.

Tiered Proficiency Gain per Level

After 1st level, every level you gain lets you choose one proficiency of your choice from the ones you already know, and increase its tier by one.

Proficiency Generalization

Some tiered proficiencies have sub-proficiencies which must be chosen instead, like languages. These determine how your general knowledge in a subject is applied. For example, proficiency in languages does not automatically make you more proficient in every language you speak, but rather gives a choice between becoming more proficient in one of the the ones you know, or learn a new one and becoming trained with it.

However, these sub-proficiencies often overlap in skill and proficiency, i.e. your proficiency generalizes. Learning languages usually becomes easier the more languages you learn, each new increasing one's ability to learn another.

Each time you gain proficiency in a tiered proficiency with proficiency generalization, you may choose an amount of sub-proficiencies equal to your current tier's proficiency bonus. Each sub-proficiency is increased separately in their own tiers, such that being Skilled in languages means that you may either choose three languages that you are trained with, or one that you are skilled with and one that you are trained with.

Additionally, you may only achieve a tier in a sub-proficiency equal to your proficiency tier plus one. For example, you have to be at least an expert linguist, to be masterful in a language, i.e. the expert proficiency tier is required for the proficiency to have mastery in a sub-proficiency.

Tier Proficiency Bonus # of sub-proficiencies
Trained +2 1
Skilled +4 3
Expert +6 7
Master +8 13
Legend +10 21

Skills

Skill proficiencies describe the character's knowledge, ability and training in certain specific areas, such as Acrobatics, Coercion or History. Skill proficiencies are tiered proficiencies and tends to be the main way to alter ability checks.

This is done either by being called upon by the DM demanding a certain type of check, or asked by a PC when an ability check is called for, if an alternative can be used. Note that skills are separate from ability scores, meaning that even skills seemingly only used for physical purposes can be used with mental ability scores. For example, a Wisdom Athletics roll might be asked for by a PC to determine if they can find the safest route to climb up a steep cliffside.

See List of Skill Proficiencies where each skill proficiency is listed, as well as the main features they cover. Some have effects that affect passive featurs, like Brawn and carrying capacity, and some grant synergistic tool proficiencies, like Alchemy and Alchemy Supplies.

Synergistic Tools

Each time you gain a tier in a skill with a tool proficiency associated with it, you receive a tier in the associated tool. However, if more than one tool is associated with the skill, you may only choose one that increases.

For example, when gaining proficiency in the Geography skill, the character must choose between Cartographer's Tools or Navigator's Tools.

Acrobatics


Acts and knowledge related to agility, balance, motor coordination and acrobatic stuns, such as dives, rolls, somersaults, and flips.‎

Dexterity Contests

  • Dexterity saving throws are replaced with Dexterity (Acrobatics) checks, contested by either an ability skill check, spellcasting check or a set DC.

Alchemy

Acts and knowledge related to alchemical substances, concoctions and chemicals like acids, antitoxins, oils, perfumes, potions, salts, powdered metals, and purified water.

See Alchemist's supplies.

Animal Handling

Acts and knowledge related to training, calming, handling, intuit, rearing and domesticating animals and beasts.

Animal Training
Proficiency with the Animal Handling skill makes attempts to train and rear wild animals easier, as well as increases the amount of possible tricks you can learn trained animals.

Arcana


Acts and knowledge related to arcane magic, spells, items, creatures, symbols and the planes of existence.

Arcane Spellcraft

  • Proficiency with the Arcana skill allows a character to identify cast arcane spells, identify & craft arcane magic items and more easily read, transcribe and prepare arcane magic.

Identify an Arcane Spell

  • As a reaction, a character may attempt to identify a cast arcane spell.

Craft Arcane Magic Items

  • When crafting arcane magic items you may add your Arcana skill Proficiency bonus during the creation process.

Identify an Arcane Magic Item

  • When attempting to ascertain the properties of an arcane magic item you may add your Arcana skill Proficiency bonus.

Arcane Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a arcane spell, you may add your Arcana skill Proficiency bonus to the associated check.

Athletics

Acts and knowledge related to running, throwing, climbing, jumping, and swimming.

Endurance

  • Athletics increases both the amount of Endurance Points a character has, as well as lets you add your Athletics Proficiency bonus to your Endurance checks.

Movement Speed

  • Athletics increases your Modified Speed.

Throwing Distance

  • Athletics increases the distance at which you can throw an object.

Brawn

Acts and knowledge related to brute strength and fortitude, like forcing open doors, breaking locks, pushing a wagon, tip over a boulder or withstanding pain and poison (including alcohol).

Carrying Capacity

  • Brawn increases your Carrying capacity.

Strength Contests

  • Strength saving throws are Strength (Brawn) ability checks. Meaning, your proficiency in the Brawn skill is applied to the ability check.

Constitution Contests

  • Constitution saving throws are Constitution (Brawn) ability checks. Meaning, your proficiency in the Brawn skill is applied to the ability check.

Coercion

Acts and knowledge related to how to influence someone through acting in good faith, making cordial requests, or exhibiting proper etiquette, or through overt threats, hostile actions, and violence.

Druidism

Acts and knowledge related to primal magic, runes, creatures, fey, spirits, rites, items and planes of existence.

Primal Spellcraft

  • Proficiency with the Primal skill allows a character to identify cast primal spells, identify & craft primal magic items and more easily read, transcribe and prepare primal magic.

Identify a Primal Spell

  • As a reaction, a character may attempt to identify a cast primal spell.

Craft Primal Magic Items

  • When crafting primal magic items you may add your Primal skill Proficiency bonus during the creation process.

Identify an Primal Magic Item

  • When attempting to ascertain the properties of a primal magic item you may add your Primal skill Proficiency bonus.

Primal Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a primal spell, you may add your Primal skill Proficiency bonus to the associated check.

Economics

Acts and knowledge related to production, distribution, and consumption of goods and services.

Engineering

Acts and knowledge related to how to design and build machines, mechanical devices, structures, and other items.

See Engineering Kit.

Geography

Acts and knowledge related to the lands, features, places, inhabitants, the relationships between people and their environments and phenomena of the planes.

See Cartographer's Tools and Navigator’s Tools.

History

Acts and knowledge related to historical events, legendary people, ancient kingdoms, past disputes, recent wars, heraldry, famous bloodlines, noble families and lost civilizations.

Investigation

Acts and knowledge related to the study and observations by close examination and systematic inquiry, to find out the details, facts and causes, in an attempt to discover the truth about it.

Medicine

Acts and knowledge related to diagnosis, prognosis, treatment and prevention of illness, disease, wounds and injuries.

See Healer's Supplies and Surgeon's Kit.

Nature

Acts and knowledge related to tracking, hunting and guiding through wilderness. Predicting weather, avoiding natural hazards and the act of actually surviving under adverse or unusual circumstances, also complications with terrain, plants and animals, the weather, and natural cycles.

Occultism

Acts and knowledge related to occult magic, spells, entities, items, creatures, symbols, rites, cults and the planes of existence.

Occult Spellcraft

  • Proficiency with the Occultism skill allows a character to identify cast occult spells, identify & craft occult magic items and more easily read, transcribe and prepare occult magic.

Identify an Occult Spell

  • As a reaction, a character may attempt to identify a cast occult spell.

Craft Occult Magic Items

  • When crafting occult magic items you may add your Occultism skill Proficiency bonus during the creation process.

Identify an Occult Magic Item

  • When attempting to ascertain the properties of an occult magic item you may add your Occultism skill Proficiency bonus.

Occult Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a occult spell, you may add your Occultism skill Proficiency bonus to the associated check.

Psionics

Acts and knowledge related to the innate power of the mind, body and soul, and to psionic magic, creatures, items and psionic disciplines and orders.

Religion

Acts and knowledge related to divine magic, items, rites, prayers, religious hierarchies, holy symbols, deities, the practices of secret cults and the planes of existence.

Divine Spellcraft

  • Proficiency with the Divine skill allows a character to identify cast divine spells, identify & craft divine magic items and more easily read, transcribe and prepare divine magic.

Identify a Divine Spell

  • As a reaction, a character may attempt to identify a cast divine spell.

Craft Divine Magic Items

  • When crafting divine magic items you may add your Divine skill Proficiency bonus during the creation process.

Identify an Divine Magic Item

  • When attempting to ascertain the properties of an divine magic item you may add your Divine skill Proficiency bonus.

Divine Spell Research

  • When studying, researching, crafting or copying (into a spellbook or a ritualbook) a divine spell, you may add your Divine skill Proficiency bonus to the associated check.

Sleight of Hand

Acts and knowledge related to legerdemain or manual trickery.

Society

Acts and knowledge related to politics, political history, culture and customs, laws, traditions.

Stealth

Acts and knowledge related to how to conceal yourself, slip away without being noticed or hide.

Warfare

Acts and knowledge related to military strategy and tactics, military ethics, law, logistics, hierarchies and espionage.

Using Warfare is similar in the application of using Investigation on your surroundings, except Warfare is focused specifically on the martial nature of a creature or object.

Martial Initiative

  • You add your Warfare Proficiency bonus when you roll initiative at the beginning of combat. Initiative determines the order of creatures' turns in combat.

Warfare Assessment

  • While you are able to use your action to make Warfare (Wisdom) checks like any other skill, the results will vary, but things you might deduce about a creature include; their power relative to your traits.
  • You can choose to make a free Warfare Assessment at the start of your turn during combat.

Tools

For an overview of all tools, see List of Tool Proficiencies.

Tool proficiencies measure your aptitude with certain tools and objects, and your overall skill, knowledge, and ability with these implements. As with skill proficiencies, a check is most often called upon by the DM, but may be requested by the PC if they feel they're knowledge associated with these implements can be used in a certain challenge.

Below is each tool proficiency listed, describing their use and giving an example of what one can use the tool for. Note that there are a multitude of options and possibilities not described here that still apply to each and every tool. When and how is done in conversation between DM and player.


Alchemist's Supplies

Alchemist's supplies 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.

Alchemist's supplies enable a character to produce useful concoctions, such as acids, alchemist's fire, antitoxin, oil, perfume, or soap.

Possible Activities

  • Purification. Your knowledge of alchemy 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.

Beautician's Supplies (Disguise Kit)


This kit of skin care, personal care, fragrance, cosmetics, make-up, hair dye, and small props lets you care for, accentuate or change the appearance of the face or body.

Beautician's supplies can be used to cleanse, replenish, exfoliate and protect skin and hair or to enhance one's appearance, such as with makeup and perfumes.

Potential Activities

  • Create Disguise. You may use your Beautician's supplies to create a visual disguise, which may aid in attempts to adopt a false identity.
    • Examples include making 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 or enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

Brewer's Supplies

Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. 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.

Potential Activities

  • Potable Water. 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.

Calligrapher's Supplies

Calligrapher's supplies include ink, a variety of papers and parchments, pens and quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to into a seal.

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.

Potential Activities

  • Decipher Treasure Map. 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.
  • Forgery. 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 forgery kit determines the DC for someone else's Intelligence (Investigation) check to spot the fake.

Carpenter's Tools

Carpenter's tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel. Carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items.

Possible Activities

  • Fortify. 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.
  • Temporary Shelter. 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 1d3 days after being assembled.

Cartographer's Tools

Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler. With cartographer's tools 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.

Possible Activities

  • Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.

Cobbler's Tools

Cobbler's tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

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.

Possible Activities

  • Craft Hidden Compartment. 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.

Cook's Utensils

Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. 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.

Possible Activities

  • Prepare Meals. 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 cook's utensils and sufficient food.

Engineering Kit

The engineering kit contains wrenches, hammers, a handful of screw drivers, a few slabs of iron, a torch, and an assortment of screws, nails, nuts, bolts, springs, and cogs, as well as ink, a quill, paper, magnifying lenses, calipers, rulers, protractors and a scale.

An engineering kit is used to design and draw up inventions and ideas, to then put those designs into practice through creation. With it you can manufacture complicated devices, inventions and other items.

Possible Activities

  • Repair. You can restore 5 hit points to a damaged mechanical object for each hour of work. Depending on the complexity of the design, you may have to roll a Intelligence (Engineering) check, decided by the DM.
  • 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.

Glassblower's Tools

The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass. Someone who is proficient with glassblower's tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects.

Possible Activities

  • Identify Weakness. 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.

Healer's Supplies

This kit of Healer's Supplies is a leather pouch containing bandages, salves, splints and a handful of various components for different remedies, like herbs, mosses and other ingredients.

Healer's Supplies are used by those trained in medicine to treat illnesses and injuries, often through prolonged treatment and care. With the use of such a kit along with cunning hands, they can prevent both festering wounds diseases from worsening, and might even cure them.

Possible Activities

  • Decontamination
    Provide long-term care to poisoned or diseased creatures. When a poisoned or diseased creature is cared for by you, they may every three days re-roll the contested roll that caused their illness using your Intelligence (Medicine) or Wisdom (Medicine).
    On a success, the poison or the disease is cured. Depending on the illness, some afflictions may be too difficult to cure.
  • Treatments
    You can ease the suffering of one injured creature during its short or long rest. While spending Hit Dice to recover hit points during the rest, the creature can choose one of the dice and change it to the maximum value of the die.
    Additionally, during a long rest the creature may roll two extra Hit Dice as part of the long rest.

Herbalist's Tools

An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, vials and several glass jars. Proficiency with this kit allows herbalists to create remedies and potions like antitoxins, additionally it lets you identify, safely collect and apply herbs.

Possible Activities

  • Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.

Jeweler's Tools

Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. Possible Activities

  • Identify Gems. You can identify gems and determine their value at a glance.

Leatherworker's Tools

Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. Possible Activities

  • Identify Hides. 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.

Mason's Tools

Mason's tools consist of a trowel, a hammer, a chisel, brushes, and a square.

Mason's tools allow you to craft stone structures, including walls and buildings crafted from brick.

Possible Activities

  • Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal double damage to such structures with your weapon attacks.

Navigator's Tools

Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill. Navigator's tools lets you chart a ship's course and follow navigation charts. Proficiency with navigator's tools 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.

Possible Activities

  • Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.

Painter's Supplies

Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Possible Activities

  • Painting and Drawing. 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.

Potter's Tools

Potter's tools include potter's needles, ribs, scrapers, a knife, and calipers. Potter's tools are used to create a variety of ceramic objects, most typically pots and similar vessels.

Possible Activities

  • Reconstruction. By examining pottery shards, you can determine an object's original, intact form and its likely purpose.

Sewing & Weaver's Tools

Sewing & Weaver’s tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.Sewing & Weaver’s tools allow you to create cloth and tailor it into articles of clothing.

Possible Activities

  • Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Smith's Tools

Smith's tools include hammers, tongs, charcoal, rags, and a whetstone.Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items.

Possible Activities

  • Repair. 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.

Surgeon's Kit

The Surgeon's Kit contains scalpels, scissors and saws, grasping forceps and tweezers, surgical needles and thread, tourniquets, dressings and bandages, and finally a few vials of alcohol and a face mask.

Surgeon's kits are used by those healers and doctors with both deft hands and a deep knowledge of anatomy. Skilled users of the Surgeon's kit may use it for a multitude of actions, from dissections and harvesting, to surgeries.

Possible Activities

  • Dissection. You use the surgeon's kit to perform an autopsy for post-mortem research and examination or dissect and harvest parts of a creature. Depending on your familiarity and the size of the subject, and the circumstances of the operation, this takes between 1d4 hours and 10d4 hours.
    • At the end of a dissection, you can make either a Wisdom or Intelligence check adding your Surgeon's Kit Proficiency bonus, to determine the cause of death or earlier health of internal organs, increase your anatomy knowledge of the creature in question and harvest safely organs of interest.

Tattooist's Tools

This kit comes in a sturdy briefcase and contains a variety of various colored inks, needles, and medical supplies needed for sterilization. The kit may also include a sketchbook filled with original tattoo designs or magical templates that the artist may find on their journeys.

Tattooist's Tools are needed to create any tattoos, whether they have magical properties or not. Each set initially contains a variety of ink colors.

Possible Activities

  • Identify Technique. When looking at a tattoo or tattoo design, you can determine the style and source of the tattoo and any special techniques used to create it. You can often also determine a tattoo's purpose, whether it be of tradition or aesthetics.

Thieves' Tools

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.

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.

Possible Activities

  • Set a Trap. 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.

Tinker's Tools

Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Possible Activities

  • Repair. You can restore 10 hit points to a damaged mundane 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.

Woodcarver's Tools

Woodcarver's tools consist of a knife, a gouge, and a small saw. Woodcarver's tools allow you to craft intricate objects from wood, such as wooden tokens or arrows.

Possible Activities

  • Craft Arrows. 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.

Vehicles and Siege Engines

Vehicle and Siege Engine Proficiency

Air Vehicles

Acts and knowledge related to air vehicles, including examining, analyzing and working most parts of the vehicle. Air vehicle examples include: airships, air balloons, gliders and any other flying aircrafts.

Air vehicles traverse the air, propelled most often by advanced engineering, alchemical designs, captured elementals or magic. In some cases, most often in larger air vehicles, a mix of air currents, alchemical engines and magic are combined.

Airship Movement

  • Because of their nature, traveling through all three dimensions instead of only two, one general rule is applied: When an airship ascends, they must do so at half their current speed. When air vehicles descend, they can (but do not have to) move at double their current speed. After the ascent or descent, treat the vehicle’s current speed as it was before making the ascent or descent.

Land Vehicles

Acts and knowledge related to land vehicles, including examining, analyzing and working most parts of the vehicle. Land vehicle examples include: carriages, carts, chariots, wagons and any other land vehicles.

Land vehicles carry occupants and cargo over hard earth or similar terrain. They are typically propelled by muscle, but can be moved by a variety of propulsion methods.

Water Vehicles

Acts and knowledge related to water vehicles, including examining, analyzing and working most parts of the vehicle. Water vehicle examples include: Ships, boats and any other water vessels, like surfboards.

Water vehicles move across bodies of water, whether as small as a river or as large as an ocean. They are typically propelled by muscle or sail, but can be moved by a variety of propulsion methods.

Siege Engines

Acts and knowledge related to siege engines, including examining, analyzing and working most parts of the vehicle. Siege engines examples include: Ballistae, battering rams, cannons, catapults, siege towers and trebuchets.

Siege engines are large tools that are designed to break or circumvent heavy fortifications like castle doors, thick city walls or ship hulls in siege warfare. Some siege weapons can also be used on the battlefield as a larger ranged weapon, mainly helpful in breaking up formations and demoralization.

Languages

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special

Performances

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special

Games

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special

Armor

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special

Weapons

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special

Spellcasting

Language Proficiency

Languages are structured systems of communication that creature use, either through speech or gestures. Most languages have a visual written or iconographical representation to document the communication and its meaning.

Language proficiency describes a creature's competence in a certain language with skills such as reading comprehension, speech and writing proficiency. Additionally, higher proficiency also measures the width of a creature's vocabulary and the knowledge of the language's grammar, slang, proverbs and dialects. As well as the ability to understand and produce poetry and prose.

Tier Language Skills
Trained Listening and Speaking
Skilled or higher Reading and Writing

The languages your character can speak by default is often associated with your background, which might give you access to one or more additional languages of your choice.

Some languages exists within a family, each separate instead being like a dialect to the other ones. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. However, when choosing language proficiency, you must choose one of these dialects.

Language Generalization

Languages are affected by Proficiency generalization, which describes the interlinked nature of languages and how learning one increases the ability for a character to learn other ones faster.

Humanoid Languages

Humanoid languages include almost all of the languages spoken by the intelligent life walking the material plane. Some have history in other planes, some granted as a gifts of communication by the gods and most others just simply sprung up by the necessity to communicate. They are generally bound by their use on the flat material plane.

Common Languages
Helian Is the current 'lingua franca' of the southern regions of Airetam. It is prominent in both Arahaz and Eberalen, reaching from the western elven mountain ranges of Miskunn to the eastern reaches of Ascaria and it's desolate white deserts and plains.
Eiselar Is the most widely used language in the eastern continents. Rough and thick, its ancestry probably originates from the mistfalls and beyond. A speech born by the relationship between this plane's inhabitants and the astral dwellers on the other side.
Zhenri Zhenri is the trade language used in the isles and continents strewn throughout the Weeping Sea, north of the center of Airetam.

Any of these languages would count as a 'common' language, spoken and adopted by many as a means for trade, spreading knowledge and bridging societies.

Minor languages are those spoken relatively widely as with common languages, but in a more restricted population. It could be in a certain region, or by a certain type of people.

Minor Languages
Littlish Spoken by most smaller folk, Littlish has evolved as a sort of travel language for those always trying to fit in in larger cultures, larger being literally the larget peoples. Its most frequent users are ratlings, mousefolk, halflings and gnomes, but also some dwarves.
Giant Giants generally speak with tremendous force, which have in turn turned their language into its opposite. While they can speak loud and booming, most often they speak in whispers. This language was for a long time an exclusive language for the giant species, but has since spread to both highlander and human populations in certain regions.

Species languages are a type of minor language, with the exception of a being rather exclusive to a certain species.

Species Languages
Draconic One of the oldest surviving languages, mostly due to the extremely long life span that dragons possess. Draconic is an unchanging language where new words are a once in a century sort of thing, it is also the language most closely related to the arcane weave and its manipulation. This leads the language to a rather rigid structure and form with few synonyms and an almost non-existant realm of poetic prose.
Dwarvish Dwarvish is slang for the rough Helian dialect that evolved and is spoken in the inner regions of the plane. Its name is obviously connected to the slang term for Homo Robustus, Dwarves, and is almost entirely spoken by them. The language is rough and coarse, filled with short abbreviations, proverbs and cursing.
Elvish
Æztriska
(High Elven)
Is the traditional and historical language of the elves. Its rigidity and structure hinders most any growth of language, and new words are seldom added. This proves to be both successful in keeping understanding and knowledge between the ages, but also a difficulty when explaining new phenomenon.
Villriska
(Wild Elven)
Is a rough and ... The language is very dependent on the region and is highly individual and communal. Depending on the region it might be coarse and rough or cordial and friendly.
Kalasharr Kalasharr is a rather uncommon language, even within kalasharr tribes. The language developed mostly as a way to keep track of hierarchies, those being their biological ones. This is mainly through not having gendered nouns, but rather hierarchical ones.

Special languages are languages spoken with a specific intent and purpose. Depending on the region it might be harder to communicate... usually these languages are inefficient to speak in and can't communicate every possible idea.

Special Languages
Druidic
Thieves' Cant

List of Languages

Common

Minor

Racial

Special