Languages
Languages with sub dialects such as Common and Primordial are able to understand the other languages if there is context, or enough time to process the information.
Standard
Common
As its name entails, the common language used by mortals though it only takes up about 30-40% of the total spoke language and many people are able to speak multiple languages especially adventurers..
Dwarvish
The Language of the Dwarves, As Sturdy and rugged as the people are. there is little grace in speaking Dwarvish as its a language of direct meaning, there is a lack of metaphors or double meanings to words spoken in Dwarvish but the culture certainly likes to relate many things back to mining.
Elvish
The Origins of the elves and their speech is lost to time it olds the essence of Sylvan and the structure of arcane. Such as a language that has been refined into something new being Elvish. The words spoken can be as sharp as a blade or as soft as a cloud, there is little in-between. In Felwind its such a common language than many mortals typically know a few phrases no matter their lineage. But it still remains a language that offers respect to elves when spoken properly.
Giant
If Draconic is the language of magic then Giant or Skilt1) as its properly called is the language of the physical world. The building blocks for the mountains, rivers and clouds. Works spoken in Giant hold power alone. Runeic Magic can be found sparsely scattered through Felwind and if you know the language those can understand and harness the Runic power. In Goliath tribes to speak Giant is to swear your being to the words you speak ad so its not so casually spoken but very well learned.
Gnomish/ Halfling
some bastardisation of Sylvan and Dwarvish. The language shares many words with both languages but to speak it properly is its own understanding. Its only ever used in the tight communities of Gnomes and Polders and there is some argument as to who copied who. There are some ever so slight differences between how a Gnome Speaks and how a Polder speaks but unless you encounter a particular snobby linguist you should be able to get by without knowing the finer details.
Goblin
Orcish
Exotic
Abyssal
a Language used by the monstrosities commonly found in the Far-Realm or Shadow-fell. When the shadows in the dark speak, this is the tongue they use.
Celestial
a Language named after the people who speak it. Gods, Angels, Seraphs and other such beings of Mount Celestia will speak this and only this language. Not out of ignorance but rather a sense of superiority. Loxodon & Leonin included. Celestials often comment on the flavour of a spoken language.
Draconic
the language of the dragons and their kin. its said that most Arcane language has roots in this ancient tongue the building blocks of the spells commonly used today. Its only proper respect to address a Dragon in their native language.
Deep Speech
An Odd Language that has no written medium. Its the closest thing mortal minds can comprehend to a language of the Old Gods, The outer horrors that exist in the space between spaces. The personified forces of what mortals consider existence. It is only really used by Cultists as well as Warlocks. To speak it is otherwise harmful to both the ears that hear and the mouth that delivers the words of the incomprehensible.
Infernal
Primordial
Dialects:
- Aquan (Water)
- Auran (Air)
- Ignan (Fire)
- Terran (Earth)
Sylvan
Undercommon
Voll
Specific
Druidic (Druids)
Thieves’ Cant (Rogues)
| Translation Table | |||
|---|---|---|---|
| Bold indicates location or concept rather than peoples | |||
| Felwind | Used by | D&D | Draw Steel |
| Common | Humans, Felwind | Common | Caelian |
| Dwarvish | Dwarves | Dwarvish | Zaliac |
| Elvish | Elves | Elvish | Hyrallic, Illyvric |
| Skilt | Giants, Goliaths, Rune Magic | Giant | High Kuric, Vhoric |
| Gnomish | Gnomes, Halflings, Polder | Gnomish, Halfling | Khoursirian |
| Goblin | Goblin | Goblin | Szetch |
| Orish | Orcs | Orcish | Kalliak |
| Abyssal | Aberrations | Abyssal, Deep Speech | Mindspeech, Urollialic, Za'hariax |
| Celestial | Celestials, Angels, Gods | Celestial | Axiomatic |
| Draconic | Dragons, Dragonborn, Kobold | Draconic | Kethaic, Vastariax |
| Infernal | Demons, Devils | Infernal | Anjali, Tholl, Proto-Ctholl |
| Primordial | Elementals | Primordial | Low Kuric |
| Sylvan | Feywild | Sylvan | Khelt |
| Undercommon | Underdark | Undercommon | Variac |
| Druidic | Druids, Nature | Druidic | Yllyric, Filliaric |
| The First Language | Elder Dragons, Magic | Arcane | The First Language |
| Voll | Githyanki, Time raiders | Gith | Voll |
Language affecting Spells
Dwarvish
Feature: Spellpoint.
Dwarvish has an incredibly precise system for describing measurements and placement. When you cast a spell in Dwarvish with an area of effect that originates from you, you can instead have the spell originate from a point you choose within range. The range for this feature is 5 feet if you cast a cantrip. For spells of 1st level or higher, the range is a number of feet equal to ten times the level you cast the spell at.
Elvish
Feature: Cast by Committee.
When you cast a spell in Elvish, and an allied spellcaster who also speaks Elvish is within range of your spell and can hear or see you, your ally can use their reaction to extend your spell’s range as though you were casting it from the space they occupy.
Giant
Feature: Advanced Projection.
Your fluency in Giant unlocks several levels of voice control. When you cast a spell in Giant with a range that isn’t touch or self, you can either project the incantation, doubling the spell’s range, or whisper the incantation, allowing you to target a creature within 5 feet of you without suffering disadvantage if the spell is a ranged attack.
Gnomish
Feature: More is More.
Gnomish can fit many words into a small space. When casting a spell in Gnomish that has a word or question limit, you can speak twice as many words or questions as normal. For example, you can cast command with a two-word phrase, sending allows for up to 50 words, and you can ask up to ten questions instead of five when you cast speak with dead. Additionally, if you store your spells in a spellbook, the time and monetary cost to add a spell to your spellbook is halved.
Goblin \ Halfling
Feature: Contrarian.
When you cast a spell in Goblin that would normally impose a condition on that target, you can instead remove that condition from your target. Alternatively, when you cast a spell that would normally remove a condition from your target, the target must instead succeed on a Wisdom saving throw against your spell save DC or suffer one condition of your choice listed in that spell for 1 minute or until your concentration ends. If a spell adds or removes multiple conditions or affects multiple targets, you choose one condition and one target. If a spell has other effects, such as dealing damage or restoring hit points, these effects remain unchanged.
Feature: One For You, One For Me.
When casting a spell of 1st level or higher in Halfling that targets a willing creature, you gain temporary hit points equal to three times your proficiency bonus.
Orcish
Feature: Specificity.
When you cast a spell in Orcish that affects a single target, that spell becomes more powerful the more information you have on the target. You can increase your spell attack bonus or the spell save DC by 1 (to a maximum of your proficiency bonus) for each piece of information you know about the target. Examples include:
- Their name
- A notorious past deed of theirs
- Their place of origin
- Their organizational affiliation and rank
- The name of a relative or close friend
- The name of a property they own
- Another piece of information, at the GM’s discretion
Once you use a piece of information about the target, you can’t benefit from using that information again for the next 7 days.
Abyssal
Feature: Incomprehensible, Have a Nice Day.
Casting a spell in Abyssal makes it harder to comprehend enough to cancel or undo it. When you cast a spell in Abyssal, you can add your proficiency bonus to the DC for identifying, counter-spelling, dispelling, or otherwise ending the spell’s effect.
Celestial
Feature: Unshakable.
When you cast spells in Celestial, you cast them with your whole being, for good and for ill. You can’t cast spells in Celestial if you’re charmed or frightened, as this compulsion rings false to your true emotional self. However, you can add your Wisdom or Charisma modifier (your choice) to Constitution saving throws made to maintain your concentration on a spell cast in Celestial.
Draconic
Feature: Hoard Management.
When you cast a spell in Draconic with a material component that is consumed by the spell, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the component is not consumed.
Deep Speech
Feature: Lost in Translation. When you cast a spell in Deep Speech, there is a chance you don’t know exactly what you’re saying and invite additional effects into the mix. Roll on the Deep Speech Effects table to determine what effects, if any, occur.
| Deep Speech Effects | |
|---|---|
| Roll | Effect |
| 1-10 | TEXT |
| 11 | Your knowledge of Deep Speech transforms. You lose the ability to speak Deep Speech and gain the ability to speak a random language (chosen by the GM) you don’t already know. This effect ends when you finish a short or long rest |
| 12 | You extinguish every source of light and magical darkness within 60 feet of you |
| 13 | A surge of otherworldly magic empowers your spell. If your spell deals damage, that damage is doubled and you become blinded and deafened until the end of your next turn |
| 14 | Your mind briefly opens to the thoughts of those around you. You receive the surface thoughts of each creature within 10 feet of you who speaks at least one language. If you hear the thoughts of three or more creatures in this way, you become overwhelmed and take 1d4 psychic damage per creature you can hear |
| 15 | You are imbued with a flash of great and terrible energy. Each creature within 60 feet of you who can see you must make a Wisdom saving throw against your spell save DC. On a failed save, a creature is frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on themself on a success |
| 16 | Your magic unwittingly siphons the energy of yourself or others. You lose hit points equal to 1d6 + your spell’s level and the creature closest to you gains temporary hit points equal to the number of hit points you lost. You can instead choose to have the reverse happen: the creature closest to you must make a Constitution saving throw against your spell save DC. On a failed save, the target loses hit points equal to 1d6 + the spell’s level and you gain temporary hit points equal to the number of hit points the target lost. If multiple creatures are equally close to you, you choose which one is affected |
| 17 | In addition to the spell you cast in Deep Speech, you cast blink on yourself, but you can’t dismiss it before the spell ends |
| 18 | You cast the spell using a spell slot one level higher than you meant to, expending the new slot instead of your intended slot. If you do not have enough slots of that level, you must expend a number of lower-level slots whose sum is equal to the new slot level, or expend all your remaining slots |
| 19 | You can choose one die involved in casting your spell to be rerolled: one attack roll, one target’s saving throw, or one damage die. You make this decision after you see whether the roll succeeds or fails. You or the target must use the result of the second roll |
| 20 | In addition to the spell you cast in Deep Speech, you cast the black tentacles spell in an area centered on yourself. If the spell you cast requires concentration, you simultaneously concentrate on both spells. Ending concentration on one spell ends concentration on the other |
Infernal
Feature: Doublespeak.
When you speak Infernal to cast a spell or a cantrip that requires you to choose one effect from a list of three or more options, such as prestidigitation, you can instead choose two different options, as long as their effects are not mutually exclusive (for example, you cannot both enlarge and reduce a target with the same spell). If the spell calls forth a creature with a choice that determines their features, you can only summon one creature, but they can have the features of two choices. If the spell requires an attack roll or a saving throw (including repeated saving throws made after the spell is cast), a separate roll must be made for both effects. However, you have disadvantage on Constitution saving throws made to maintain your concentration on a spell cast in Infernal.
Primordial
Feature: Elemental Shift.
If you don’t already know a dialect of Primordial, choose which dialect you know. When you cast a spell that deals cold, fire, lightning, or thunder damage in a Primordial dialect you know, you can change some of the spell’s damage dice to deal the damage type associated with that dialect:
- cold (Aquan),
- lightning (Auran),
- fire (Ignan),
- thunder (Terran).
You can change a number of damage dice equal to half your level (rounded up).
Sylvan
Feature: Overgrowth.
While you are concentrating on a spell you cast in Sylvan that has an area of effect that originates from a point of your choice, that area grows over time. At the start of each of your turns (up to a maximum of 10 turns), the area of effect cumulatively increases by 5 feet in one dimension. You decide the direction of the growth, but the growth must happen. The direction of the growth is based on the shape of the area of effect:
- The radius of a circle or sphere increases by 5 feet.
- You can increase either the radius or height of a cylinder by 5 feet.
- You can increase either the length, width, or height of a cube, square, or wall by 5 feet.