diff --git a/Attributes/index.md b/Attributes/index.md
index 938fdaf10..49bc7628e 100644
--- a/Attributes/index.md
+++ b/Attributes/index.md
@@ -1,7 +1,7 @@
---
title: Attributes
has_children: true
-nav_order: 2
+nav_order: 3
---
# Attributes
diff --git a/Classes/ChoosingaClass/index.md b/Classes/ChoosingaClass/index.md
deleted file mode 100644
index afe4b8f1d..000000000
--- a/Classes/ChoosingaClass/index.md
+++ /dev/null
@@ -1,15 +0,0 @@
----
-title: Choosing a Class
-parent: Classes
-nav_order: 1
----
-
-# Choosing a Class
-Four classes are available in the *Stormchaser Roleplaying Game*. When you create your character, you must choose a class for them. The four classes are:
-* **Disciple**
-* **Expert**
-* **Mage**
-* **Warrior**
-
-## Multiclassing
-As your character advances, he or she may take talents from other classes. Taking a talent from a new class gives the character a broader range of abilities, but all advancement in the new class is at the expense of advancement in the character's other class or classes. For example, an expert might become an expert/warrior. Taking a talent from the warrior class would give them proficiency in more weapons and so on, but it would also mean that they don't gain new expert talents and thus are not as powerful an expert as they otherwise would have become. Rules for creating and advancing multiclass characters can be found at the end of this section.
diff --git a/Classes/ClassDescriptions/index.md b/Classes/ClassDescriptions/index.md
deleted file mode 100644
index 048228730..000000000
--- a/Classes/ClassDescriptions/index.md
+++ /dev/null
@@ -1,8 +0,0 @@
----
-title: Class Descriptions
-parent: Classes
-nav_order: 2
----
-
-# Class Descriptions
-The rest of this section, up to the section on multiclass characters, describes each class. These descriptions are general. Individual members of a class may differ in their attitudes, outlooks and other aspects.
diff --git a/Classes/Disciple/index.md b/Classes/Disciple/index.md
deleted file mode 100644
index 7bcbb302f..000000000
--- a/Classes/Disciple/index.md
+++ /dev/null
@@ -1,46 +0,0 @@
----
-title: Disciple
-parent: Classes
-nav_order: 3
----
-
-# Disciple
-
-## Class Features
-As a disciple, you have the following class features.
-
-### Stamina
-Disciples have stamina equal to 3× their Constitution score. Their recovery die is a d8.
-
-### Proficiencies
-**Perception:** Untrained
-**Defences:** Your spellcasting ability, 1 mental defence and 1 physical defence
-**Skills:** Choose 2 from Insight, Medicine, Persuasion and Theology
-**Weapons:** Simple weapons
-**Armour:** Light armour, medium armour
-**Tools:** None
-
-### Spellcasting
-See [Spells Rules](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/) for the general rules of spellcasting and the Spells Listing for the divine spell list.
-
-#### Spellcasting Ability
-Choose Intelligence, Wisdom or Charisma as your spellcasting ability for your disciple spells. The power of your spells comes from your devotion and attunement to a higher power. You use your chosen ability whenever a disciple spell refers to your spellcasting ability. In addition, you use the modifier of your chosen ability when making an attack roll with a disciple spell that you cast.
-
-#### Cantrips
-You know a number of cantrips of your choice from the divine spell list equal to your spellcasting ability modifier. If your spellcasting ability modifier increases, then you learn additional divine cantrips of your choice.
-
-#### Mana
-You have 3 mana with which to cast your divine spells of 1st level and higher. To cast one of these divine spells, you must expend an amount of mana equal to the spell’s level. You regain all expended mana when you finish a long rest.
-
-#### Preparing Spells
-You prepare the list of disciple spells that are available for you to cast, choosing from the divine spell list. When you do so, choose a number of disciple spells of each spell level that you can cast equal to your spellcasting ability modifer.
-
-For example, if you are a disciple with 3 talents, you have 15 mana. With a spellcasting ability of 16, your list of prepared spells can include 3 1st-level spells and 3 2nd-level spells. If you prepare the 1st-level spell cure wounds, you can cast it at 1st level or 2nd level. Casting the spell does not remove it from your list of prepared spells.
-
-You can change your list of prepared spells when you finish a long rest. Preparing a new list of disciple spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
-
-#### Spellcasting Focus
-You can use a holy symbol or druidic focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your disciple spells.
-
-## Talents
-Disciples may take talents from the [cleric](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Cleric/), [druid](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Druid/), [paladin](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Paladin/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
diff --git a/Classes/Expert/index.md b/Classes/Expert/index.md
deleted file mode 100644
index f3a02e65d..000000000
--- a/Classes/Expert/index.md
+++ /dev/null
@@ -1,33 +0,0 @@
----
-title: Expert
-parent: Classes
-nav_order: 4
----
-
-# Expert
-
-## Class Features
-As an expert, you have the following class features.
-
-### Stamina
-Experts have stamina equal to 3× their Constitution score. Their recovery die is a d8.
-
-### Proficiencies
-**Perception:** Trained
-**Defences:** Choose any 3 trained
-**Skills:** Choose any 3 and upgrade 2 of your skill proficiencies to expertise
-**Weapons:** Simple weapons and choose 1 martial weapon group
-**Armour:** Light armour
-**Tools:** Choose any 1
-
-An expert begins play with 2 additional character points to spend.
-
-### Martial Feats
-Martial adventurers earn their gold with pure physical prowess. They swing across chapels on chandelier chains, bash through iron-banded oaken doors, and leap over chasms in pursuit of their foes. When locked in mortal melee, their martial feats turn the course of battle: a brazen bull rush to push back the enemy lines, a swinging flail to entangle the beastman’s sword arm, or a well-placed dagger through the enemy knight’s visor.
-
-Prior to any attack roll, a martial feat, or feat for short, can be declared. This feat is a dramatic combat maneuver within the scope of the current combat. For example, a character may try to disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The feat does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling it, temporarily blinding it, and so on.
-
-The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.
-
-## Talents
-Experts may take talents from the [bard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/), [ranger](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/), [rogue](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Rogue/), and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.
diff --git a/Classes/Mage/index.md b/Classes/Mage/index.md
deleted file mode 100644
index 404d5beb0..000000000
--- a/Classes/Mage/index.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: Mage
-parent: Classes
-nav_order: 5
----
-
-# Mage
-
-## Class Features
-As a mage, you have the following class features.
-
-### Stamina
-Mages have stamina equal to 2× their Constitution score. Their recovery die is a d6.
-
-### Proficiencies
-**Perception:** Untrained
-**Defences:** Your spellcasting ability, 1 mental defence and 1 physical defence
-**Skills:** Choose 2 from Arcana, Deception, History, Insight, Intimidation, Investigation and Theology
-**Weapons:** Simple weapons
-**Armour:** None
-**Tools:** None
-
-### Spellcasting
-See [Spells Rules](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/) for the general rules of spellcasting and the Spells Listing for the arcane spell list.
-
-#### Cantrips
-You know a number of cantrips of your choice from the arcane spell list equal to your spellcasting ability modifier. If your spellcasting ability modifier increases, then you learn additional arcane cantrips of your choice.
-
-#### Mana
-You have 3 mana with which to cast your arcane spells of 1st level and higher. To cast one of these arcane spells, you must expend an amount of mana equal to the spell’s level. You regain all expended mana when you finish a long rest.
-
-### Spellcasting Focus
-You can use an arcane focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your arcane spells.
-
-## Talents
-Disciples may take talents from the [sorcerer](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Sorcerer/), [warlock](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/), [wizard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Wizard/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
diff --git a/Classes/Multiclassing/index.md b/Classes/Multiclassing/index.md
deleted file mode 100644
index f3b74b25c..000000000
--- a/Classes/Multiclassing/index.md
+++ /dev/null
@@ -1,52 +0,0 @@
----
-title: Multiclassing
-parent: Classes
-nav_order: 7
----
-
-# Multiclassing
-Multiclassing allows you to take talents from other classes. Doing so lets you mix the abilities of those classes to realise a character concept that might not be reflected in one of the standard class options.
-
-With this rule, you have the option of spending character points on a talent from a new class, instead of taking a talent from your current class. As you advance, you might primarily remain a member of your original class with just a few talents from another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in all three classes. Compared to a single-class character with the same number of talents, you'll sacrifice some focus in exchange for versatility.
-
-## Prerequisites
-To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a warrior who decides to multiclass into the mage class must have both Strength (or Dexterity) and one mental score of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.
-
-##### Multiclassing Prerequisites
-
-| Class | Ability Score Minimum |
-|:-----:|:---------------------:|
-| Disciple | Spellcasting Ability 13 |
-| Expert | Dexterity 13, Intelligence 13, Wisdom 13 or Charisma 13 |
-| Mage | Spellcasting Ability 13 |
-| Warrior | Strength 13 or Dexterity 13 |
-
-## Stamina Multiplier and Recovery Dice
-Use the stamina multiplier and recovery dice of the class from which you have the most talents.
-
-## Proficiencies
-When you gain your first talent in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
-
-###### Multiclassing Proficiencies
-
-| Class | Proficiencies Gained |
-|:-----:|:--------------------:|
-| Disciple | Increase your armour proficiency by 1 weight category to a maximum of medium |
-| Expert | Light armour, 3 character points |
-| Mage | - |
-| Warrior | Increase your armour proficiency by 1 weight category, 1 martial weapon group |
-
-You don't receive the class's starting equipment.
-
-## Spellcasting
-Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
-
-### Spells Known and Prepared
-You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. For example, if you are a mage with a spellcasting attribute of 18 and multiclass as a disciple with a spellcasting ability of 18, then you know 4 arcane cantrips and 2 arcane spells per spell level that you can cast. As a disciple, you know 3 divine cantrips and can prepare 3 disciple spells of each spell level.
-
-Each spell that you know and prepare is associated with one of your classes. You use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
-
-If a cantrip of yours increases in power after a certain number of talents have been learned, the increase is based on your talents from classes that can learn that cantrip.
-
-### Mana
-You determine your available mana based on your highest level [spellcasting talent](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/).
diff --git a/Classes/Warrior/index.md b/Classes/Warrior/index.md
deleted file mode 100644
index 2d97d585d..000000000
--- a/Classes/Warrior/index.md
+++ /dev/null
@@ -1,36 +0,0 @@
----
-title: Warrior
-parent: Classes
-nav_order: 6
----
-
-# Warrior
-
-## Class Features
-As a warrior, you have the following class features.
-
-### Stamina
-Warriors have stamina equal to 4× their Constitution score. Their recovery die is a d10.
-
-### Proficiencies
-**Perception:** Trained
-**Defences:** Choose any 2 physical defences and 1 mental defence
-**Skills:** Choose 2 from Animal Handling, Athletics, Insight, Intimidation, Perception and Survival
-**Weapons:** Simple weapons and choose 4 martial weapon groups
-**Armour:** Light armour, medium armour
-**Tools:** None
-
-### Fighting Style
-You adopt a particular style of fighting as your specialty. Choose a [Fighting Style](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighting/). You can’t take a Fighting Style option more than once, even if you later get to choose again.
-
-### Martial Feats
-Martial adventurers earn their gold with pure physical prowess. They swing across chapels on chandelier chains, bash through iron-banded oaken doors, and leap over chasms in pursuit of their foes. When locked in mortal melee, their martial feats turn the course of battle: a brazen bull rush to push back the enemy lines, a swinging flail to entangle the beastman’s sword arm, or a well-placed dagger through the enemy knight’s visor.
-
-Prior to any attack roll, a martial feat, or feat for short, can be declared. This feat is a dramatic combat maneuver within the scope of the current combat. For example, a character may try to disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The feat does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling it, temporarily blinding it, and so on.
-
-The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.
-
-## Talents
-Warriors may take talents from the [barbarian](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/), [fighter](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighter/), [monk](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Monk/) and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.
-
-A warrior begins play with 2 talents instead of the usual 1.
diff --git a/Classes/index.md b/Classes/index.md
deleted file mode 100644
index ef9c3593f..000000000
--- a/Classes/index.md
+++ /dev/null
@@ -1,10 +0,0 @@
----
-title: Classes
-has_children: true
-nav_order: 5
----
-
-# Classes
-Heroes seek gold, glory, justice, fame, influence and knowledge, among other goals. Some of these goals are honourable, some base. Each character chooses a different way to achieve these goals, from brutal combat power to subtle skills to mastery of magic. Some adventurers prevail and grow in experience, wealth and power. Others die.
-
-A character class is the frame upon which you build your hero. It isn't meant to be rigid or confining. Instead, a class provides a starting point from which you can develop in any direction that you see fit. Don't think of a class as restrictive; instead a class is defining. When you choose a class for your character, you're laying the foundation of a concept that will grow and expand as you play. A class provides structure. How you develop your character is entirely up to you. You get to choose talents and feats as you advance and you can take levels in other classes as you go along if that better serves the concept at the core of your hero.
\ No newline at end of file
diff --git a/Combat/Melee/Parry/index.md b/Combat/Melee/Parry/index.md
new file mode 100644
index 000000000..9208a0b6f
--- /dev/null
+++ b/Combat/Melee/Parry/index.md
@@ -0,0 +1,16 @@
+---
+title: Parry
+parent: Melee Actions
+grand_parent: Combat
+---
+
+# Parry
+**Actions:** 1
+**Requirements:** You are wielding a weapon with the parry property.
+
+You position your weapon to protect yourself. When you parry, you gain a circumstance bonus to Strength defence vs melee attacks until the start of your next turn, as described on the table below:
+
+| Weapon Wielded In | Bonus to Strength Defence |
+|:-----------------:|:-------------------------:|
+| One Hand | +1 |
+| Two Hands | +2 |
diff --git a/Combat/Melee/Power/index.md b/Combat/Melee/Power/index.md
index 038e5ca3c..09c00ea6b 100644
--- a/Combat/Melee/Power/index.md
+++ b/Combat/Melee/Power/index.md
@@ -8,4 +8,8 @@ grand_parent: Combat
*Attack*
**Actions:** 1
-Before you make an attack with a melee weapon using your Strength modifier, you can choose to suffer disadvantage on the attack roll and attempt to put more of your raw strength behind a powerful blow. If the attack hits, you roll the damage dice twice and take the better result.
+When you take the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action using your Strength modifier, you can choose to take -1d to the attack roll and attempt to put more of your raw strength behind a powerful blow.
+
+If the attack hits, you roll the damage dice twice and take the better result. Additionally, the target is [Staggered](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Staggered/) until the beginning of your next turn.
+
+If you miss, you are [Flat-Footed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Flatfooted/) until the beginning of your next turn.
diff --git a/Combat/Melee/Raise/index.md b/Combat/Melee/Raise/index.md
index 23054eb8e..b7666ea07 100644
--- a/Combat/Melee/Raise/index.md
+++ b/Combat/Melee/Raise/index.md
@@ -6,6 +6,6 @@ grand_parent: Combat
# Raise Shield
**Actions:** 1
-**Requirements:** You are wielding a shield.
+**Requirements:** You are wielding an item with the shield property.
-You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to Strength and Dexterity defence vs melee and ranged attacks. Your shield remains raised until the start of your next turn.
+You position your shield to protect yourself. When you have raised a shield, you gain its listed circumstance bonus to Strength and Dexterity defence vs melee and ranged attacks. Your shield remains raised until the start of your next turn.
diff --git a/Introduction/Creation/Advancement/index.md b/Creation/Advancement/index.md
similarity index 88%
rename from Introduction/Creation/Advancement/index.md
rename to Creation/Advancement/index.md
index 9efa61e76..4ca9f8f9b 100644
--- a/Introduction/Creation/Advancement/index.md
+++ b/Creation/Advancement/index.md
@@ -1,7 +1,6 @@
---
title: Advancement
parent: Character Creation
-grand_parent: Introduction
nav_order: 7
---
@@ -10,22 +9,24 @@ As your character goes on adventures and overcomes challenges, they gain experie
| Benefit | Character Points |
|:-------:|:----------------:|
-| Spell School Mastery | 25 |
+| Defence Mastery | 35 |
+| Spell School Mastery | 35 |
| Weapon Mastery | 25 |
| Skill Mastery | 25 |
-| Spell School Expertise | 10 |
+| Defence Expertise | 15 |
+| Spell School Expertise | 15 |
+| Tool Mastery | 15 |
+| Language (Native) | 15 |
| Weapon Expertise | 10 |
| Skill Expertise | 10 |
-| Tool Mastery | 10 |
-| Language (Native) | 10 |
-| Talent | From 5 |
-| Increase an Attribute by 1 | From 5 |
| Learn an additional spell | From 5 |
+| Defence Training | 5 |
+| Spell School Training | 5 |
| Tool Expertise | 5 |
| Language (Accented) | 5 |
-| Spell School Training | 2 |
| Weapon Training | 2 |
| Skill Training | 2 |
+| Increase an Attribute by 1 | From 1 |
| Subskill | 1 |
| Tool Training | 1 |
| Language (Broken) | 1 |
@@ -43,7 +44,26 @@ A veteran adventurer may have trained or honed their natural abilities well enou
The first and second time a that PC improves an attribute, it costs 5 character points and adds +1 to an attribute of their choice. The third improvement to their attributes costs 10 character points, the fifth 15, and so forth. Each improvement adds +1 to the attribute, potentially improving its modifier.
-| Attribute Improvement | Character Point Cost |
+| New Attribute | Point Cost |
+|:---------:|:----------:|
+| 7 | 2 |
+| 8 | 2 |
+| 9 | 1 |
+| 10 | 1 |
+| 11 | 1 |
+| 12 | 2 |
+| 13 | 2 |
+| 14 | 5 |
+| 15 | 5 |
+| 16 | 10 |
+| 17 | 10 |
+| 18 | 15 |
+| 19 | 15 |
+| 20 | 20 |
+
+## Purchasing Additional Spells
+
+| Additional Spell | Character Point Cost |
|:---------------------:|:--------------------:|
| 1st and 2nd | 5 |
| 3rd and 4th | 10 |
diff --git a/Introduction/Creation/Adventure/index.md b/Creation/Adventure/index.md
similarity index 94%
rename from Introduction/Creation/Adventure/index.md
rename to Creation/Adventure/index.md
index e8d1566a2..835e621ca 100644
--- a/Introduction/Creation/Adventure/index.md
+++ b/Creation/Adventure/index.md
@@ -1,7 +1,6 @@
---
title: 6. Adventure!
parent: Character Creation
-grand_parent: Introduction
nav_order: 6
---
diff --git a/Creation/Attributes/Generation/index.md b/Creation/Attributes/Generation/index.md
new file mode 100644
index 000000000..b220419ee
--- /dev/null
+++ b/Creation/Attributes/Generation/index.md
@@ -0,0 +1,59 @@
+---
+title: Generating Attributes
+parent: 1. Choose Attributes
+grand_parent: Character Creation
+nav_order: 1
+---
+
+# Generating Attributes
+The following methods of attribute generation provide varying levels of flexibility and randomness.
+
+## Low Fantasy
+Roll 3d6, rerolling all 1s, and add the dice together. Record the total and repeat the process until you have six numbers. Assign these results to your attributes as you see fit.
+
+This method is quite random, and some characters may have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific attributes in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts and are best designed around their attributes.
+
+If you don't like the idea of randomly determining attributes, you can use the **Low Fantasy Array** instead: 14, 13, 12, 12, 11, 10.
+
+## Standard Fantasy
+Roll 4d6. Discard the lowest die result and add the three remaining results together. Record the total and repeat the process until you generate six numbers. Assign these totals to your attributes as you see fit.
+
+If you don't like the idea of randomly determining attributes, you can use the **Standard Array** instead: 15, 14, 13, 12, 10, 8.
+
+## High Fantasy
+Roll 4d6, rerolling all 1s. Discard the lowest die result and add the three remaining results together. Record the total and repeat the process until you generate six numbers. Assign these totals to your attributes as you see fit.
+
+This method is less random than Low Fantasy and tends to create characters with above-average attributes.
+
+If you don't like the idea of randomly determining attributes, you can use the **High Fantasy Array** instead: 16, 15, 14, 14, 13, 12.
+
+## Point Buy
+Point buy allows you to build a character with a set of attributes that you choose individually. If your GM is using a point buy method, the point amounts and costs of attributes can be found below.
+
+Your GM will tell you how many points you have to spend on your attributes. The cost of each score is shown on the Attribute Point Cost table. For example, a score of 14 costs 7 points. Using this method, 18 is the highest attribute that you can end up with, before applying racial increases, and 8 is the lowest.
+
+This method of determining attributes enables you to create a set of three high numbers and three low ones, a set of numbers that are above average and nearly equal, or any set of numbers between those extremes.
+
+If you will be using a point buy method, the following table shows the costs of purchasing attributes.
+
+| Attribute | Point Cost |
+|:---------:|:----------:|
+| 6 | -6 |
+| 7 | -4 |
+| 8 | -2 |
+| 9 | -1 |
+| 10 | 0 |
+| 11 | 1 |
+| 12 | 3 |
+| 13 | 5 |
+| 14 | 10 |
+| 15 | 15 |
+| 16 | 25 |
+| 17 | 35 |
+| 18 | 50 |
+
+| Campaign Type | Point Budget |
+|:-------------:|:------------:|
+| Low Fantasy | 20 |
+| Standard Fantasy | 30 |
+| High Fantasy | 70 |
diff --git a/Creation/Attributes/Other/index.md b/Creation/Attributes/Other/index.md
new file mode 100644
index 000000000..a5faf5047
--- /dev/null
+++ b/Creation/Attributes/Other/index.md
@@ -0,0 +1,21 @@
+---
+title: Other Statistics
+parent: 1. Choose Attributes
+grand_parent: Character Creation
+nav_order: 2
+---
+
+# Other Statistics
+Every character begins play with a d4 [recovery die](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Die/Recovery/) and a d4 [martial die](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Die/Martial/). Many talents (such as martial arts, rage, or sneak attack) use your martial die to determine how much damage you do. Your recovery die also determines how quickly you recover from damage, such as during a short rest or as the target of a healing spell.
+
+In addition to this, your martial die determines your probability of success when performing martial feats.
+
+## Martial Feats
+Often, adventurers earn their gold with pure physical prowess. They swing across chapels on chandelier chains, bash through iron-banded oaken doors, and leap over chasms in pursuit of their foes. When locked in mortal melee, their martial feats turn the course of battle: a brazen bull rush to push back the enemy lines, a swinging flail to entangle the beastman’s sword arm, or a well-placed dagger through the enemy knight’s visor.
+
+Prior to any attack roll, a martial feat, or feat for short, can be declared. This feat is a dramatic combat maneuver within the scope of the current combat. For example, a character may try to disarm an enemy with his next attack, or trip the opponent, or smash him backward to open access to a nearby corridor. The feat does not increase damage but could have some other combat effect: pushing back an enemy, tripping or entangling it, temporarily blinding it, and so on.
+
+The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.
+
+## Stamina
+Your character's stamina defines how tough your character is in combat and other dangerous situations. You start with stamina equal to your Constitution score. This is also your **stamina maximum**.
diff --git a/Creation/Attributes/index.md b/Creation/Attributes/index.md
new file mode 100644
index 000000000..19642ba0f
--- /dev/null
+++ b/Creation/Attributes/index.md
@@ -0,0 +1,49 @@
+---
+title: 1. Choose Attributes
+parent: Character Creation
+has_children: true
+nav_order: 1
+---
+
+# 1. Choose Attributes
+Start by generating your character's attributes. These six scores are your character's most basic statistics and are used to determine a wide variety of details and statistics. Some classes require better than average scores for one or more attributes. There are several methods to choose from for generating these scores so consult your GM to determine which method they are using.
+
+Much of what your character does in the game depends on their six attributes: **Strength**, **Dexterity**, **Constitution**, **Intelligence**, **Wisdom** and **Charisma**. Each attribute has a score, which is a number that you record on your character sheet.
+
+The six attributes and their use in the game are described in detail [here](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/). A quick reference for what qualities are measured by each attribute follows below:
+
+* **Strength** measures athleticism and bodily power.
+* **Dexterity** measures agility, reflexes, balance and poise.
+* **Constitution** measures health, stamina and vital force.
+* **Intelligence** measures acuity, recall and analytical skill.
+* **Wisdom** measures awareness, intuition and insight.
+* **Charisma** measures confidence and eloquence.
+
+| | Physical | Mental |
+|:-:|:--------:|:------:|
+| **Power** | Strength | Charisma |
+| **Finesse** | Dexterity | Intelligence |
+| **Resistance** | Constitution | Wisdom |
+
+[Species](https://stormchaserroleplaying.com/stormchaserRPG/Species/) and [background](https://stormchaserroleplaying.com/stormchaserRPG/Origins/Backgrounds/) modifiers are applied after the scores are generated.
+
+After assigning your attributes, determine your attribute modifiers using the table below. To determine an attribute modifier without consulting the table, subtract 10 from the attribute and then divide the result by 2 (round down).
+
+| Score | Modifier |
+|:-----:|:--------:|
+| 1 | −5 |
+| 2–3 | −4 |
+| 4–5 | −3 |
+| 6–7 | −2 |
+| 8–9 | −1 |
+| 10–11 | +0 |
+| 12–13 | +1 |
+| 14–15 | +2 |
+| 16–17 | +3 |
+| 18–19 | +4 |
+| 20–21 | +5 |
+| 22–23 | +6 |
+| 24–25 | +7 |
+| 26–27 | +8 |
+| 28–29 | +9 |
+| 30 | +10 |
diff --git a/Introduction/Creation/Equipment/index.md b/Creation/Equipment/index.md
similarity index 98%
rename from Introduction/Creation/Equipment/index.md
rename to Creation/Equipment/index.md
index 0623fee9d..9bb5ae26f 100644
--- a/Introduction/Creation/Equipment/index.md
+++ b/Creation/Equipment/index.md
@@ -1,7 +1,6 @@
---
title: 5. Choose Equipment
parent: Character Creation
-grand_parent: Introduction
nav_order: 5
---
diff --git a/Introduction/Creation/Background/index.md b/Creation/Origin/index.md
similarity index 53%
rename from Introduction/Creation/Background/index.md
rename to Creation/Origin/index.md
index acb3eacf2..149c36d76 100644
--- a/Introduction/Creation/Background/index.md
+++ b/Creation/Origin/index.md
@@ -1,43 +1,23 @@
---
-title: 3. Choose a Background
+title: 3. Choose an Origin
parent: Character Creation
-grand_parent: Introduction
nav_order: 3
---
-# 3. Choose a Background
+# 3. Choose an Origin
Once you've chosen your character's species, it’s time to establish what they and their past look like. Your character also needs a name.
-Consider your character's appearance and how they behave. The colour of character’s hair, eyes and skin are yours to choose. Similarly, you can play a character of any gender without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture's expectations of sex, gender and sexual behaviour. Your character's name and physical description might be the first things that the other players at the table learn about you. Consider how these characteristics reflect the character that you have in mind.
+Your character's [culture](https://stormchaserroleplaying.com/stormchaserRPG/Origins/Cultures/) describes where they came from and defines aspects of your character such as their native language.
-Your character's [background](https://stormchaserroleplaying.com/stormchaserRPG/Backgrounds/) describes where they came from, their original occupation and their place in the world. The mechanical benefits of a background are:
+Your character's [background](https://stormchaserroleplaying.com/stormchaserRPG/Origins/Backgrounds/) describes their original occupation. The mechanical benefits of a background are:
* 2x +1 (stackable) to mental attributes that you consider your character to have developed as a result of this background.
* A background feature, which is a unique benefit based on your character's background.
* A package of starting equipment that your character possesses from their previous occupation.
-* 10 character points to spend on background talents, skills, tools or languages, as described below.
-
-## Character Points
-When creating a character, you gain 10 character points from your background and a number of additional character points equal to your Intelligence modifier. These points are spent as described in the table below:
-
-| Benefit | Character Points |
-|:-------:|:----------------:|
-| Talent | 5 or 10 |
-| Weapon Training | 2 |
-| Skill Training | 2 |
-| Tool Expertise | 2 |
-| Language (Accented) | 2 |
-| Subskill | 1 |
-| Tool Training | 1 |
-| Language (Broken) | 1 |
-
-* Talents costs are listed in the entry for that specific talent.
-* You cannot purchase expertise in a tool, unless you are already trained with that tool. Thus the total cost to go from untrained to expert is 3 points.
-* You cannot purchase a language at accented level, unless you already speak that language at broken level. Thus the total cost to go from untrained to accented is 3 points.
-* You may purchase only one subskill in an untrained skill. If you would purchase a second subskill, then the two points combine to grant training in that skill and you lose both subskills.
-* When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.
-
-## Your Character's Attributes
-Take your character’s attributes and species into account as you flesh out their appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.
+
+Consider your character's appearance and how they behave. The colour of character’s hair, eyes and skin are yours to choose. Similarly, you can play a character of any gender without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture's expectations of sex, gender and sexual behaviour. Your character's name and physical description might be the first things that the other players at the table learn about you. Consider how these characteristics reflect the character that you have in mind.
+
+## Describing Your Character
+Take your character’s attributes into account as you flesh out their appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength.
For example, high Strength usually corresponds to a burly or athletic body, while a character with low Strength might be scrawny or plump.
diff --git a/Introduction/Creation/Species/index.md b/Creation/Species/index.md
similarity index 98%
rename from Introduction/Creation/Species/index.md
rename to Creation/Species/index.md
index 0a605a161..c13116642 100644
--- a/Introduction/Creation/Species/index.md
+++ b/Creation/Species/index.md
@@ -1,7 +1,6 @@
---
title: 2. Choose a Species
parent: Character Creation
-grand_parent: Introduction
nav_order: 2
---
diff --git a/Creation/Talents/index.md b/Creation/Talents/index.md
new file mode 100644
index 000000000..24076f3a8
--- /dev/null
+++ b/Creation/Talents/index.md
@@ -0,0 +1,58 @@
+---
+title: 4. Choose Talents
+parent: Character Creation
+nav_order: 4
+---
+
+# 4. Choose Talents
+When creating a character, you begin play with 120 character points to spend on talents, plus a number of additional character points equal to your Intelligence modifier. These points are spent as described in the table below:
+
+| Benefit | Character Points |
+|:-------:|:----------------:|
+| Defence Training | 5 |
+| Spell School Training | 5 |
+| Weapon Training | 2 |
+| Skill Training | 2 |
+| Tool Expertise | 2 |
+| Language (Accented) | 2 |
+| Subskill | 1 |
+| Tool Training | 1 |
+| Language (Broken) | 1 |
+
+* Feature costs are listed in the entry for that specific talent.
+* You cannot purchase expertise in a tool, unless you are already trained with that tool. Thus, the total cost to go from untrained to expert is 3 points.
+* You cannot purchase a language at accented level, unless you already speak that language at broken level. Thus, the total cost to go from untrained to accented is 3 points.
+* You may purchase only one subskill in an untrained skill. If you would purchase a second subskill, then the two points combine to grant training in that skill and you lose both subskills.
+* When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.
+
+Record all of your talents on your character sheet.
+
+## Proficiency
+Many of talents grant **proficiency** in armour, weapons, skills, defences and sometimes tools. Your proficiencies define many of the things that your character can do particularly well, from using certain weapons to telling a convincing lie.
+
+A proficiency bonus can be either a bonus d20 that is applied to a d20 roll as an instance of advantage, or a numerical bonus that is applied to a defence or other static score, such as your passive skill.
+
+When a roll is made with proficiency, then roll with [+1d](http://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AdvantageandDisadvantage.html). This applies to:
+* Attack rolls using weapons that you're proficient with
+* Attack rolls with spells that you cast
+* Checks using defences, skills, or tools that you're proficient in
+
+Your proficiency bonus to defences and other static scores is +4.
+
+Your class determines your weapon proficiencies, your defence proficiencies and some of your skill and tool proficiencies. (Skills are described [here](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AbilityChecks/Skills/) and tools [here](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/).) Your background gives you additional proficiencies and some species give you more proficiencies. Be sure to note all of these proficiencies on your character sheet.
+
+Proficiency cannot apply to a single die roll or other number more than once. If a circumstance suggests that your proficiency applies more than once to the same roll, you nevertheless benefit only once.
+
+### Expertise
+You can have expertise with a weapon, skill, tool, or defence that they are already proficient in. A character with expertise benefits from an additional +1d on their d20 roll. Additionally, passive scores that benefit from expertise increase by an additional +2, for a total of +6 together with the proficiency bonus.
+
+### Mastery
+You can be a master with a weapon, skill, tool, or defence that you are already an expert at. A character with mastery benefits from a third +1d on their d20 roll. Additionally, passive scores that benefit from mastery increase by an additional +1, for a total of +7 together with the proficiency and expertise bonuses.
+
+### Overrolling
+When the exact total of a check is relevant (for example, when determining the quality of a crafted item), for every die beyond the first that makes the target DC, you gain a +1 to your final result. For every natural 20 beyond the first, you gain a +2 to your final result.
+
+## Starting With Additional Character Points
+Typically, a character starts with a total of 150 character points for attributes and talents and advances by adventuring and gaining experience. A starting character is inexperienced in the adventuring world, although they might have been a soldier or a pirate and done dangerous things before.
+
+Starting off with 150 character points marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing campaign, your GM might decide to have you begin with more character points, on the assumption that your character has already survived a few harrowing adventures.
diff --git a/Introduction/Creation/index.md b/Creation/index.md
similarity index 55%
rename from Introduction/Creation/index.md
rename to Creation/index.md
index 346482a42..1351ca73b 100644
--- a/Introduction/Creation/index.md
+++ b/Creation/index.md
@@ -1,15 +1,13 @@
---
title: Character Creation
-parent: Introduction
has_children: true
-nav_order: 6
+nav_order: 2
---
# Character Creation
-Your first step in playing an adventurer is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a species (such as human or halfling) and a class (such as warrior or mage). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your avatar in the game.
+Your first step in playing an adventurer is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a species (such as human or halfling) and talents (such as weapon proficiency or spellcasting). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your avatar in the game.
-Before you dive into step 1 below, think about the kind of adventurer that you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or
-a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those species. Do you want to be the toughest adventurer at the table? Consider taking talents from the barbarian or paladin trees.
+Before you dive into step 1 below, think about the kind of adventurer that you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those species. Do you want to be the toughest adventurer at the table? Consider taking talents from the barbarian or paladin trees.
Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice that you make. What's important is that you come to the table with a character that you're excited to play.
diff --git a/Equipment/Weapons/Advanced/index.md b/Equipment/Weapons/Advanced/index.md
index 467936d24..50231276a 100644
--- a/Equipment/Weapons/Advanced/index.md
+++ b/Equipment/Weapons/Advanced/index.md
@@ -2,7 +2,7 @@
title: Advanced Weapons
parent: Weapons
grand_parent: Equipment
-nav_order: 6
+nav_order: 15
---
# Advanced Weapons
diff --git a/Equipment/Weapons/Ammunition/index.md b/Equipment/Weapons/Ammunition/index.md
new file mode 100644
index 000000000..38fa48f6f
--- /dev/null
+++ b/Equipment/Weapons/Ammunition/index.md
@@ -0,0 +1,36 @@
+---
+title: Ammunition
+parent: Weapons
+grand_parent: Equipment
+nav_order: 12
+---
+
+# Ammunition
+
+##### Ammunition Types
+
+| Name | Cost (×20) | Weight (×20) | Weapon | Properties |
+|:-----|-----------:|-------------:|:------:|:-----------|
+| Blowgun Needle | 4 sp | ½ lb. | Blowgun | – |
+| Sling Pellet | 4 cp | 1½ lb. | Sling | Can find 10 for free when searching for 1 hour. |
+| Tumbled Pellet | 1 sp | 1 lb. | Sling | Double the near range of the sling or pellet weapon |
+| Arrow | 1 gp | 1 lb. | Bow | – |
+| Bolt | 1 gp | 1½ lb. | Crossbow | – |
+| Bullet | 20 gp | ½ lb. | Gun | – |
+| Shot | 20 gp | ½ lb. | Gun | Used by ranged weapons with shot property |
+
+##### Ammunition Modifiers
+
+| Name | Cost (×1) | Cost (×20) | Properties |
+|:-----|----------:|-----------:|:----------:|
+| Acid | 40 gp | 800 gp | +1d4 acid damage |
+| Adamantine | +60 gp | +1200 gp | Objects are critically hit |
+| Barbed | +5 cp | +1 gp | Grappling, attaches to rope |
+| Bodkin | +5 cp | +1 gp | Sunder 1 |
+| Broadhead | +5 cp | +1 gp | Vicious |
+| Dye | +0 gp | +0 gp | No damage, marks the target with colour |
+| Fire | 50 gp | 1000 gp | +1d4 fire damage |
+| Silver | +2 gp | +40 gp | Overcomes some damage resistances
+| Smoke | 10 gp | 200 gp | Creates a 5 ft cube of smoke. |
+| Tanglefoot | 20 gp | 400 gp | No damage, restraining (Legs) |
+| Trip | 25 gp | 500 gp | No damage, Trip |
diff --git a/Equipment/Weapons/Axes/index.md b/Equipment/Weapons/Axes/index.md
new file mode 100644
index 000000000..9732d1d23
--- /dev/null
+++ b/Equipment/Weapons/Axes/index.md
@@ -0,0 +1,20 @@
+---
+title: Axes
+parent: Weapons
+grand_parent: Equipment
+nav_order: 3
+---
+
+# Axes
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Boarding Axe | 6 gp | 1d6 / | 1 lb. | 7 | Brutal 1, disarm, finesse, hooked, light
+| Dwarven Maulaxe | 25 gp | 1d6 / | 1 lb. | 7 | Brutal 1, disarm, exotic, finesse, hooked, light, sunder 1, thrown (20/60) |
+| Waraxe | 10 gp | 1d8 | 1 lb. | 9 | Brutal 1, disarm, hooked |
+| Battleaxe | 10 gp | 1d8 | 2 lb. | 11 | Brutal 1, disarm, hooked, versatile |
+| Longaxe | 10 gp | 1d10 | 2 lb. | 11 | Brutal 1, disarm, hooked, trip, two-handed |
+| Greataxe | 30 gp | 1d12 | 3 lb. | 13 | Brutal 1, cleave, two-handed, unwieldy |
+| Orc Double Axe | 50 gp | 1d8 | 5 lb. | 15 | Brutal 1, cleave, double, exotic, hooked, two-handed, unwieldy |
+| Dwarven Urgrosh | 60 gp | 1d8 / | 5 lb. | 15 | Brace, brutal 1, disarm, double, exotic, hooked, two-handed, unwieldy |
diff --git a/Equipment/Weapons/Blades/index.md b/Equipment/Weapons/Blades/index.md
new file mode 100644
index 000000000..5a0a6a108
--- /dev/null
+++ b/Equipment/Weapons/Blades/index.md
@@ -0,0 +1,27 @@
+---
+title: Blades
+parent: Weapons
+grand_parent: Equipment
+nav_order: 4
+---
+
+# Blades
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Swordbreaker | 12 gp | 1d4 / | 1 lb. | 5 | Close, disarm, finesse, light, parry |
+| Scimitar | 15 gp| 1d6 | 2 lb. | 7 | Finesse, light, mounted, parry |
+| Shortsword | 10 gp | 2d3 / | 2 lb. | 7 | Finesse, light, parry |
+| Falchion | 15 gp | 1d8 | 2 lb. | 9 | Critical, parry |
+| Cavalry Sabre | 15 gp | 1d8 | 3 lb. | 9 | Mounted, parry |
+| Rapier | 20 gp | 1d8 | 2 lb. | 9 | Critical, finesse, parry |
+| Sidesword | 15 gp | 2d4 / | 2 lb. | 9 | Finesse, parry |
+| Broadsword | 20 gp | 2d4 / | 3 lb. | 11 | Finesse, opportunistic, parry |
+| Estoc | 50 gp | 1d8 | 3 lb. | 11 | Critical, finesse, parry, sunder 1, versatile |
+| Katana | 50 gp | 1d8 / | 3 lb. | 11 | Critical, finesse, parry, versatile |
+| Bastard Sword | 15 gp | 2d4 / | 3 lb. | 11 | Parry, versatile |
+| Elven Curveblade | 80 gp | 1d10 / | 3 lb. | 11 | Critical, exotic, finesse, mounted strike, parry, two-handed |
+| Longsword | 15 gp | 2d5 / | 3 lb. | 11 | Opportunistic, parry, two-handed |
+| Greatsword | 50 gp | 3d4 / | 6 lb. | 13 | Bashing (1d4 ), long, parry, two-handed, unwieldy |
+| Double-Bladed Sword | 50 gp | 2d4 / | 4 lb. | 15 | Double, parry, two-handed, unwieldy |
diff --git a/Equipment/Weapons/Bows/index.md b/Equipment/Weapons/Bows/index.md
new file mode 100644
index 000000000..0009ed083
--- /dev/null
+++ b/Equipment/Weapons/Bows/index.md
@@ -0,0 +1,22 @@
+---
+title: Bows
+parent: Weapons
+grand_parent: Equipment
+nav_order: 5
+---
+
+# Bows
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+The 'longbows' presented here are consistent with the tabletop RPG concept of a longbow and represent 3 to 4-foot bows. A full sized, 6-foot english longbow is best treated as a greatbow.
+
+| Name | Cost | Damage | Weight | Range | Properties |
+|:-----|-----:|:-------|-------:|:-----:|:-----------|
+| Self Shortbow | 30 gp | 1d6 | 2 lb. | 90/360 | Ammunition, brutal 1, strength 7, two-handed |
+| Composite Shortbow | 75 gp | 1d8 | 2 lb. | 150/600 | Ammunition, brutal 1, strength 9, two-handed |
+| Recurve Composite Shortbow | 150 gp | 1d10 | 3 lb. | 300/1200 | Ammunition, brutal 1, strength 11, two-handed |
+| Self Longbow | 50 gp | 1d8 | 2 lb. | 150/600 | Ammunition, brutal 1, strength 9, tall, two-handed, unwieldy |
+| Composite Longbow | 100 gp | 1d10 | 3 lb. | 300/1200 | Ammunition, brutal 1, strength 11, tall, two-handed, unwieldy |
+| Recurve Composite Longbow | 200 gp | 1d12 | 3 lb. | 500/2000 | Ammunition, brutal 1, strength 13, tall, two-handed, unwieldy |
+| Greatbow | 150 gp | 1d12 | 3 lb.| 500/2000 | Ammunition, brutal 1, strength 13, tall, two-handed, unwieldy, volley |
+| Orc Hornbow | 130 gp | 2d6 | 3 lb. | 80/320 | Ammunition, brutal 1, strength 15, two-handed |
diff --git a/Equipment/Weapons/Crossbows/index.md b/Equipment/Weapons/Crossbows/index.md
new file mode 100644
index 000000000..f17e44702
--- /dev/null
+++ b/Equipment/Weapons/Crossbows/index.md
@@ -0,0 +1,22 @@
+---
+title: Crossbows
+parent: Weapons
+grand_parent: Equipment
+nav_order: 6
+---
+
+# Crossbows
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Range | Properties |
+|:-----|-----:|:-------|-------:|:-----:|:-----------|
+| Blade Crossbow | 35 gp | 2d2 / | 4 lb. | 40/160 | Ammunition, caliber 2, load 1, stock, two-handed |
+| Pellet Crossbow | 20 gp | 1d6 / | 4 lb. | 40/160 | Ammunition, load, pellets, stock, two-handed |
+| Hand Crossbow | 75 gp | 1d6 | 2 lb. | 30/120 | Ammunition, light, load, point-blank |
+| Repeating Hand Crossbow | 600 gp | 1d6 | 3 lb. | 30/120 | Ammunition 5, light, load 2, point-blank |
+| Light Crossbow | 25 gp | 1d8 | 4 lb. | 80/320 | Ammunition, load 1, stock, two-handed |
+| Light Double Crossbow | 50 gp | 1d8 | 6 lb. | 80/320 | Ammunition 2, load 2, stock, two-handed |
+| Light Repeating Crossbow | 250 gp| 1d8 | 6 lb. | 80/320 | Ammunition 5, load 2, two-handed |
+| Heavy Crossbow | 50 gp | 1d10 | 8 lb. | 100/400 | Ammunition, load 2, stock, two-handed, unwieldy |
+| Heavy Double Crossbow | 100 gp | 1d10 | 12 lb. | 100/400 | Ammunition 2, load 4, stock, two-handed, unwieldy |
+| Heavy Repeating Crossbow | 400 gp | 1d10 | 12 lb. | 100/400 | Ammunition 5, load 2, two-handed, unwieldy |
diff --git a/Equipment/Weapons/Ranged/index.md b/Equipment/Weapons/Firearms/index.md
similarity index 52%
rename from Equipment/Weapons/Ranged/index.md
rename to Equipment/Weapons/Firearms/index.md
index d913fb686..2ddc070be 100644
--- a/Equipment/Weapons/Ranged/index.md
+++ b/Equipment/Weapons/Firearms/index.md
@@ -1,53 +1,14 @@
---
-title: Ranged Weapon Tables
+title: Firearms
parent: Weapons
grand_parent: Equipment
-nav_order: 3
+nav_order: 7
---
-# Ranged Weapon Tables
+# Firearms
Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
-##### Simple Muscle-Powered Ranged Weapons
-
-| Name | Cost | Damage | Weight | Range | Properties |
-|:-----|-----:|:-------|-------:|:-----:|:-----------|
-| Blowgun | 10 gp | 1 | 1 lb. | 25/100 | Ammunition, load, non-lethal |
-| Dart | 5 cp | 1d4 | ¼ lb. | 20/60 | Light, non-lethal, thrown |
-| Sling | 1 sp | 1d4 / | — | 30/120 | Non-lethal, pellets |
-| Pellet Bow | 15 gp | 1d4 / | 2 lb. | 40/160 | Non-lethal, pellets, two-handed |
-| Hunting Bow | 25 gp | 1d6 | 2 lb.| 80/320 | Ammunition, two-handed |
-
-##### Martial Bows
-The 'longbows' presented here are consistent with the tabletop RPG concept of a longbow and represent 3 to 4-foot bows. A full sized, 6-foot english longbow is best treated as a greatbow.
-
-| Name | Cost | Damage | Weight | Range | Properties |
-|:-----|-----:|:-------|-------:|:-----:|:-----------|
-| Self Shortbow | 30 gp | 1d6 | 2 lb. | 90/360 | Ammunition, brutal 1, strength 7, two-handed |
-| Composite Shortbow | 75 gp | 1d8 | 2 lb. | 150/600 | Ammunition, brutal 1, strength 9, two-handed |
-| Recurve Composite Shortbow | 150 gp | 1d10 | 3 lb. | 300/1200 | Ammunition, brutal 1, strength 11, two-handed |
-| Self Longbow | 50 gp | 1d8 | 2 lb. | 150/600 | Ammunition, brutal 1, strength 9, tall, two-handed, unwieldy |
-| Composite Longbow | 100 gp | 1d10 | 3 lb. | 300/1200 | Ammunition, brutal 1, strength 11, tall, two-handed, unwieldy |
-| Recurve Composite Longbow | 200 gp | 1d12 | 3 lb. | 500/2000 | Ammunition, brutal 1, strength 13, tall, two-handed, unwieldy |
-| Greatbow | 150 gp | 1d12 | 3 lb.| 500/2000 | Ammunition, brutal 1, strength 13, tall, two-handed, unwieldy, volley |
-| Orc Hornbow | 130 gp | 2d6 | 3 lb. | 80/320 | Ammunition, brutal 1, strength 15, two-handed |
-
-##### Simple Crossbows
-
-| Name | Cost | Damage | Weight | Range | Properties |
-|:-----|-----:|:-------|-------:|:-----:|:-----------|
-| Blade Crossbow | 35 gp | 2d2 / | 4 lb. | 40/160 | Ammunition, caliber 2, load 1, stock, two-handed |
-| Pellet Crossbow | 20 gp | 1d6 / | 4 lb. | 40/160 | Ammunition, load, pellets, stock, two-handed |
-| Hand Crossbow | 75 gp | 1d6 | 2 lb. | 30/120 | Ammunition, light, load, point-blank |
-| Repeating Hand Crossbow | 600 gp | 1d6 | 3 lb. | 30/120 | Ammunition 5, light, load 2, point-blank |
-| Light Crossbow | 25 gp | 1d8 | 4 lb. | 80/320 | Ammunition, load 1, stock, two-handed |
-| Light Double Crossbow | 50 gp | 1d8 | 6 lb. | 80/320 | Ammunition 2, load 2, stock, two-handed |
-| Light Repeating Crossbow | 250 gp| 1d8 | 6 lb. | 80/320 | Ammunition 5, load 2, two-handed |
-| Heavy Crossbow | 50 gp | 1d10 | 8 lb. | 100/400 | Ammunition, load 2, stock, two-handed, unwieldy |
-| Heavy Double Crossbow | 100 gp | 1d10 | 12 lb. | 100/400 | Ammunition 2, load 4, stock, two-handed, unwieldy |
-| Heavy Repeating Crossbow | 400 gp | 1d10 | 12 lb. | 100/400 | Ammunition 5, load 2, two-handed, unwieldy |
-
-##### Medieval Firearms
+## Medieval Firearms
| Name | Cost | Damage | Weight | Range | Properties |
|:-----|-----:|-------:|-------:|:-----:|:-----------|
@@ -55,7 +16,7 @@ The 'longbows' presented here are consistent with the tabletop RPG concept of a
| Two-Faced Gonne | 370 gp | 2d12 | 11 lb. | 150/600 | Ammunition 2, load 8, misfire 2, sunder 3, two-handed, unwieldy |
| Ten-Eyed Gonne | 920 gp | 2d12 | 27 lb. | 15/45 | Ammunition 2, shot 5, load 40, misfire 2, sunder 3, two-handed, unwieldy |
-##### Renaissance Firearms
+## Renaissance Firearms
| Name | Cost | Damage | Weight | Range | Properties |
|:-----|-----:|-------:|-------:|:-----:|:-----------|
@@ -83,7 +44,7 @@ The 'longbows' presented here are consistent with the tabletop RPG concept of a
| Single Fowling Piece | 270 gp | 1d6 | 10 lb. | 30/90 | Ammunition, shot 5, load 6, misfire 1, stock, two-handed, velocity |
| Double Fowling Piece | 340 gp | 1d6 | 17 lb. | 30/90 | Ammunition 2, shot 5, load 12, misfire 1, stock, two-handed, velocity |
-##### Industrial Firearms
+## Industrial Firearms
| Name | Cost | Damage | Weight | Range | Properties |
|:-----|-----:|-------:|-------:|:-----:|:-----------|
@@ -93,31 +54,3 @@ The 'longbows' presented here are consistent with the tabletop RPG concept of a
| Cartridge Rifle | 800 gp | 2d10 | 6 lb. | 2000/6000 | Ammunition, caliber 3, load, stock, two-handed, velocity |
| Lever-Action Carbine | 2400 gp | 2d8 | 7 lb. | 1500/9000 | Ammunition 7, caliber 3, load 3, stock, two-handed, velocity |
| Double Barrelled Shotgun | 1800 gp | 2d8 | 10 lb. | 30/90 | Ammunition 2, shot 5, load 1, stock, two-handed, unwieldy, velocity |
-
-##### Ammunition Types
-
-| Name | Cost (×20) | Weight (×20) | Weapon | Properties |
-|:-----|-----------:|-------------:|:------:|:-----------|
-| Blowgun Needle | 4 sp | ½ lb. | Blowgun | – |
-| Sling Pellet | 4 cp | 1½ lb. | Sling | Can find 10 for free when searching for 1 hour. |
-| Tumbled Pellet | 1 sp | 1 lb. | Sling | Double the near range of the sling or pellet weapon |
-| Arrow | 1 gp | 1 lb. | Bow | – |
-| Bolt | 1 gp | 1½ lb. | Crossbow | – |
-| Bullet | 20 gp | ½ lb. | Gun | – |
-| Shot | 20 gp | ½ lb. | Gun | Used by ranged weapons with shot property |
-
-##### Ammunition Modifiers
-
-| Name | Cost (×1) | Cost (×20) | Properties |
-|:-----|----------:|-----------:|:----------:|
-| Acid | 40 gp | 800 gp | +1d4 acid damage |
-| Adamantine | +60 gp | +1200 gp | Objects are critically hit |
-| Barbed | +5 cp | +1 gp | Grappling, attaches to rope |
-| Bodkin | +5 cp | +1 gp | Sunder 1 |
-| Broadhead | +5 cp | +1 gp | Vicious |
-| Dye | +0 gp | +0 gp | No damage, marks the target with colour |
-| Fire | 50 gp | 1000 gp | +1d4 fire damage |
-| Silver | +2 gp | +40 gp | Overcomes some damage resistances
-| Smoke | 10 gp | 200 gp | Creates a 5 ft cube of smoke. |
-| Tanglefoot | 20 gp | 400 gp | No damage, restraining (Legs) |
-| Trip | 25 gp | 500 gp | No damage, Trip |
diff --git a/Equipment/Weapons/Flails/index.md b/Equipment/Weapons/Flails/index.md
new file mode 100644
index 000000000..59b3f07a6
--- /dev/null
+++ b/Equipment/Weapons/Flails/index.md
@@ -0,0 +1,21 @@
+---
+title: Flails
+parent: Weapons
+grand_parent: Equipment
+nav_order: 8
+---
+
+# Flails
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Bolas | 5 gp | — | 2 lb. | 9 | Break, finesse, reach, restraining (legs), thrown (20/60) |
+| Net | 1 gp | — | 3 lb. | 9 | Break, finesse, restraining (all/hand/legs), thrown (5/15) |
+| Spiked Whip | 5 gp | 1d4 | 3 lb. | 9 | Disarm, finesse, reach, restraining (hand), tangle, trip, vicious |
+| Barbed Net | 20 gp | 1d4 | 6 lb. | 9 | As the net, plus: ongoing (1), tangle, vicious |
+| Light Chain | 15 gp | 1d6 | 5 lb. | 9 | Break, disarm, finesse, reach, restraining (hand/body/legs), tangle, trip, two-handed |
+| Spiked Chain | 25 gp | 1d8 | 10 lb. | 11 | Break, disarm, finesse, ongoing (1), reach, restraining (hand/body/legs), tangle, trip, two-handed, vicious |
+| Flail | 8 gp | 1d8 | 2 lb. | 11 | Disarm, tangle, trip, versatile, vicious |
+| Heavy Flail | 15 gp | 1d10 | 5 lb. | 13 | Disarm, tangle, trip, two-handed, unwieldy, vicious |
+| Dorn-Dergar | 50 gp | 1d10 | 7 lb. | 15 | Disarm, exotic (dwarf), reach, tangle, trip, two-handed, unwieldy, vicious |
diff --git a/Equipment/Weapons/Glossary/index.md b/Equipment/Weapons/Glossary/index.md
index eff994875..c1286892b 100644
--- a/Equipment/Weapons/Glossary/index.md
+++ b/Equipment/Weapons/Glossary/index.md
@@ -1,8 +1,8 @@
---
-title: Weapon Table Glossary
+title: Glossary
parent: Weapons
grand_parent: Equipment
-nav_order: 4
+nav_order: 13
---
# Weapon Table Glossary
@@ -55,7 +55,7 @@ Disarm attempts made with a disarm weapon are made with advantage.
A weapon with the double property has two striking ends. Attacks with the second end use the same damage die as the primary end and follow the rules for two-weapon fighting.
### Exotic
-Exotic weapons are only considered martial weapons for specific cultures. A character must spend a character point to learn how to wield another cultures' exotic weapons effectively.
+Proficiency in an exotic weapon must be purchased individually, unless you belong to the weapon's corresponding culture.
### Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. If your Strength is less than the **Str/Dex** entry of the weapon, then you suffer disadvantage on your attack rolls with the weapon when using Dexterity in this way.
@@ -134,14 +134,14 @@ Non-lethal weapons are designed to incapacitate a target without killing it. Wea
Defence checks to avoid being hit by an opportunity attack made with an opportunistic weapon are made at disadvantage.
### Parry
-When wielding a parry weapon, you gain a bonus to your Strength defence vs melee attacks. This bonus is defined by how the weapon is wielded:
+When wielding a parry weapon, you may use the [Parry](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Raise/) action, which grants you a bonus to your Strength defence vs melee attacks. This bonus is defined by how the weapon is wielded:
-| Weapon Wielded In | Maximum Bonus to Strength Defence |
-|:-----------------:|:---------------------------------:|
+| Weapon Wielded In | Bonus to Strength Defence |
+|:-----------------:|:-------------------------:|
| One Hand | +1 |
| Two Hands | +2 |
-If you are wielding a finesse weapon and blocking an attack from a weapon the is being wielded in one hand, then you may use your Dexterity to calculate your Strength defence.
+If you are wielding a finesse weapon and blocking an attack from a weapon that is being wielded in one hand, then you may use your Dexterity to calculate your Strength defence.
If you are wielding an unwieldy parry weapon and use all of your attacks when taking the attack action on your turn, then you do not benefit from the weapon's parry bonus to Strength defence until the end of your next turn.
diff --git a/Equipment/Weapons/Impact/index.md b/Equipment/Weapons/Impact/index.md
new file mode 100644
index 000000000..947856a2f
--- /dev/null
+++ b/Equipment/Weapons/Impact/index.md
@@ -0,0 +1,20 @@
+---
+title: Impact
+parent: Weapons
+grand_parent: Equipment
+nav_order: 8
+---
+
+# Impact Weapons
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Light Pick | 4 gp | 1d4 | 2 lb. | 7 | Brutal 2, finesse, light, mounted, sunder 2 |
+| Sap | 1 gp | 1d6 | 2 lb. | 7 | Close, concealed, finesse, light, non-lethal |
+| Warpick | 8 gp | 1d6 | 3 lb. | 9 | Brutal 2, mounted, sunder 2, versatile |
+| Morningstar | 8 gp | 1d8 | 3 lb. | 9 | Sharp 1, sunder 1, vicious |
+| Warhammer | 12 gp | 1d8 | 2 lb. | 11 | Brutal 1, sunder 2, versatile |
+| Ram Hammer | 25 gp | 1d8 | 2 lb. | 13 | Brutal 1, exotic (dwarf), sunder 2, thrown (20/60), versatile |
+| Heavy Pick | 5 gp | 1d8 | 4 lb. | 11 | Brutal 2, sunder 2, two-handed |
+| Maul | 10 gp | 2d6 | 10 lb. | 13 | Brutal 2, sunder 2, two-handed, unwieldy |
diff --git a/Equipment/Weapons/Melee/index.md b/Equipment/Weapons/Melee/index.md
deleted file mode 100644
index fd04b5530..000000000
--- a/Equipment/Weapons/Melee/index.md
+++ /dev/null
@@ -1,159 +0,0 @@
----
-title: Melee Weapon Tables
-parent: Weapons
-grand_parent: Equipment
-nav_order: 2
----
-
-# Melee Weapon Tables
-Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
-
-##### Simple Axes
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Hatchet | 3 gp | 1d4 / | 1 lb. | 5 | Concealed, finesse, light, thrown (30/90) |
-| Handaxe | 5 gp | 1d6 | 1 lb. | 7 | Finesse, light, thrown (20/60) |
-| Archer's Axe | 7 gp | 1d8 | 2 lb. | 9 | — |
-
-##### Martial Axes
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Boarding Axe | 6 gp | 1d6 / | 1 lb. | 7 | Brutal 1, disarm, finesse, hooked, light
-| Dwarven Maulaxe | 25 gp | 1d6 / | 1 lb. | 7 | Brutal 1, disarm, exotic, finesse, hooked, light, sunder 1, thrown (20/60) |
-| Battleaxe | 10 gp | 1d8 | 2 lb. | 11 | Brutal 1, disarm, hooked, versatile |
-| Longaxe | 10 gp | 1d10 | 2 lb. | 11 | Brutal 1, disarm, hooked, trip, two-handed |
-| Greataxe | 30 gp | 1d12 | 3 lb. | 13 | Brutal 1, cleave, two-handed, unwieldy |
-| Orc Double Axe | 50 gp | 1d8 | 5 lb. | 15 | Brutal 1, cleave, double, exotic, hooked, two-handed, unwieldy |
-| Dwarven Urgrosh | 60 gp | 1d8 / | 5 lb. | 15 | Brace, brutal 1, disarm, double, exotic, hooked, two-handed, unwieldy |
-
-##### Simple Blades
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Stiletto | 5 gp | 1d4 | ½ lb. | 5 | Brutal 1, close, concealed, finesse, light |
-| Dagger | 2 gp | 2d2 / | ½ lb. | 5 | Close, concealed, finesse, light, thrown (20/60) |
-| Sickle | 1 gp | 1d6 | 2 lb. | 7 | Finesse, hooked, light |
-| Smallsword | 10 gp | 1d6 | 1 lb. | 7 | Finesse, light |
-| Arming Sword | 10 gp | 2d4 / | 2 lb. | 9 | — |
-
-##### Martial Blades
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Swordbreaker | 12 gp | 1d4 / | 1 lb. | 5 | Close, disarm, finesse, light, parry |
-| Scimitar | 15 gp| 1d6 | 2 lb. | 7 | Finesse, light, mounted, parry |
-| Shortsword | 10 gp | 2d3 / | 2 lb. | 7 | Finesse, light, parry |
-| Falchion | 15 gp | 1d8 | 2 lb. | 9 | Critical, parry |
-| Cavalry Sabre | 15 gp | 1d8 | 3 lb. | 9 | Mounted, parry |
-| Rapier | 20 gp | 1d8 | 2 lb. | 9 | Critical, finesse, parry |
-| Sidesword | 15 gp | 2d4 / | 2 lb. | 9 | Finesse, parry |
-| Broadsword | 20 gp | 2d4 / | 3 lb. | 11 | Finesse, opportunistic, parry |
-| Estoc | 50 gp | 1d8 | 3 lb. | 11 | Critical, finesse, parry, sunder 1, versatile |
-| Katana | 50 gp | 1d8 / | 3 lb. | 11 | Critical, finesse, parry, versatile |
-| Bastard Sword | 15 gp | 2d4 / | 3 lb. | 11 | Parry, versatile |
-| Elven Curveblade | 80 gp | 1d10 / | 3 lb. | 11 | Critical, exotic, finesse, mounted strike, parry, two-handed |
-| Longsword | 15 gp | 2d5 / | 3 lb. | 11 | Opportunistic, parry, two-handed |
-| Greatsword | 50 gp | 3d4 / | 6 lb. | 13 | Bashing (1d4 ), long, parry, two-handed, unwieldy |
-| Double-Bladed Sword | 50 gp | 2d4 / | 4 lb. | 15 | Double, parry, two-handed, unwieldy |
-
-##### Simple Bludgeoning Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Light Hammer | 2 gp | 1d4 | 1 lb. | 5 | Finesse, light, thrown (20/60) |
-| Light Mace | 5 gp | 1d6 | 2 lb. | 7 | Finesse, light |
-| Club | 1 sp | 1d6 | 3 lb. | 7 | Non-lethal |
-| Heavy Mace | 12 gp | 1d8 | 4 lb. | 9 | — |
-| Greatclub | 2 sp | 1d10 | 8 lb. | 11 | Non-lethal, two-handed, unwieldy |
-
-##### Martial Bludgeoning Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Light Pick | 4 gp | 1d4 | 2 lb. | 7 | Brutal 2, finesse, light, mounted, sunder 2 |
-| Sap | 1 gp | 1d6 | 2 lb. | 7 | Close, concealed, finesse, light, non-lethal |
-| Warpick | 8 gp | 1d6 | 3 lb. | 9 | Brutal 2, mounted, sunder 2, versatile |
-| Morningstar | 8 gp | 1d8 | 3 lb. | 9 | Sharp 1, sunder 1, vicious |
-| Warhammer | 12 gp | 1d8 | 2 lb. | 11 | Brutal 1, sunder 2, versatile |
-| Ram Hammer | 25 gp | 1d8 | 2 lb. | 13 | Brutal 1, exotic (dwarf), sunder 2, thrown (20/60), versatile |
-| Heavy Pick | 5 gp | 1d8 | 4 lb. | 11 | Brutal 2, sunder 2, two-handed |
-| Maul | 10 gp | 2d6 | 10 lb. | 13 | Brutal 2, sunder 2, two-handed, unwieldy |
-
-##### Simple Flexible Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Lasso | 1 sp | — | 5 lb. | 9 | Break, finesse, restraining (body/legs), tangle, thrown (20/60) |
-| Whip | 1 gp | 1 | 2 lb. | 9 | Disarm, finesse, non-lethal, reach, restraining (hand), tangle, trip |
-| Scourge | 1 gp | 1d4 | 1 lb. | 7 | Finesse, non-lethal, tangle |
-| Garotte | 3 gp | 1d6 | 1 lb. | 9 | Finesse, light, suffocating, two-handed |
-| Peasant Flail | 8 gp | 1d8 | 5 lb. | 9 | Two-handed |
-
-##### Martial Flexible Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Bolas | 5 gp | — | 2 lb. | 9 | Break, finesse, reach, restraining (legs), thrown (20/60) |
-| Net | 1 gp | — | 3 lb. | 9 | Break, finesse, restraining (all/hand/legs), thrown (5/15) |
-| Spiked Whip | 5 gp | 1d4 | 3 lb. | 9 | Disarm, finesse, reach, restraining (hand), tangle, trip, vicious |
-| Barbed Net | 20 gp | 1d4 | 6 lb. | 9 | As the net, plus: ongoing (1), tangle, vicious |
-| Light Chain | 15 gp | 1d6 | 5 lb. | 9 | Break, disarm, finesse, reach, restraining (hand/body/legs), tangle, trip, two-handed |
-| Spiked Chain | 25 gp | 1d8 | 10 lb. | 11 | Break, disarm, finesse, ongoing (1), reach, restraining (hand/body/legs), tangle, trip, two-handed, vicious |
-| Flail | 8 gp | 1d8 | 2 lb. | 11 | Disarm, tangle, trip, versatile, vicious |
-| Heavy Flail | 15 gp | 1d10 | 5 lb. | 13 | Disarm, tangle, trip, two-handed, unwieldy, vicious |
-| Dorn-Dergar | 50 gp | 1d10 | 7 lb. | 15 | Disarm, exotic (dwarf), reach, tangle, trip, two-handed, unwieldy, vicious |
-
-##### Simple Polearms
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Quarterstaff | 2 sp | 1d6 | 4 lb. | 7 | Double, finesse, non-lethal |
-| Crook | 1 gp | 1d6 | 5 lb. | 7 | Finesse, non-lethal, reach, trip, two-handed |
-| Javelin | 5 sp | 1d6 | 2 lb. | 7 | Sharp 1, thrown (30/120) |
-| Spear | 1 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, finesse, mounted, sharp 1, thrown (20/60), versatile |
-| Boar Spear | 5 gp | 2d3 | 4 lb. | 9 | Brace, preventing, sharp (1), versatile |
-| Plançon | 1 gp | 1d8 / | 4 lb. | 9 | Brace, sharp 1, versatile |
-| Scythe | 18 gp | 1d8 | 4 lb. | 9 | Brutal 2, trip, two-handed, unwieldy |
-| War Scythe | 25 gp | 1d8 | 10 lb. | 11 | Brutal 2, long, two-handed, unwieldy |
-| Longspear | 5 gp | 2d4 | 4 lb. | 9 | Brace, brutal 1, long, mounted, sharp 1, shield, two-handed, unwieldy |
-
-##### Martial Polearms
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Light Lance | 7 gp | 1d6 | 4 lb. | 9 | Brutal 1, finesse, long, mounted, two-handed |
-| Pincer Staff | 20 gp | 1d6 | 6 lb. | 9 | Long, preventing, two-handed |
-| Hooked Spear | 2 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, finesse, hooked, sharp 1, trip, versatile |
-| Talon Spear | 5 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, disarm, finesse, sharp 1, versatile |
-| Trident | 5 gp | 1d8 | 2 lb. | 11 | Brace, disarm, finesse, sharp 1, thrown (20/60), versatile |
-| Combat Lance | 10 gp | 1d8 | 6 lb. | 11 | Brutal 1, long, mounted, two-handed |
-| Ranseur | 10 gp | 1d8 | 6 lb. | 11 | Brace, brutal 1, disarm, long, sharp 1, two-handed, unwieldy |
-| Great Lance | 20 gp | 1d10 | 10 lb. | 13 | Brutal 1, long, mounted, unwieldy, two-handed |
-| Glaive | 8 gp | 1d10 | 6 lb. | 11 | Brutal 1, cleave, reach, two-handed, unwieldy |
-| Pike | 5 gp | 1d10 | 10 lb. | 11 | Brace, brutal 1, long, sharp 1, two-handed, unwieldy |
-| Guisarme | 9 gp | 1d10 | 6 lb. | 11 | Brace, brutal 1, hooked, long, trip, two-handed, unwieldy |
-| Pollaxe | 5 gp | 1d10 / | 4 lb. | 11 | Brace, brutal 1, sharp 1, two-handed |
-| Halberd | 10 gp | 1d10 / | 8 lb. | 11 | Brace, brutal 1, long, sharp 1, two-handed, unwieldy |
-| Great Trident | 15 gp | 1d12 | 4 lb. | 13 | Brace, disarm, long, sharp 1, two-handed, unwieldy |
-| Longhammer | 15 gp | 2d6 / | 5 lb. | 13 | Brutal 1, long, sharp 1, sunder 1, two-handed, unwieldy |
-| Giant Sticker | 25 gp | 3d4 | 6 lb. | 15 | Brace, brutal 1, exotic (dwarf), long, sharp 1, two-handed, unwieldy |
-| Boarding gaff | 8 gp | 1d6 | 8 lb. | 11 | Double, hooked, long, trip, two-handed |
-| Weighted Spear | 10 gp | 2d3 / | 4 lb. | 11 | Brace, brutal 1, double, finesse, parry, sharp 1, two-handed |
-
-##### Simple Unarmed Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Glove, armoured | 2 gp | +1 | 1 lb. | — | Close, finesse, light, non-lethal, worn |
-| Hook, prosthetic | 10 gp | 1d4 | 1 lb. | — | Close, disarm, finesse, hooked, light, worn |
-| Knuckles, brass | 1 gp | +1 | 1 lb. | — | Close, concealed, finesse, light, non-lethal, worn |
-
-##### Martial Unarmed Weapons
-
-| Name | Cost | Damage | Weight | Str/Dex | Properties |
-|:-----|-----:|:-------|-------:|:-------:|:-----------|
-| Dagger, punch | 2 gp | +1 | 1 lb. | — | Brutal, close, concealed, finesse, light |
-| Gauntlet, clawed | 5 gp | +1 | 1 lb. | — | Close, finesse, light, vicious, worn |
-| Unarmed strike | — | 1 | — | — | Non-lethal |
\ No newline at end of file
diff --git a/Equipment/Weapons/Polearms/index.md b/Equipment/Weapons/Polearms/index.md
new file mode 100644
index 000000000..d3bd622f5
--- /dev/null
+++ b/Equipment/Weapons/Polearms/index.md
@@ -0,0 +1,30 @@
+---
+title: Polearms
+parent: Weapons
+grand_parent: Equipment
+nav_order: 9
+---
+
+# Polearms
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Light Lance | 7 gp | 1d6 | 4 lb. | 9 | Brutal 1, finesse, long, mounted, two-handed |
+| Pincer Staff | 20 gp | 1d6 | 6 lb. | 9 | Long, preventing, two-handed |
+| Hooked Spear | 2 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, finesse, hooked, sharp 1, trip, versatile |
+| Talon Spear | 5 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, disarm, finesse, sharp 1, versatile |
+| Trident | 5 gp | 1d8 | 2 lb. | 11 | Brace, disarm, finesse, sharp 1, thrown (20/60), versatile |
+| Combat Lance | 10 gp | 1d8 | 6 lb. | 11 | Brutal 1, long, mounted, two-handed |
+| Ranseur | 10 gp | 1d8 | 6 lb. | 11 | Brace, brutal 1, disarm, long, sharp 1, two-handed, unwieldy |
+| Great Lance | 20 gp | 1d10 | 10 lb. | 13 | Brutal 1, long, mounted, unwieldy, two-handed |
+| Glaive | 8 gp | 1d10 | 6 lb. | 11 | Brutal 1, cleave, reach, two-handed, unwieldy |
+| Pike | 5 gp | 1d10 | 10 lb. | 11 | Brace, brutal 1, long, sharp 1, two-handed, unwieldy |
+| Guisarme | 9 gp | 1d10 | 6 lb. | 11 | Brace, brutal 1, hooked, long, trip, two-handed, unwieldy |
+| Pollaxe | 5 gp | 1d10 / | 4 lb. | 11 | Brace, brutal 1, sharp 1, two-handed |
+| Halberd | 10 gp | 1d10 / | 8 lb. | 11 | Brace, brutal 1, long, sharp 1, two-handed, unwieldy |
+| Great Trident | 15 gp | 1d12 | 4 lb. | 13 | Brace, disarm, long, sharp 1, two-handed, unwieldy |
+| Longhammer | 15 gp | 2d6 / | 5 lb. | 13 | Brutal 1, long, sharp 1, sunder 1, two-handed, unwieldy |
+| Giant Sticker | 25 gp | 3d4 | 6 lb. | 15 | Brace, brutal 1, exotic (dwarf), long, sharp 1, two-handed, unwieldy |
+| Boarding gaff | 8 gp | 1d6 | 8 lb. | 11 | Double, hooked, long, trip, two-handed |
+| Weighted Spear | 10 gp | 2d3 / | 4 lb. | 11 | Brace, brutal 1, double, finesse, parry, sharp 1, two-handed |
diff --git a/Equipment/Weapons/Proficiency/index.md b/Equipment/Weapons/Proficiency/index.md
index 8e4e01d9b..b3ae94a8a 100644
--- a/Equipment/Weapons/Proficiency/index.md
+++ b/Equipment/Weapons/Proficiency/index.md
@@ -6,30 +6,22 @@ nav_order: 1
---
# Weapon Proficiency
-For the purposes of determining what weapon proficiencies are granted by your class, weapons are grouped into two major categories.
-
-These two categories are **simple** and **martial** weapons.
+Weapons are grouped into 11 categories.
+* Axes
+* Blades
+* Bows
+* Crossbows
+* Firearms
+* Flails
+* Impact
+* Improvised
+* Polearms
+* Simple
+* Unarmed
Most people can use simple weapons effectively. These weapons include clubs, maces and other weapons that are often found in the hands of commoners.
-Martial weapons, including swords, combat axes and halberds, require more specialised training. Most warriors use martial weapons, because these weapons put their fighting style and training to best use.
-
-For the purposes of more advanced talents, such as weapon foci and specialisations, these categories are, in turn, broken down into several groups. Your background and class can grant you training with certain weapon groups. The weapon groups are summarised in the following table:
-
-| Proficiency Group | Simple | Martial |
-|:------------------|:------:|:-------:|
-| Axes | ✓ | ✓ |
-| Blades | ✓ | ✓ |
-| Bows | ✓ | ✓ |
-| Crossbows | ✓ | ✗ |
-| Bludgeoning | ✓ | ✓ |
-| Firearms, medieval | ✗ | ✓ |
-| Firearms, renaissance | ✗ | ✓ |
-| Firearms, industrial | ✗ | ✓ |
-| Flexible | ✓ | ✓ |
-| Muscle-Powered | ✓ | ✗ |
-| Polearms | ✓ | ✓ |
-| Unarmed | ✓ | ✓ |
+Other weapon groups, such as axes, blades and polearms, require more specialised training. Most warriors use the weapons that put their fighting style and training to best use.
Training with a weapon allows you to roll with +1d when making an attack roll for any attack that you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add +1d to the attack roll.
diff --git a/Equipment/Weapons/Siege/index.md b/Equipment/Weapons/Siege/index.md
index 2c6108bd9..5ea5bdb3e 100644
--- a/Equipment/Weapons/Siege/index.md
+++ b/Equipment/Weapons/Siege/index.md
@@ -2,7 +2,7 @@
title: Siege Weapons
parent: Weapons
grand_parent: Equipment
-nav_order: 7
+nav_order: 16
---
# Siege Weapons
diff --git a/Equipment/Weapons/Simple/index.md b/Equipment/Weapons/Simple/index.md
new file mode 100644
index 000000000..69559726d
--- /dev/null
+++ b/Equipment/Weapons/Simple/index.md
@@ -0,0 +1,46 @@
+---
+title: Simple Weapons
+parent: Weapons
+grand_parent: Equipment
+nav_order: 2
+---
+
+# Simple Weapons
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Hatchet | 4 sp | 1d4 | 1 lb. | 7 | Finesse, light, thrown (10) |
+| Splitting Axe | 5 sp | 1d6 | 2 lb. | 9 | Versatile |
+| Stiletto | 5 gp | 1d4 | ½ lb. | 5 | Brutal 1, close, concealed, finesse, light |
+| Dagger | 2 gp | 2d2 / | ½ lb. | 5 | Close, concealed, finesse, light, thrown (20/60) |
+| Sickle | 1 gp | 1d6 | 2 lb. | 7 | Finesse, hooked, light |
+| Smallsword | 10 gp | 1d6 | 1 lb. | 7 | Finesse, light |
+| Arming Sword | 10 gp | 2d4 / | 2 lb. | 9 | — |
+| Light Hammer | 2 gp | 1d4 | 1 lb. | 5 | Finesse, light, thrown (20/60) |
+| Light Mace | 5 gp | 1d6 | 2 lb. | 7 | Finesse, light |
+| Club | 1 sp | 1d6 | 3 lb. | 7 | Non-lethal |
+| Heavy Mace | 12 gp | 1d8 | 4 lb. | 9 | — |
+| Greatclub | 2 sp | 1d10 | 8 lb. | 11 | Non-lethal, two-handed, unwieldy |
+| Lasso | 1 sp | — | 5 lb. | 9 | Break, finesse, restraining (body/legs), tangle, thrown (20/60) |
+| Whip | 1 gp | 1 | 2 lb. | 9 | Disarm, finesse, non-lethal, reach, restraining (hand), tangle, trip |
+| Scourge | 1 gp | 1d4 | 1 lb. | 7 | Finesse, non-lethal, tangle |
+| Garotte | 3 gp | 1d6 | 1 lb. | 9 | Finesse, light, suffocating, two-handed |
+| Peasant Flail | 8 gp | 1d8 | 5 lb. | 9 | Two-handed |
+| Quarterstaff | 2 sp | 1d6 | 4 lb. | 7 | Double, finesse, non-lethal |
+| Crook | 1 gp | 1d6 | 5 lb. | 7 | Finesse, non-lethal, reach, trip, two-handed |
+| Javelin | 5 sp | 1d6 | 2 lb. | 7 | Sharp 1, thrown (30/120) |
+| Spear | 1 gp | 2d3 | 3 lb. | 9 | Brace, brutal 1, finesse, mounted, sharp 1, thrown (20/60), versatile |
+| Boar Spear | 5 gp | 2d3 | 4 lb. | 9 | Brace, preventing, sharp (1), versatile |
+| Plançon | 1 gp | 1d8 / | 4 lb. | 9 | Brace, sharp 1, versatile |
+| Scythe | 18 gp | 1d8 | 4 lb. | 9 | Brutal 2, trip, two-handed, unwieldy |
+| War Scythe | 25 gp | 1d8 | 10 lb. | 11 | Brutal 2, long, two-handed, unwieldy |
+| Longspear | 5 gp | 2d4 | 4 lb. | 9 | Brace, brutal 1, long, mounted, sharp 1, shield, two-handed, unwieldy |
+| Glove, armoured | 2 gp | +1 | 1 lb. | — | Close, finesse, light, non-lethal, worn |
+| Hook, prosthetic | 10 gp | 1d4 | 1 lb. | — | Close, disarm, finesse, hooked, light, worn |
+| Knuckles, brass | 1 gp | +1 | 1 lb. | — | Close, concealed, finesse, light, non-lethal, worn |
+| Blowgun | 10 gp | 1 | 1 lb. | 25/100 | Ammunition, load, non-lethal |
+| Dart | 5 cp | 1d4 | ¼ lb. | 20/60 | Light, non-lethal, thrown |
+| Sling | 1 sp | 1d4 / | — | 30/120 | Non-lethal, pellets |
+| Pellet Bow | 15 gp | 1d4 / | 2 lb. | 40/160 | Non-lethal, pellets, two-handed |
+| Hunting Bow | 25 gp | 1d6 | 2 lb.| 80/320 | Ammunition, two-handed |
diff --git a/Equipment/Weapons/Unarmed/index.md b/Equipment/Weapons/Unarmed/index.md
new file mode 100644
index 000000000..42223ab6a
--- /dev/null
+++ b/Equipment/Weapons/Unarmed/index.md
@@ -0,0 +1,15 @@
+---
+title: Unarmed
+parent: Weapons
+grand_parent: Equipment
+nav_order: 10
+---
+
+# Unarmed Weapons
+Damage types are represented by icons: for bludgeoning, for piercing and for slashing damage.
+
+| Name | Cost | Damage | Weight | Str/Dex | Properties |
+|:-----|-----:|:-------|-------:|:-------:|:-----------|
+| Dagger, punch | 2 gp | +1 | 1 lb. | — | Brutal, close, concealed, finesse, light |
+| Gauntlet, clawed | 5 gp | +1 | 1 lb. | — | Close, finesse, light, vicious, worn |
+| Unarmed strike | — | 1 | — | — | Non-lethal |
\ No newline at end of file
diff --git a/Equipment/Weapons/Wielding/index.md b/Equipment/Weapons/Wielding/index.md
index a2a809253..40d3b5d52 100644
--- a/Equipment/Weapons/Wielding/index.md
+++ b/Equipment/Weapons/Wielding/index.md
@@ -2,7 +2,7 @@
title: Wielding Weapons
parent: Weapons
grand_parent: Equipment
-nav_order: 5
+nav_order: 14
---
# Wielding Weapons
diff --git a/Introduction/Creation/Attributes/index.md b/Introduction/Creation/Attributes/index.md
deleted file mode 100644
index a0359ce55..000000000
--- a/Introduction/Creation/Attributes/index.md
+++ /dev/null
@@ -1,99 +0,0 @@
----
-title: 1. Choose Attributes
-parent: Character Creation
-grand_parent: Introduction
-nav_order: 1
----
-
-# 1. Choose Attributes
-Start by generating your character's attributes. These six scores are your character's most basic statistics and are used to determine a wide variety of details and statistics. Some classes require better than average scores for one or more attributes. There are several methods to choose from for generating these scores so consult your GM to determine which method they are using.
-
-Much of what your character does in the game depends on their six attributes: **Strength**, **Dexterity**, **Constitution**, **Intelligence**, **Wisdom** and **Charisma**. Each attribute has a score, which is a number that you record on your character sheet.
-
-The six attributes and their use in the game are described in detail [here](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/). A quick reference for what qualities are measured by each attribute follows below:
-
-* **Strength** measures athleticism and bodily power.
-* **Dexterity** measures agility, reflexes, balance and poise.
-* **Constitution** measures health, stamina and vital force.
-* **Intelligence** measures acuity, recall and analytical skill.
-* **Wisdom** measures awareness, intuition and insight.
-* **Charisma** measures confidence and eloquence.
-
-| | Physical | Mental |
-|:-:|:--------:|:------:|
-| **Power** | Strength | Charisma |
-| **Finesse** | Dexterity | Intelligence |
-| **Resistance** | Constitution | Wisdom |
-
-Species modifiers are applied after the scores are generated.
-
-After assigning your attributes, determine your attribute modifiers using the table below. To determine an attribute modifier without consulting the table, subtract 10 from the attribute and then divide the result by 2 (round down).
-
-| Score | Modifier |
-|:-----:|:--------:|
-| 1 | −5 |
-| 2–3 | −4 |
-| 4–5 | −3 |
-| 6–7 | −2 |
-| 8–9 | −1 |
-| 10–11 | +0 |
-| 12–13 | +1 |
-| 14–15 | +2 |
-| 16–17 | +3 |
-| 18–19 | +4 |
-| 20–21 | +5 |
-| 22–23 | +6 |
-| 24–25 | +7 |
-| 26–27 | +8 |
-| 28–29 | +9 |
-| 30 | +10 |
-
-The following methods of attribute generation provide varying levels of flexibility and randomness.
-
-## Low Fantasy
-Roll 3d6, rerolling all 1s, and add the dice together. Record the total and repeat the process until you have six numbers. Assign these results to your attributes as you see fit.
-
-This method is quite random, and some characters may have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific attributes in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts and are best designed around their attributes.
-
-If you don't like the idea of randomly determining attributes, you can spend 25 points on the Attribute Point Cost table, or use the **Low Fantasy Array** instead: 14, 13, 12, 12, 11, 10.
-
-## Standard Fantasy
-Roll 4d6. Discard the lowest die result and add the three remaining results together. Record the total and repeat the process until you generate six numbers. Assign these totals to your attributes as you see fit.
-
-If you don't like the idea of randomly determining attributes, you can spend 27 points on the Attribute Point Cost table, or use the **Standard Array** instead: 15, 14, 13, 12, 10, 8.
-
-## High Fantasy
-Roll 4d6, rerolling all 1s. Discard the lowest die result and add the three remaining results together. Record the total and repeat the process until you generate six numbers. Assign these totals to your attributes as you see fit.
-
-This method is less random than Low Fantasy and tends to create characters with above-average attributes.
-
-If you don't like the idea of randomly determining attributes, you can spend 40 points on the Attribute Point Cost table, or use the **High Fantasy Array** instead: 16, 15, 14, 14, 13, 12.
-
-## Point Buy
-Point buy allows you to build a character with a set of attributes that you choose individually. If your GM is using a point buy method, the point amounts and costs of attributes can be found below.
-
-Your GM will tell you how many points you have to spend on your attributes. The cost of each score is shown on the Attribute Point Cost table. For example, a score of 14 costs 7 points. Using this method, 18 is the highest attribute that you can end up with, before applying racial increases, and 8 is the lowest.
-
-This method of determining attributes enables you to create a set of three high numbers and three low ones, a set of numbers that are above average and nearly equal, or any set of numbers between those extremes.
-
-If you will be using a point buy method, the following table shows the costs of purchasing attributes.
-
-| Attribute | Point Cost |
-|:---------:|:----------:|
-| 8 | 0 |
-| 9 | 1 |
-| 10 | 2 |
-| 11 | 3 |
-| 12 | 4 |
-| 13 | 5 |
-| 14 | 7 |
-| 15 | 9 |
-|16 | 12 |
-| 17 | 15 |
-| 18 | 19 |
-
-| Campaign Type | Point Budget |
-|:-------------:|:------------:|
-| Low Fantasy | 25 |
-| Standard Fantasy | 27 |
-| High Fantasy | 40 |
diff --git a/Introduction/Creation/Class/index.md b/Introduction/Creation/Class/index.md
deleted file mode 100644
index 8d76c0cab..000000000
--- a/Introduction/Creation/Class/index.md
+++ /dev/null
@@ -1,48 +0,0 @@
----
-title: 4. Choose a Class
-parent: Character Creation
-grand_parent: Introduction
-nav_order: 4
----
-
-# 4. Choose a Class
-Every adventurer is a member of a class. Class broadly describes a character's vocation, what special talents they possess, and the tactics they are most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described [here](https://stormchaserroleplaying.com/stormchaserRPG/Classes/).
-
-Your character receives a number of benefits from your choice of class. Many of these benefits are **class features**. Capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of **proficiencies**: armour, weapons, skills, defences and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie.
-
-On your character sheet, record all the features that your class gives you at 1st level.
-
-## Talents
-Typically, a character starts with a single talent and advances by adventuring and gaining experience. A starting character is inexperienced in the adventuring world, although they might have been a soldier or a pirate and done dangerous things before.
-
-Starting off with one talent marks your character's entry into the adventuring life. If you're already familiar with the game, or if you are joining an existing campaign, your GM might decide to have you begin with more talents, on the assumption that your character has already survived a few harrowing adventures.
-
-Record your talents on your character sheet. If you're starting with additional talents, also record these.
-
-## Stamina and Recovery Dice
-Your character's stamina defines how tough your character is in combat and other dangerous situations. Your stamina is determined by your Constitution score and your class's stamina multiplier. You start with stamina equal to the product of these two numbers, as indicated in your class description. This is also your **stamina maximum**.
-
-Record your character's stamina on your character sheet. Also record the type of recovery die that your character uses. After you rest, you can spend recovery dice to regain stamina and/or mana (see [Resting](https://stormchaserroleplaying.com/stormchaserRPG/Adventuring/Resting/)).
-
-## Proficiency
-A proficiency bonus can be either a bonus d20 that is applied to a d20 roll as an instance of advantage, or a numerical bonus that is applied to a defence or other static score, such as your passive skill.
-
-When a roll is made with proficiency, then roll with [+1d](http://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AdvantageandDisadvantage.html). This applies to:
-* Attack rolls using weapons that you're proficient with
-* Attack rolls with spells that you cast
-* Checks using defences, skills, or tools that you're proficient in
-
-Your proficiency bonus to defences and other static scores is +4.
-
-Your class determines your weapon proficiencies, your defence proficiencies and some of your skill and tool proficiencies. (Skills are described [here](https://stormchaserroleplaying.com/stormchaserRPG/UsingAbilityScores/AbilityChecks/Skills/) and tools [here](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/).) Your background gives you additional proficiencies and some species give you more proficiencies. Be sure to note all of these proficiencies on your character sheet.
-
-Proficiency cannot apply to a single die roll or other number more than once. If a circumstance suggests that your proficiency applies more than once to the same roll, you nevertheless benefit only once.
-
-### Expertise
-You can have expertise with a weapon, skill, tool, or defence that they are already proficient in. A character with expertise benefits from an additional +1d on their d20 roll. Additionally, passive scores that benefit from expertise increase by an additional +2, for a total of +6 together with the proficiency bonus.
-
-### Mastery
-You can be a master with a weapon, skill, tool, or defence that you are already an expert at. A character with mastery benefits from a third +1d on their d20 roll. Additionally, passive scores that benefit from mastery increase by an additional +1, for a total of +7 together with the proficiency and expertise bonuses.
-
-### Overrolling
-When the exact total of a check is relevant (for example, when determining the quality of a crafted item), for every die beyond the first that makes the target DC, you gain a +1 to your final result. For every natural 20 beyond the first, you gain a +2 to your final result.
\ No newline at end of file
diff --git a/Introduction/Credits/index.md b/Introduction/Credits/index.md
index 678998720..667d809dd 100644
--- a/Introduction/Credits/index.md
+++ b/Introduction/Credits/index.md
@@ -23,4 +23,4 @@ Many thanks to all of my dedicated patrons and the members of the Stormchaser Ro
* Sphynxy - Playtesting
* Trent - Cleric, Druid, Ranger, Sorcerer and Warlock Talent Branches, Spells, Playtesting
-* Daniel Duane Harcourt (August 1978 — December 2021). The Witcher archetype was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer... We miss you, Dan. Rest in peace.
+* Daniel Duane Harcourt (August 1978 — December 2021). The witcher branch of the ranger talent tree was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer... We miss you, Dan. Rest in peace.
diff --git a/Skills/+1dand-1d/index.md b/Introduction/Playing/+1d/index.md
similarity index 98%
rename from Skills/+1dand-1d/index.md
rename to Introduction/Playing/+1d/index.md
index dd7393d58..7307166c3 100644
--- a/Skills/+1dand-1d/index.md
+++ b/Introduction/Playing/+1d/index.md
@@ -1,7 +1,8 @@
---
title: +1d and -1d
-parent: Skills
-nav_order: 2
+parent: Playing the Game
+grand_parent: Introduction
+nav_order: 4
---
# +1d and -1d
diff --git a/Introduction/Playing/Terms/index.md b/Introduction/Playing/Terms/index.md
index f2cde104d..7a512a958 100644
--- a/Introduction/Playing/Terms/index.md
+++ b/Introduction/Playing/Terms/index.md
@@ -2,7 +2,7 @@
title: Key Terms
parent: Playing the Game
grand_parent: Introduction
-nav_order: 4
+nav_order: 5
---
# Key Terms
diff --git a/Origins/Backgrounds/index.md b/Origins/Backgrounds/index.md
index a197c72a8..d48f770af 100644
--- a/Origins/Backgrounds/index.md
+++ b/Origins/Backgrounds/index.md
@@ -10,25 +10,14 @@ The next step in creating your character’s origin is choosing their background
While picking a background does not have to complete your character’s story, it provides a sturdy base for developing that story. A character’s background typically reflects the individual training that they have sought out or been given, rather than the common species and culture, which they shared with their first community. One of the most important questions that you can ask when choosing your background is how does this relate to your character’s current adventuring status? Did they leave a job that they loved to adventure out of a sense of duty, or were they forced out of their home? Did they spend their inheritance on adventuring gear in search of excitement, or did they save their meager wages until they could embark on a journey bigger than any that they’ve taken yet? After being dealt their cards in life, how did they make the most of it, or did they set off in search of a new hand?
-The backgrounds in this chapter provide mechanical benefits, such as attribute score increases and proficiencies, as well as more roleplay-oriented benefits. As with the other origin sections, you gain the benefits of only one background. The following sections appear in the descriptions for most backgrounds.
+The backgrounds in this chapter provide mechanical benefits, such as attribute score increases, as well as more roleplay-oriented benefits. As with the other origin sections, you gain the benefits of only one background. The following sections appear in the descriptions for most backgrounds.
## Attribute Score Increase
-Each background increases two of a character’s mental attribute scores by 1 (both of these increases might apply to the same attribute). This reflects the abilities utilised or valued the most by that
-background.
-
-## Proficiencies
-Most backgrounds grant proficiency with two skills, which are explained more [here](https://stormchaserroleplaying.com/stormchaserRPG/Skills/).
-
-Additionally, many backgrounds grant proficiency with an appropriate tool set (or multiple sets). These tools are explained more [here](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/).
-
-If your character would gain the same proficiency from multiple areas, such as a species, cultural, or class feature, they may instead choose a new proficiency of the same type (skill or tool).
+Each background increases two of a character’s mental attribute scores by 1 (both of these increases might apply to the same attribute). This reflects the abilities utilised or valued the most by that background.
## Languages
Like cultures, your background can also allow you to learn additional languages. Characters are considered to be able to speak, read and write the languages granted by their background.
-## Talent
-One background [talent](https://stormchaserroleplaying.com/stormchaserRPG/Talents/). A background talent may be a species talent, a skill talent, a tool talent, or other talent marked ᴮᴳ.
-
## Connections
Each occupation provides examples of one acquaintance, ally, or enemy that has had an effect on your character’s life. This could be a childhood friend, a sparring partner, or even a business competitor. Make sure to include your GM when choosing your connection; you never know when they’ll show back up.
diff --git a/Origins/Cultures/Forest/index.md b/Origins/Cultures/Forest/index.md
index 204db2837..2cb325c62 100644
--- a/Origins/Cultures/Forest/index.md
+++ b/Origins/Cultures/Forest/index.md
@@ -20,18 +20,16 @@ Forest guardians love freedom, variety, and self-expression, so they lean strong
## Features
+### Exotic Weapon Training
+You are trained with any weapon with the word “elven” in its name or properties.
+
### Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
### Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with small or smaller beasts. Forest guardians love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers and other creatures as beloved pets.
-### Weapon Training
-You are trained with martial blades and martial bows. Additionally, you treat any weapon with the word “elven” in its name or properties as a martial weapon.
-
-If your class grants training with simple blades or simple bows, then you become trained in martial blades, or martial bows, respectively. If your class grants training with martial blades or martial bows, you gain 2 character points. If your class grants training with both martial blades and martial bows, you gain 4 character points.
-
## Languages
-You can speak, read and write Elvish, Sylvan and one other language.
+You speak, read and write either Elvish or Sylvan with native proficiency and the other with accented proficiency.
Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
diff --git a/Origins/Cultures/Hordling/index.md b/Origins/Cultures/Hordling/index.md
index ac4f8e3a5..1b89b2723 100644
--- a/Origins/Cultures/Hordling/index.md
+++ b/Origins/Cultures/Hordling/index.md
@@ -11,10 +11,12 @@ When hordes last for years, decades, or even centuries, generations of people ar
Characters raised in the hordling culture share a variety of features in common with one another.
+## Aligmnent
+
## Features
### Pack Tactics
You have +1d on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
## Languages
-You can speak, read and write Goblin, Orc and one other language.
+You speak, read and write either Goblin or Orc with native proficiency and the other with accented proficiency.
diff --git a/Origins/Cultures/Marine/index.md b/Origins/Cultures/Marine/index.md
index a329d4fea..69f55ec60 100644
--- a/Origins/Cultures/Marine/index.md
+++ b/Origins/Cultures/Marine/index.md
@@ -21,6 +21,6 @@ You are trained with simple polearms, simple flexible weapons and simple crossbo
If your class grants training with simple polearms, or simple flexible weapons, you gain training in martial polearms, or martial flexible weapons, respectively. If your class grants training with martial polearms, martial flexible weapons, or simple crossbowss, you gain 2 proficiency point. If your class grants proficiency in two of the above, you gain 4 proficiency points. If your class grants proficiency in all three of the above, you gain 6 proficiency points.
## Languages
-You can speak, read and write Elvish, Aquan and one other language.
+You can speak, read and write Elvish and Aquan.
Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
diff --git a/Origins/Cultures/Mountain/index.md b/Origins/Cultures/Mountain/index.md
index a8f90c75b..d4839af38 100644
--- a/Origins/Cultures/Mountain/index.md
+++ b/Origins/Cultures/Mountain/index.md
@@ -18,26 +18,20 @@ Most who hail from a mountain hall are lawful, believing firmly in the benefits
## Features
-### Weapon Training
-You are proficient with simple axes and simple bludgeoning weapons. Additionally, you treat any weapon with the word “dwarven” in its name or properties as a martial weapon.
+### Ancestor Worship
+You have trained proficiency with the dwarven history and dwarven religion subskills.
-If your class grants proficiency with simple axes or simple bludgeoning weapons, you instead gain proficiency in martial axes, or martial bludgeoning weapons, respectively.
+### Artisan Trades
+You are trained in the use of one of the following sets of artisan’s tools: [brewer’s supplies](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/ArtisansTools/#brewers-supplies), [mason’s tools](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/ArtisansTools/#masons-tools), or [smith’s tools](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/ArtisansTools/#smiths-tools).
-### Armour Training
-You have proficiency with light armour.
-
-If your class grants proficiency with light armour, you instead gain proficiency with medium armour.
-
-If your class grants proficiency with both light and medium armour, then you instead gain proficiency with heavy armour.
+### Exotic Weapon Training
+You are trained with any weapon with the word “dwarven” in its name or properties.
### Mountain Born
You’re acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet. You’re also naturally adapted to cold climates.
-### Tool Proficiency
-You gain proficiency with one of the following sets of artisan’s tools: brewer’s supplies, mason’s tools, or smith’s tools.
-
## Languages
-You can speak, read and write Dwarvish, Gnomish and one other language.
+You speak, read and write either Dwarvish or Gnomish with native proficiency and the other with accented proficiency.
Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
diff --git a/Origins/Cultures/Villager/index.md b/Origins/Cultures/Villager/index.md
index c59121454..88e570a53 100644
--- a/Origins/Cultures/Villager/index.md
+++ b/Origins/Cultures/Villager/index.md
@@ -16,17 +16,18 @@ A village is a community that relies upon and sustains itself. Every person cont
## Features
-### Farm Life
-You are trained in [Animal Handling](https://stormchaserroleplaying.com/stormchaserRPG/Skills/AnimalHandling/).
+### Agrarian Life
+Life in the countryside is simple and peaceful. However, when danger approaches the village and there are no adventurers around, it's often left to the villagers to defend themselves with whatever they have on hand.
-### Sharpened Tools
-When danger approaches the village and there are no adventurers around, it's often left to the villagers to defend themselves with whatever they have on hand. You are trained with improvised weapons.
+You are trained in your choice of [Animal Handling](https://stormchaserroleplaying.com/stormchaserRPG/Skills/AnimalHandling/), or improvised weapons.
### Tall Tales
-Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. You may always choose to use Wisdom when making [History](https://stormchaserroleplaying.com/stormchaserRPG/Skills/History/), [Nature](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Nature/), or [Theology](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Theology/) checks. However, the GM may decide that the results of a check made in this way are distorted or exaggerated forms of the truth.
+Life along the crossroads rarely offers an opportunity for proper schooling, but the roads carry with them legends and stories from far and wide. You may choose to use Wisdom when making [History](https://stormchaserroleplaying.com/stormchaserRPG/Skills/History/), [Nature](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Nature/), or [Theology](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Theology/) checks. However, the GM may decide that the results of a check made in this way are distorted or exaggerated forms of the truth.
### Village Watch
You have +1d to Perception while keeping watch during a rest.
## Languages
-You can speak, read and write your local language. For example, a village from the kingdom of Breanne speaks Breannian.
+You speak, read and write your local language with native proficiency. For example, a villager from the kingdom of Breanne speaks Breannian.
+
+Choose one language from a neighbouring region. You speak, read and write this language with accented proficiency.
diff --git a/Origins/Cultures/Wildling/index.md b/Origins/Cultures/Wildling/index.md
index 70922b254..dbef16f8d 100644
--- a/Origins/Cultures/Wildling/index.md
+++ b/Origins/Cultures/Wildling/index.md
@@ -11,6 +11,9 @@ Characters raised in the wildling culture share a variety of features in common
## Features
+### Athletic Lifestyle
+You have trained proficiency in the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill.
+
### Environmental Adaptation
Choose one of the following features:
@@ -20,11 +23,8 @@ You're naturally adapted to hot climates. Additionally, travelling in hot weathe
#### Mountain/Tundra Born
You’re naturally adapted to cold climates. Additionally, you're acclimated to high and low altitudes, including elevations above 20,000 feet or depths below 20,000 feet.
-### Natural Athlete
-You have proficiency in the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill.
-
### Savage Attacker
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
## Languages
-You can speak, read and write Giant, Orc and one other language.
+You speak, read and write either Giant or Orc with native proficiency and the other with accented proficiency.
diff --git a/Origins/Cultures/index.md b/Origins/Cultures/index.md
index 45662ec85..79b726b22 100644
--- a/Origins/Cultures/index.md
+++ b/Origins/Cultures/index.md
@@ -10,6 +10,8 @@ The first step in the origin creation process is choosing your character’s cul
For each species, there are a handful of suggested cultural options. When building your character, you can choose only one culture to gain traits from. Each culture listed here includes a description of what sort of life a character from that culture would experience. This description can range from the morals and traditions instilled in them to how they found themselves a part of that culture to begin with. The following sections appear in the description for most cultures.
+See [here](https://stormchaserroleplaying.com/Arden/Regions/) for cultures from the world of [Arden](https://stormchaserroleplaying.com/Arden/).
+
## Alignment
A creature’s general moral and personal attitudes are represented by its alignment. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations.
diff --git a/Origins/index.md b/Origins/index.md
index 119f1a185..51b27fd4b 100644
--- a/Origins/index.md
+++ b/Origins/index.md
@@ -1,7 +1,7 @@
---
title: Origins
has_children: true
-nav_order: 4
+nav_order: 5
---
# Origins
diff --git a/Skills/Subskills/index.md b/Skills/Subskills/index.md
index 2baa01904..43cb911b6 100644
--- a/Skills/Subskills/index.md
+++ b/Skills/Subskills/index.md
@@ -1,7 +1,7 @@
---
title: Subskills
parent: Skills
-nav_order: 3
+nav_order: 2
---
# Subskills
diff --git a/Skills/index.md b/Skills/index.md
index 00ca6d1db..4efe61bbc 100644
--- a/Skills/index.md
+++ b/Skills/index.md
@@ -1,7 +1,7 @@
---
title: Skills
has_children: true
-nav_order: 6
+nav_order: 7
---
# Skills
diff --git a/Species/index.md b/Species/index.md
index 9a415c1ff..f6a22bc3c 100644
--- a/Species/index.md
+++ b/Species/index.md
@@ -1,7 +1,7 @@
---
title: Species
has_children: true
-nav_order: 3
+nav_order: 4
---
# Species
diff --git a/Talents/Barbarian/Barbed/index.md b/Talents/Barbarian/Barbed/index.md
index 098676998..287256175 100644
--- a/Talents/Barbarian/Barbed/index.md
+++ b/Talents/Barbarian/Barbed/index.md
@@ -1,6 +1,6 @@
---
title: Barbed
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Bloodrager/index.md b/Talents/Barbarian/Bloodrager/index.md
index 7c8d409bf..6a66450d8 100644
--- a/Talents/Barbarian/Bloodrager/index.md
+++ b/Talents/Barbarian/Bloodrager/index.md
@@ -1,6 +1,6 @@
---
title: Bloodrager
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Bruiser/index.md b/Talents/Barbarian/Bruiser/index.md
index 90af962a2..2f85c33c8 100644
--- a/Talents/Barbarian/Bruiser/index.md
+++ b/Talents/Barbarian/Bruiser/index.md
@@ -1,6 +1,6 @@
---
title: Bruiser
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Elemental/index.md b/Talents/Barbarian/Elemental/index.md
index 581698ae3..d9b61acdc 100644
--- a/Talents/Barbarian/Elemental/index.md
+++ b/Talents/Barbarian/Elemental/index.md
@@ -1,6 +1,6 @@
---
title: Elemental Storm
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Fanatic/index.md b/Talents/Barbarian/Fanatic/index.md
index 3b1921540..51fe507b3 100644
--- a/Talents/Barbarian/Fanatic/index.md
+++ b/Talents/Barbarian/Fanatic/index.md
@@ -1,6 +1,6 @@
---
title: Fanatic
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/FeralSoul/index.md b/Talents/Barbarian/FeralSoul/index.md
index 8dd416761..4b59c1d89 100644
--- a/Talents/Barbarian/FeralSoul/index.md
+++ b/Talents/Barbarian/FeralSoul/index.md
@@ -1,6 +1,6 @@
---
title: Feral Soul
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Frenzy/index.md b/Talents/Barbarian/Frenzy/index.md
index 6f3661395..354692953 100644
--- a/Talents/Barbarian/Frenzy/index.md
+++ b/Talents/Barbarian/Frenzy/index.md
@@ -1,6 +1,6 @@
---
title: Frenzy
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/GuardianAncestor/index.md b/Talents/Barbarian/GuardianAncestor/index.md
index c3a273f4f..802f2335d 100644
--- a/Talents/Barbarian/GuardianAncestor/index.md
+++ b/Talents/Barbarian/GuardianAncestor/index.md
@@ -1,6 +1,6 @@
---
title: Guardian Ancestor
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/Primal/index.md b/Talents/Barbarian/Primal/index.md
index b76d8cb95..335ea5471 100644
--- a/Talents/Barbarian/Primal/index.md
+++ b/Talents/Barbarian/Primal/index.md
@@ -1,6 +1,6 @@
---
title: Primal
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/RagePowers/index.md b/Talents/Barbarian/RagePowers/index.md
index fa2f56980..b9d6fbcaa 100644
--- a/Talents/Barbarian/RagePowers/index.md
+++ b/Talents/Barbarian/RagePowers/index.md
@@ -1,6 +1,6 @@
---
title: Rage Powers
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
nav_order: 1
---
diff --git a/Talents/Barbarian/Totem/index.md b/Talents/Barbarian/Totem/index.md
index 6b0aeed2b..b113051c3 100644
--- a/Talents/Barbarian/Totem/index.md
+++ b/Talents/Barbarian/Totem/index.md
@@ -1,6 +1,6 @@
---
title: Totem Warrior
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/WildMagic/index.md b/Talents/Barbarian/WildMagic/index.md
index 713bacf2f..46a3fa759 100644
--- a/Talents/Barbarian/WildMagic/index.md
+++ b/Talents/Barbarian/WildMagic/index.md
@@ -1,6 +1,6 @@
---
title: Wild Magic
-parent: Barbarian Talent Tree
+parent: Barbarian Talents
grand_parent: Talents
---
diff --git a/Talents/Barbarian/index.md b/Talents/Barbarian/index.md
index bdf94603e..f2568bd80 100644
--- a/Talents/Barbarian/index.md
+++ b/Talents/Barbarian/index.md
@@ -1,11 +1,10 @@
---
-title: Barbarian Talent Tree
+title: Barbarian Talents
parent: Talents
has_children: true
-nav_order: 2
---
-# Barbarian Talent Tree (Warrior)
+# Barbarian Talent Tree
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques. They are not soldiers or professional warriors, they are the battle-possessed. Creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilised and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.
**As long as at least half of your warrior talents are from the barbarian talent tree, your stamina increases to 5× your Constitution score and your recovery die increases to a d12**
@@ -29,7 +28,10 @@ For some, there is only rage. In the ways of their people, in the fury of their
| Primal Champion | 100 | *15 Other Barbarian Talents* |
### Rage
-#### *Cost:* 5 Character Points
+
+
+
+#### **Cost:** 5 Character Points
You fight with a primal ferocity; you have a number of rage points equal to your Constitution modifier. These rage points can be spent to trigger [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/). Once you have spent a rage point, it is unavailable to you until you finish a short or long rest, at the end of which your number of rage points is reset to equal your Constitution modifier. You also gain 1 rage point whenever:
* You hit a hostile creature with an attack for the first time that round.
* You are hit by an attack for the first time that round.
@@ -57,68 +59,103 @@ As a barbarian gains talents, they learn to use their rage in new ways. When you
Some [rage powers](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/RagePowers/) or barbarian talents call for the barbarian to make a rage attack roll. When making a rage attack roll, roll your d20 dice pool and add your Constitution modifier to the result. All barbarians are considered to be trained in rage attacks. This proficiency may be raised to expertise or mastery by spending character points, just as for any other weapon proficiency.
### Natural Resilience
-#### *Cost:* 5 Character Points
+
+
+
+#### **Cost:** 5 Character Points
You have innate Damage Reduction equal to your Constitution modifier. This DR does not stack with armour, but when wearing armour you may use the better of your Constitution modifier or the armour's DR.
Additionally, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. Attack rolls for effects that you can see, such as traps and spells, that target your Dexterity defence have disadvantage. You also have advantage on Dexterity defence checks against such effects. To gain this benefit, you can’t be [blinded](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Blinded/), [deafened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Deafened/), or [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/).
+### Rimehand
+
+
+
+#### **Cost: 10 Character Points**
**Prerequisite:** 1 Barbarian Talent
+When you rage, you gain the following benefits:
+* You gain resistance to cold damage.
+* Your defences gain +1d vs extreme cold and effects that deal cold damage.
+* Your melee attacks deal additional cold damage equal to your Constitution modifier.
+
### Reckless Attack
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Rage
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Rage
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.
### Fast Movement
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Reckless Attack
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Reckless Attack
Your speed increases by 10 feet while you aren’t wearing heavy armour.
### Feral Instinct
-#### *Cost:* 10 Character Points
-#### *Prerequisite:* Natural Resilience
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Natural Resilience
Your instincts are so honed that you have +1d on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t [incapacitated](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Incapacitated/), you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
### Instinctive Pounce
-#### *Cost:* 5 Character Points
-#### *Prerequisite:* Fast Movement
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Fast Movement
As part of the bonus action that you take to enter your rage, you can move up to half your speed.
### Brutal Critical
-#### 20 Character Points
-#### *Prerequisite:* Instinctive Pounce
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** Instinctive Pounce
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
### Relentless Rage
-#### *Cost:* 35 Character Points
-#### *Prerequisite:* Rage and Feral Instinct
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Rage and Feral Instinct
Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution defence check at the start of your next turn. If you succeed, you drop to 1 hit point instead.
Each time you use this talent after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
### Brutal Critical II
-#### *Cost:* 30 Character Points
-#### *Prerequisite:* Brutal Critical and Relentless Rage
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** Brutal Critical and Relentless Rage
You can now roll two additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
### Persistent Rage
-#### *Cost:* 65 Character Points
-#### *Prerequisite:* Relentless Rage
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisite:** Relentless Rage
Your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.
### Brutal Critical III
-#### *Cost:* 40 Character Points
-#### *Prerequisite:* Brutal Critical II and Persistent Rage
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Brutal Critical II and Persistent Rage
You can now roll three additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
### Indomitable Might
-#### *Cost:* 80 Character Points
-#### *Prerequisite:* Brutal Critical III
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** Brutal Critical III
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
### Primal Champion
-#### *Cost:* 100 Character Points
-#### *Prerequisite:* 15 Other Barbarian Talents
+
+
+
+#### **Cost:** 100 Character Points
**Prerequisite:** 15 Other Barbarian Talents
You embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
## Barbarian Talent Tree Branches
diff --git a/Talents/Bard/Charm/index.md b/Talents/Bard/Charm/index.md
index e54070e40..6278bb964 100644
--- a/Talents/Bard/Charm/index.md
+++ b/Talents/Bard/Charm/index.md
@@ -1,6 +1,6 @@
---
title: Charm
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Creation/index.md b/Talents/Bard/Creation/index.md
index 5da8e4ac9..3c0129794 100644
--- a/Talents/Bard/Creation/index.md
+++ b/Talents/Bard/Creation/index.md
@@ -1,6 +1,6 @@
---
title: Creation
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Eloquence/index.md b/Talents/Bard/Eloquence/index.md
index c8388a40e..3f5dcc3c6 100644
--- a/Talents/Bard/Eloquence/index.md
+++ b/Talents/Bard/Eloquence/index.md
@@ -1,6 +1,6 @@
---
title: Eloquence
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Glamour/index.md b/Talents/Bard/Glamour/index.md
index f0f9572bc..095495e3b 100644
--- a/Talents/Bard/Glamour/index.md
+++ b/Talents/Bard/Glamour/index.md
@@ -1,6 +1,6 @@
---
title: Glamour
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Performances/index.md b/Talents/Bard/Performances/index.md
index 818c26cef..2b7207c05 100644
--- a/Talents/Bard/Performances/index.md
+++ b/Talents/Bard/Performances/index.md
@@ -1,6 +1,6 @@
---
title: Bardic Performances
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
nav_order: 1
---
diff --git a/Talents/Bard/Spirits/index.md b/Talents/Bard/Spirits/index.md
index a1628fdc3..3e0a9019f 100644
--- a/Talents/Bard/Spirits/index.md
+++ b/Talents/Bard/Spirits/index.md
@@ -1,6 +1,6 @@
---
title: Spirits
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Valour/index.md b/Talents/Bard/Valour/index.md
index 333dbdf2e..2de01563d 100644
--- a/Talents/Bard/Valour/index.md
+++ b/Talents/Bard/Valour/index.md
@@ -1,6 +1,6 @@
---
title: Valour
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/Whispers/index.md b/Talents/Bard/Whispers/index.md
index 4cb0fa4dd..9ac7769ed 100644
--- a/Talents/Bard/Whispers/index.md
+++ b/Talents/Bard/Whispers/index.md
@@ -1,6 +1,6 @@
---
title: Whispers
-parent: Bard Talent Tree
+parent: Bard Talents
grand_parent: Talents
---
diff --git a/Talents/Bard/index.md b/Talents/Bard/index.md
index 23c12d698..68416fc40 100644
--- a/Talents/Bard/index.md
+++ b/Talents/Bard/index.md
@@ -1,11 +1,10 @@
---
-title: Bard Talent Tree
+title: Bard Talents
parent: Talents
has_children: true
-nav_order: 3
---
-# Bard Talent Tree ([Expert](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Expert/))
+# Bard Talent Tree
Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.
## Core Talents
diff --git a/Talents/Cleric/Arcana/index.md b/Talents/Cleric/Arcana/index.md
index e37f8d827..763c6ee29 100644
--- a/Talents/Cleric/Arcana/index.md
+++ b/Talents/Cleric/Arcana/index.md
@@ -1,6 +1,6 @@
---
Title: Arcana
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Death/index.md b/Talents/Cleric/Death/index.md
index 2675aedff..8325aa06f 100644
--- a/Talents/Cleric/Death/index.md
+++ b/Talents/Cleric/Death/index.md
@@ -1,6 +1,6 @@
---
Title: Death
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Forge/index.md b/Talents/Cleric/Forge/index.md
index 4630d7c65..4f8d6acd6 100644
--- a/Talents/Cleric/Forge/index.md
+++ b/Talents/Cleric/Forge/index.md
@@ -1,6 +1,6 @@
---
title: Forge
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Grave/index.md b/Talents/Cleric/Grave/index.md
index 9c2805dcf..c7b8c4734 100644
--- a/Talents/Cleric/Grave/index.md
+++ b/Talents/Cleric/Grave/index.md
@@ -1,6 +1,6 @@
---
title: Grave
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Knowledge/index.md b/Talents/Cleric/Knowledge/index.md
index c15b33d96..081d878d9 100644
--- a/Talents/Cleric/Knowledge/index.md
+++ b/Talents/Cleric/Knowledge/index.md
@@ -1,6 +1,6 @@
---
Title: Knowledge
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Life/index.md b/Talents/Cleric/Life/index.md
index e433617e5..e6a295ea7 100644
--- a/Talents/Cleric/Life/index.md
+++ b/Talents/Cleric/Life/index.md
@@ -1,6 +1,6 @@
---
Title: Life
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Light/index.md b/Talents/Cleric/Light/index.md
index ff930e422..cf62809af 100644
--- a/Talents/Cleric/Light/index.md
+++ b/Talents/Cleric/Light/index.md
@@ -1,6 +1,6 @@
---
Title: Light
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Nature/index.md b/Talents/Cleric/Nature/index.md
index 71cb4698e..d2b24f2fb 100644
--- a/Talents/Cleric/Nature/index.md
+++ b/Talents/Cleric/Nature/index.md
@@ -1,6 +1,6 @@
---
Title: Nature
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Order/index.md b/Talents/Cleric/Order/index.md
index 51a695f7e..9155d6379 100644
--- a/Talents/Cleric/Order/index.md
+++ b/Talents/Cleric/Order/index.md
@@ -1,6 +1,6 @@
---
Title: Order
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Peace/index.md b/Talents/Cleric/Peace/index.md
index 0c4e7330b..d88265ba9 100644
--- a/Talents/Cleric/Peace/index.md
+++ b/Talents/Cleric/Peace/index.md
@@ -1,6 +1,6 @@
---
Title: Peace
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Tempest/index.md b/Talents/Cleric/Tempest/index.md
index acb24d78e..2daccaed5 100644
--- a/Talents/Cleric/Tempest/index.md
+++ b/Talents/Cleric/Tempest/index.md
@@ -1,6 +1,6 @@
---
title: Tempest
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Trickery/index.md b/Talents/Cleric/Trickery/index.md
index d11f99de8..3437c19dd 100644
--- a/Talents/Cleric/Trickery/index.md
+++ b/Talents/Cleric/Trickery/index.md
@@ -1,6 +1,6 @@
---
Title: Trickery
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/Twilight/index.md b/Talents/Cleric/Twilight/index.md
index 08c0fe908..7e8b04bd9 100644
--- a/Talents/Cleric/Twilight/index.md
+++ b/Talents/Cleric/Twilight/index.md
@@ -1,6 +1,6 @@
---
Title: Twilight
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/War/index.md b/Talents/Cleric/War/index.md
index b63c829d7..64a6caa0d 100644
--- a/Talents/Cleric/War/index.md
+++ b/Talents/Cleric/War/index.md
@@ -1,6 +1,6 @@
---
Title: War
-parent: Cleric Talent Tree
+parent: Cleric Talents
grand_parent: Talents
---
diff --git a/Talents/Cleric/index.md b/Talents/Cleric/index.md
index 9cd845c4c..6ec38fc83 100644
--- a/Talents/Cleric/index.md
+++ b/Talents/Cleric/index.md
@@ -1,11 +1,10 @@
---
-title: Cleric Talent Tree
+title: Cleric Talents
parent: Talents
has_children: true
-nav_order: 4
---
-# Cleric Talent Tree (Disciple)
+# Cleric Talent Tree
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.
@@ -37,12 +36,7 @@ You present your holy symbol and speak a prayer censuring the undead. Make an at
A turned creature must spend its actions trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take make opportunity attacks. For its action, it can use only the Stride action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
-### Destroy Undead
-
-
-
-#### **Cost:** 5 Character Points
**Prerequisite:** 2nd Level Spells and Channel Divinity
-When an undead is hit by your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below half your number of cleric talents.
+When an undead creature is hit by Turn Undead, the creature is instantly destroyed if its CP is at or below half your total CP.
### Divine Strike I
diff --git a/Talents/Combat/index.md b/Talents/Combat/index.md
new file mode 100644
index 000000000..8543e93ed
--- /dev/null
+++ b/Talents/Combat/index.md
@@ -0,0 +1,108 @@
+---
+title: Combat Talents
+parent: Talents
+---
+
+# Combat Talents
+
+## Alert
+
+
+
+#### **Cost:** 10 Character Points
+Always on the lookout for danger, you gain the following benefits:
+* You can't be surprised while you are conscious.
+* You have +1d to initiative.
+* Other creatures don't gain +1d on attack rolls against you as a result of being hidden from you.
+
+## Berserker's Cry
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Charisma 13
+*Your cry of bloodthirsty fury inspires those around you to greater acts of violence.*
+
+Once per day, as an action, you may unleash a powerful, bloodthirsty scream of battle lust and fury. Allies within 60 feet who can hear your berserker’s cry (including yourself) are heartened and gain a +1 morale bonus on damage rolls made with melee attacks for a number of rounds equal to your Charisma bonus. If you have the ability to rage, you may unleash a berserker’s cry as part of the free action to enter a rage (instead of as a separate action).
+
+A creature may be under the effect of only one berserker’s cry at a time.
+
+You may take this takent multiple times. Every time that you take this talent, you may unleash a berserker’s cry one additional time per day.
+
+## Blinding Agility
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite**: Dexterity 20 or +2 Species Bonus to Dexterity
+You have the reflexes of one who can see things before they happen, granting the following benefits:
+* All weapons are considered to have the finesse property for you.
+* You have +1d on defence checks to avoid opportunity attacks.
+
+## Fanatic
+
+
+
+#### **Cost:** 10 Character Points
+Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:
+* When you score a critical hit with an attack roll or reduce a creature to 0 stamina, you can make one [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) as a free action.
+* Whenever a creature you can see within 30 feet is reduce to 0 stamina, you go into a fervour gaining temporary stamina equal to your recovery die + your Constitution modifier.
+
+## Heavily Armoured
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Proficiency with Medium Armour
+You have trained to master the use of heavy armour. You gain proficiency with heavy armour.
+
+If you are already proficient with heavy armour, instead while you are wearing heavy armour, critical hits made against you are treated as normal hits and you ignore the bulky property for heavy armour that you are wearing.
+
+You can take this talent twice.
+
+## Lightly Armoured
+
+
+
+#### **Cost:** 5 Character Points
+You have trained to master the use of light armour. You gain proficiency with light armour.
+
+If you are already proficient with light armour, instead, while you are unarmoured or wearing light armour, your speed increases by 5 feet.
+
+## Moderately Armoured
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Proficiency with Light Armour
+You have trained to master the use of medium armour. You gain proficiency with medium armour.
+
+If you are already proficient with medium armour, instead, while you are wearing medium armour, you can add 1 to the armour's maximum Dexterity bonus to Dexterity defence. Additionally, you ignore the bulky and noisy properties of medium armour that you are wearing.
+
+## Quick Reflexes
+
+
+
+#### **Cost:** 5 Character Points
+You have +1d on initiative.
+
+## Revenant Blade
+
+
+
+#### **Cost:** 5 Character Points
+While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it.
+
+## Titan's Power
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Strength 20 or +2 Species Bonus to Strength
+You have the strength that legends tell of, granting the following benefits:
+* You ignore the two-handed property of weapons with which you are proficient.
+* When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon’s damage.
+
+## Unnatural Resilience
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Constitution 20 or +2 Species Bonus to Constitution
+You have the fortitude often attributed to gods, granting the following benefits:
+* Enhanced effects, such as spells or healing potions, that would restore stamina to you can’t restore an amount less than half your Constitution score. If this amount would exceed the maximum amount of stamina that effect could restore, you instead take that effect’s maximum.
+* You can add your Constitution modifier to death saving throws that you make.
diff --git a/Talents/Cultural/index.md b/Talents/Cultural/index.md
index fe8d7c6b1..6e2b2c63b 100644
--- a/Talents/Cultural/index.md
+++ b/Talents/Cultural/index.md
@@ -4,7 +4,7 @@ parent: Talents
has_children: true
---
-# Cultural Talentsᴮᴳ
+# Cultural Talents
## Defensive Training
@@ -23,3 +23,10 @@ You have +1d to your defences vs attacks made by giants.
You benefit from +1d on [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Specific/Perception/) checks to notice unusual stonework. This bonus applies to checks to discover mechanical traps made of stone or hidden within stone.
If you aren't using the [Seek](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Seek/) action or searching, the GM automatically rolls a secret check for you to notice unusual stonework anyway. This check doesn't benefit from the bonus.
+
+## Greater Shadowland Magic
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Shadowland Culture
+You can cast the [Faerie Fire](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Evocation/#faerie-fire) and [Darkness]() spells once each with this talent and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
\ No newline at end of file
diff --git a/Talents/Die/Martial/index.md b/Talents/Die/Martial/index.md
new file mode 100644
index 000000000..1295319f3
--- /dev/null
+++ b/Talents/Die/Martial/index.md
@@ -0,0 +1,35 @@
+---
+title: Martial Die
+parent: Die Talents
+grand_parent: Talents
+---
+
+# Martial Die Talents
+
+## d6 Martial Die
+
+
+
+#### **Cost** 10 Character Points
**Prerequisite:** Character Value 200 Points
+Your martial die increases to a d6.
+
+## d8 Martial Die
+
+
+
+#### **Cost** 25 Character Points
**Prerequisite:** d6 Martial Die and Character Value 300 Points
+Your martial die increases to a d8.
+
+## d10 Martial Die
+
+
+
+#### **Cost** 50 Character Points
**Prerequisite:** d8 Martial Die and Character Value 500 Points
+Your martial die increases to a d10.
+
+## d12 Martial Die
+
+
+
+#### **Cost** 80 Character Points
**Prerequisite:** d10 Martial Die and Character Value 700 Points
+Your martial die increases to a d12.
diff --git a/Talents/Die/Recovery/index.md b/Talents/Die/Recovery/index.md
new file mode 100644
index 000000000..71047963d
--- /dev/null
+++ b/Talents/Die/Recovery/index.md
@@ -0,0 +1,35 @@
+---
+title: Recovery Die
+parent: Die Talents
+grand_parent: Talents
+---
+
+# Recovery Die Talents
+
+## d6 Recovery Die
+
+
+
+#### **Cost** 5 Character Points
+Your recovery die increases to a d6 and your stamina increases to 2× your Constitution score.
+
+## d8 Recovery Die
+
+
+
+#### **Cost** 10 Character Points
**Prerequisite:** d6 Recovery Die and 10 CP invested in one of the following talent trees: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, or Warlock
+Your recovery die increases to a d8 and your stamina increases to 3× your Constitution score.
+
+## d10 Recovery Die
+
+
+
+#### **Cost** 15 Character Points
**Prerequisite:** d8 Recovery Die and 10 CP invested in one of the following talent trees: Barbarian, Fighter, Paladin, or Ranger
+Your recovery die increases to a d10 and your stamina increases to 4× your Constitution score.
+
+## d12 Recovery Die
+
+
+
+#### **Cost** 25 Character Points
**Prerequisite:** d10 Recovery Die and 10 CP invested in the Barbarian talent tree
+Your recovery die increases to a d12 and your stamina increases to 5× your Constitution score.
diff --git a/Talents/Die/index.md b/Talents/Die/index.md
new file mode 100644
index 000000000..6073b6327
--- /dev/null
+++ b/Talents/Die/index.md
@@ -0,0 +1,8 @@
+---
+title: Die Talents
+parent: Talents
+has_children: true
+nav_order: 1
+---
+
+# Die Talents
diff --git a/Talents/Druid/Dream/index.md b/Talents/Druid/Dream/index.md
index 69229eba2..d523fa67f 100644
--- a/Talents/Druid/Dream/index.md
+++ b/Talents/Druid/Dream/index.md
@@ -1,6 +1,6 @@
---
Title: Dreams
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Firethorn/index.md b/Talents/Druid/Firethorn/index.md
index be02e0520..e7f29a4f7 100644
--- a/Talents/Druid/Firethorn/index.md
+++ b/Talents/Druid/Firethorn/index.md
@@ -1,6 +1,6 @@
---
title: Firethorn
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Land/index.md b/Talents/Druid/Land/index.md
index 71e28bb67..c9c90f333 100644
--- a/Talents/Druid/Land/index.md
+++ b/Talents/Druid/Land/index.md
@@ -1,6 +1,6 @@
---
Title: Land
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Menhir/index.md b/Talents/Druid/Menhir/index.md
index ac96fe338..7c22c2f52 100644
--- a/Talents/Druid/Menhir/index.md
+++ b/Talents/Druid/Menhir/index.md
@@ -1,6 +1,6 @@
---
title: Menhir
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Primal/index.md b/Talents/Druid/Primal/index.md
index 0a69eb691..d33cc46db 100644
--- a/Talents/Druid/Primal/index.md
+++ b/Talents/Druid/Primal/index.md
@@ -1,6 +1,6 @@
---
Title: Primal
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Spores/index.md b/Talents/Druid/Spores/index.md
index e65083bf5..1646a531d 100644
--- a/Talents/Druid/Spores/index.md
+++ b/Talents/Druid/Spores/index.md
@@ -1,6 +1,6 @@
---
Title: Spores
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Stargazer/index.md b/Talents/Druid/Stargazer/index.md
index 78092d9fd..b1b0f7d2c 100644
--- a/Talents/Druid/Stargazer/index.md
+++ b/Talents/Druid/Stargazer/index.md
@@ -1,6 +1,6 @@
---
Title: Stargazer
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Warden/index.md b/Talents/Druid/Warden/index.md
index 3b99b7fb1..d59031043 100644
--- a/Talents/Druid/Warden/index.md
+++ b/Talents/Druid/Warden/index.md
@@ -1,6 +1,6 @@
---
Title: Warden
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/Wildfire/index.md b/Talents/Druid/Wildfire/index.md
index 29d11d9be..708653cf2 100644
--- a/Talents/Druid/Wildfire/index.md
+++ b/Talents/Druid/Wildfire/index.md
@@ -1,6 +1,6 @@
---
Title: Wildfire
-parent: Druid Talent Tree
+parent: Druid Talents
grand_parent: Talents
---
diff --git a/Talents/Druid/index.md b/Talents/Druid/index.md
index 542e09772..cd4ff45b5 100644
--- a/Talents/Druid/index.md
+++ b/Talents/Druid/index.md
@@ -1,11 +1,10 @@
---
-title: Druid Talent Tree
+title: Druid Talents
parent: Talents
has_children: true
-nav_order: 5
---
-# Druid Talent Tree (Disciple)
+# Druid Talent Tree
Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilisation. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilisation.
## Bonus Proficiencies
diff --git a/Talents/Fighter/BattleMaster/index.md b/Talents/Fighter/BattleMaster/index.md
index 49fed57ef..5f87265ab 100644
--- a/Talents/Fighter/BattleMaster/index.md
+++ b/Talents/Fighter/BattleMaster/index.md
@@ -1,6 +1,6 @@
---
title: Battle Master
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Brawler/index.md b/Talents/Fighter/Brawler/index.md
index 4079009ac..878703e4f 100644
--- a/Talents/Fighter/Brawler/index.md
+++ b/Talents/Fighter/Brawler/index.md
@@ -1,6 +1,6 @@
---
title: Brawler
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Cavalier/index.md b/Talents/Fighter/Cavalier/index.md
index 7bf7c3f09..df6174e61 100644
--- a/Talents/Fighter/Cavalier/index.md
+++ b/Talents/Fighter/Cavalier/index.md
@@ -1,6 +1,6 @@
---
title: Cavalier
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Champion/index.md b/Talents/Fighter/Champion/index.md
index 76380f805..9547e9da8 100644
--- a/Talents/Fighter/Champion/index.md
+++ b/Talents/Fighter/Champion/index.md
@@ -1,6 +1,6 @@
---
title: Champion
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Commander/index.md b/Talents/Fighter/Commander/index.md
index 40a0c9080..6e6cc2729 100644
--- a/Talents/Fighter/Commander/index.md
+++ b/Talents/Fighter/Commander/index.md
@@ -1,6 +1,6 @@
---
title: Commander
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Maneuvers/index.md b/Talents/Fighter/Maneuvers/index.md
index 682abc14f..e063aa88d 100644
--- a/Talents/Fighter/Maneuvers/index.md
+++ b/Talents/Fighter/Maneuvers/index.md
@@ -1,10 +1,11 @@
---
title: Maneuvers
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
+nav_order: 1
---
-# Maneuvers ([Fighter](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighter))
+# Maneuvers
Maneuvers are used by the [Fighter Talent Tree](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighter) and presented in alphabetical order. You may only use one maneuver once per turn.
## Commander's Strike
diff --git a/Talents/Fighter/MirrorKnight/index.md b/Talents/Fighter/MirrorKnight/index.md
index 4c38a7c95..15d5e506f 100644
--- a/Talents/Fighter/MirrorKnight/index.md
+++ b/Talents/Fighter/MirrorKnight/index.md
@@ -1,6 +1,6 @@
---
title: Mirror Knight
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Noble/index.md b/Talents/Fighter/Noble/index.md
index 3f850fc33..b51131b63 100644
--- a/Talents/Fighter/Noble/index.md
+++ b/Talents/Fighter/Noble/index.md
@@ -1,6 +1,6 @@
---
title: Noble Warrior
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/PsionicWarrior/index.md b/Talents/Fighter/PsionicWarrior/index.md
index 5be2e1c7c..69f9f166b 100644
--- a/Talents/Fighter/PsionicWarrior/index.md
+++ b/Talents/Fighter/PsionicWarrior/index.md
@@ -1,6 +1,6 @@
---
title: Psionic Warrior
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/RunicWarrior/index.md b/Talents/Fighter/RunicWarrior/index.md
index b16532685..5fa4d0a46 100644
--- a/Talents/Fighter/RunicWarrior/index.md
+++ b/Talents/Fighter/RunicWarrior/index.md
@@ -1,6 +1,6 @@
---
title: Runic Warrior
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/Spellblade/index.md b/Talents/Fighter/Spellblade/index.md
index 25a4689a8..a9eb33e70 100644
--- a/Talents/Fighter/Spellblade/index.md
+++ b/Talents/Fighter/Spellblade/index.md
@@ -1,6 +1,6 @@
---
title: Spellblade
-parent: Fighter Talent Tree
+parent: Fighter Talents
grand_parent: Talents
---
diff --git a/Talents/Fighter/index.md b/Talents/Fighter/index.md
index a6dd4dbb6..a3dff0df3 100644
--- a/Talents/Fighter/index.md
+++ b/Talents/Fighter/index.md
@@ -1,11 +1,10 @@
---
-title: Fighter Talent Tree
+title: Fighter Talents
parent: Talents
has_children: true
-nav_order: 6
---
-# Fighter Talent Tree ([Warrior](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Warrior/))
+# Fighter Talent Tree
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armour, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.
## Bonus Proficiencies
diff --git a/Talents/Fighting/Berserk/index.md b/Talents/Fighting/Berserk/index.md
new file mode 100644
index 000000000..ce093652e
--- /dev/null
+++ b/Talents/Fighting/Berserk/index.md
@@ -0,0 +1,28 @@
+---
+title: Berserk
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Berserk Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at returning pain to those who deliver it. While you are wielding a melee weapon with which you are proficient, you gain the following benefit:
+* When you deal damage to a creature that includes your Strength modifier, you add twice your Strength modifier if that creature dealt damage to you since the start of your last turn.
+* When you choose to let an attack hit you, the creature rolls the damage as normal instead of choosing the maximum.
+
+ (Normally, you can choose to allow a miss to hit you. If you do so, the attacker chooses the maximum amount of damage instead of rolling.)
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Berserk Fighting Style
+You've mastered returning pain to those who deliver it, becoming a scourge on the battlefield. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
+* When a creature deals damage to you with a melee weapon, it provokes an opportunity attack from you. On a hit, your weapon dice deal maxiumum damage.
+* When a creature scores a critical hit against you, you have +1d on the first attack you make against that creature before the end of your next turn.
+* You have +1d to your defences vs effects that would force you to act against your will, be frightened, or prevent you from attacking a creature.
diff --git a/Talents/Fighting/Brawling/index.md b/Talents/Fighting/Brawling/index.md
new file mode 100644
index 000000000..0a57c29cb
--- /dev/null
+++ b/Talents/Fighting/Brawling/index.md
@@ -0,0 +1,29 @@
+---
+title: Brawling
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Brawling Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at using your weight to your advantage. You gain the following benefits:
+* Your unarmed strike and improvised weapon damage die increases by one step (e.g. from 1 to 1d4).
+* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can attempt to grapple the target as a free action.
+
+> The damage die size increases from brawling fighting style and brawling mastery **do** apply to the damage die of natural weapons. For example, the damage die of a longtooth shifter's fangs increases from 1d6 to 1d8.
+>
+> If you use your martial feat die for your unarmed damage die, then the increased damage die size from brawling fighting style and brawling mastery **do not** apply. For example, a warrior with a martial feat die of 1d6, brawling fighting style and the martial arts talent from the monk talent tree deals 1d6 damage with their unarmed strikes, not 1d8.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Brawling Fighting Style
+You've mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:
+* Your unarmed strike and improvised weapon damage die increases by one step (e.g. from 1d4 to 1d6) and improvised weapons wielded by you have the [versatile](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Glossary/#versatile) weapon property.
+* Your speed isn't halved by carrying a grappled creature who is the same size category as you or smaller.
diff --git a/Talents/Fighting/Covert/index.md b/Talents/Fighting/Covert/index.md
new file mode 100644
index 000000000..f98a01fa7
--- /dev/null
+++ b/Talents/Fighting/Covert/index.md
@@ -0,0 +1,27 @@
+---
+title: Covert
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Covert Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting from unseen angles. You gain the following benefits:
+* Once per turn, you can take the Hide action as a free action.
+* Creatures that you've dealt damage to since the start of your last turn have -1d on [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) checks made to find you.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Covert Fighting Style
+You've mastered fighting from unseen angles, gaining an advantage over your foes. You gain the following benefits:
+* You can try to hide when you are lightly obscured from the creature from which you are hiding.
+* Dim light doesn't impose -1d on your [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) checks that rely on sight.
+* When you are hidden from a creature and miss it with an unarmed strike or weapon attack, making the attack doesn't automatically reveal your position.
+* Once per turn, when you deal damage to a creature with an unarmed strike or weapon attack while hidden from it, your weapon dice deal maximum damage.
diff --git a/Talents/Fighting/Defence/index.md b/Talents/Fighting/Defence/index.md
new file mode 100644
index 000000000..c99804816
--- /dev/null
+++ b/Talents/Fighting/Defence/index.md
@@ -0,0 +1,26 @@
+---
+title: Defence
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Defence Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled in the art of defending yourself. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:
+* You can use an action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
+* You have +1d to Strength checks to avoid being moved.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Defence Fighting Style
+You've mastered the art of defending yourself, treating your armour as a second skin. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:
+* When you are hit by a melee or ranged attack, the damage roll has -1d.
+* Once per round, when a creature makes a melee attack against you while within your reach, whether the attack hits or misses, the creature must make a Strength defence check vs your passive [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill, or be shoved up to 10 feet directly away from you.
+* The time that it takes for you to don and doff armour is reduced by half.
diff --git a/Talents/Fighting/Disruption/index.md b/Talents/Fighting/Disruption/index.md
new file mode 100644
index 000000000..b963ee11a
--- /dev/null
+++ b/Talents/Fighting/Disruption/index.md
@@ -0,0 +1,26 @@
+---
+title: Disruption
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Disruption Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting and interfering with spellcasters. You gain the following benefits:
+* When you roll vs a creature's Constitution defence to break their concentration and miss, you can use an action to reroll. You must use the new roll.
+* Once per round, when a hostile creature attempts to cast a spell while within 5 feet of you, they must first make a Constitution defence check of DC = 10 + the spell's level. On a failure, the spell isn't cast and any mana is wasted.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Disruption Fighting Style
+You've mastered fighting and interfering with spellcasters, confounding their concentration. You gain the following benefits:
+* When a creature within 30 feet of you that you can see casts a spell, they provoke an opportunity attack from you.
+* You have +1d whenever you roll vs a creature's Constitution defence to make them break their concentration.
+* If you've dealt damage to a spellcaster since the start of your last turn and can see that spellcaster, then you have +1d to your defences vs spells cast by that creature.
diff --git a/Talents/Fighting/Double/index.md b/Talents/Fighting/Double/index.md
new file mode 100644
index 000000000..43d484c94
--- /dev/null
+++ b/Talents/Fighting/Double/index.md
@@ -0,0 +1,27 @@
+---
+title: Double-Bladed
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Double-Bladed Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Martial Blade Proficiency
+You are skilled at fighting with double-bladed weapons. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:
+* When you engage in Double-Weapon Fighting, you can add your ability modifier to the damage of your Double-Weapon Fighting attack.
+* When you attempt to [Shove](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Shove/) a creature, instead of making an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with +1d.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Double-Bladed Fighting Style
+You've mastered fighting with double-bladed weapons, using both ends to devastating effect. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:
+* Whenever you roll the maximum on a weapon damage die against a creature, you gain +1d to the next attack roll that you make against the same creature before the end of your next turn.
+* You can engage in Double-Weapon Fighting even when the weapon that you are wielding lacks the light property.
+* Grasping a double weapon that you are wielding in only one hand with your other hand no longer requires an action.
+* Before you make a melee weapon attack, you can choose to suffer -1d. If the attack hits, your weapon dice deal maximum damage.
diff --git a/Talents/Fighting/Dual/index.md b/Talents/Fighting/Dual/index.md
new file mode 100644
index 000000000..23e283fcb
--- /dev/null
+++ b/Talents/Fighting/Dual/index.md
@@ -0,0 +1,25 @@
+---
+title: Dual Wielding
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Dual Wielding Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting with two weapons. While you are wielding separate weapons with which you are proficient in each hand, you gain the following benefits:
+* When you [Dual Wield](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Dual/), you can add your ability modifier to the damage of your Two-Weapon Fighting attack as long as it doesn't already include that modifier.
+* When you [Dual Wield](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Dual/), if you are wielding two weapons with the parry property, then you may apply both of their parry bonuses to your Strength defence vs melee attacks.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Dual Wielding Fighting Style
+You've mastered fighting with two weapons, becoming a flurry of motion. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:
+* You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't finesse or light. Instead, these weapons may not be unwieldy or versatile.
+* When you make an opportunity attack, you can attack with both of your weapons.
diff --git a/Talents/Fighting/Dueling/index.md b/Talents/Fighting/Dueling/index.md
new file mode 100644
index 000000000..aacce971f
--- /dev/null
+++ b/Talents/Fighting/Dueling/index.md
@@ -0,0 +1,25 @@
+---
+title: Dueling
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Dueling Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled in the art of fighting with a single weapon. While you are wielding a weapon with which you are proficient in one hand and no other weapons, you gain the following benefit:
+* You have +1d on feint attempts and to avoid being disarmed.
+* Once on each of your turns, drawing or stowing a one-handed weapon is a free action.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Dueling Fighting Style
+You've mastered the art of fighting with a single weapon, making one weapon feel like many. While you are wielding a weapon with which you are proficient in one hand and no other weapons, you gain the following benefits:
+* When you miss with a weapon attack on your turn, you have +1d on your next attack against the same target.
+* Each round, the first time that a creature hits you with a melee attack, if +1d to your defence score would cause the attack to miss, then the attack misses.
diff --git a/Talents/Fighting/Equilibrium/index.md b/Talents/Fighting/Equilibrium/index.md
new file mode 100644
index 000000000..13c4615cf
--- /dev/null
+++ b/Talents/Fighting/Equilibrium/index.md
@@ -0,0 +1,26 @@
+---
+title: Equilibrium
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Equilibrium Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting without the confines of armour. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
+* You can use an action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain +1d to Dexterity defence vs effects that the target controls while marked. You can only have one creature marked in this way at a time.
+* You have +1d to Dexterity checks to avoid being moved.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Equilibrium Fighting Style
+You've mastered fighting without the confines of armour, treating combat as an elegant dance. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
+* When a creature misses you with a weapon attack, it provokes an opportunity attack from you.
+* Each round, the first time that a creature hits you with a weapon attack, if +1d to your defence score would cause the attack to miss, then the attack misses.
+* Once per round, if you are disarmed and have a free hand, then you catch the weapon immediately.
diff --git a/Talents/Fighting/Formation/index.md b/Talents/Fighting/Formation/index.md
new file mode 100644
index 000000000..e3752dfa2
--- /dev/null
+++ b/Talents/Fighting/Formation/index.md
@@ -0,0 +1,27 @@
+---
+title: Formation
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Formation Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits:
+* Once per turn, you can take the [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) action as a free action.
+* When you move on your turn, you can use an action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you and this movement can't exceed the ally's speed.
+* When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Formation Fighting Style
+You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits:
+* When a creature within your reach misses an ally of yours with a melee attack, it provokes an opportunity attack from you.
+* Each round, the first time that an ally within 5 feet of you is hit by a weapon attack and the result of the attack roll exceeds their defence by less than your martial skill, the attack misses them.
+* When you take the [Guard](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Guard/) action, the target gains an additional +1d to its defences vs melee and ranged attacks, for a total of +2d.
diff --git a/Talents/Fighting/Great/index.md b/Talents/Fighting/Great/index.md
new file mode 100644
index 000000000..59983b6b3
--- /dev/null
+++ b/Talents/Fighting/Great/index.md
@@ -0,0 +1,27 @@
+---
+title: Great Weapon
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Great Weapon Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefit:
+* When you make a melee attack and the attack roll hits both the target's strength and dexterity defences, then the target suffers damage as normal and is shoved as per the [Shove](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Shove/) action.
+* Grasping a two-handed weapon you are wielding in only one hand with your other hand is a free action.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Great Weapon Fighting Style
+You've mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefits:
+* On your turn, when you score a critical hit, or reduce a creature to 0 hit points with a melee weapon, you have +1d on your next melee weapon attack.
+* ~~When you miss with a melee weapon attack, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll. On a hit, this attack deals bludgeoning damage equal to your Strength modifier.~~ Rework to apply shock damage on miss?
+* Before you make an attack with a two-handed melee weapon with which you are proficient, you can choose to suffer -1d. If the attack hits, your weapon dice deal maximum damage.
+* While wielding the weapon in two hands, you have +1d to avoid being disarmed.
diff --git a/Talents/Fighting/Guerrilla/index.md b/Talents/Fighting/Guerrilla/index.md
new file mode 100644
index 000000000..92aa1917e
--- /dev/null
+++ b/Talents/Fighting/Guerrilla/index.md
@@ -0,0 +1,27 @@
+---
+title: Guerrilla
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Guerrilla Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at maneuvering across the battlefield. You gain the following benefits:
+* Once per turn, you can [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) as a free action.
+* When you take the [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) action, you ignore non-magical difficult terrain, and you have +1d on the first ability check to avoid an effect that impairs your movement speed or forces you to move before the start of your next turn.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Guerrilla Fighting Style
+You've mastered maneuvering across the battlefield, sliding through openings that others might not see. You gain the following benefits:
+* You can move through a hostile creature's space regardless of that creature's size.
+* When you hit a creature with an opportunity attack, you can move up to half your speed (no action required) without provoking attacks of opportunity from that creature.
+* Once per turn, when you hit a creature with a weapon attack, if another enemy of the creature is within 5 feet of it, and that enemy isn't incapacitated, your weapon dice deal maximum damage.
+* Each round, the first time that a hostile creature moves until you are within their melee reach, you [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) as a free action and move half your speed away from them. If you encounter an obstacle or hazard, you take the shortest route around it. If this is not possible, then you stop. If you could already [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) as a free action and move up to half your speed (such as if you are a Scout Rogue), then you also do this the second time that a hostile creature moves until you are within their melee reach.
diff --git a/Talents/Fighting/Mounted/index.md b/Talents/Fighting/Mounted/index.md
new file mode 100644
index 000000000..b5e1a3f6c
--- /dev/null
+++ b/Talents/Fighting/Mounted/index.md
@@ -0,0 +1,26 @@
+---
+title: Mounted
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Mounted Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at fighting while mounted. You gain the following benefits:
+* Once per turn, you can take the [Mount](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Mount/) action as a free action.
+* You can force an attack targeted at your mount to target you instead, provided you are a valid target for that attack.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Mounted Fighting Style
+You've mastered the art of fighting while mounted, moving seamlessly with your companion. While you are mounted on a controlled creature, you gain the following benefits:
+* Once per turn, you can choose to suffer -1d on a melee weapon attack roll against an unmounted creature that is smaller than your mount. If the attack hits, your weapon dice deal maximum damage.
+* Each round, the first time that your mount is subjected to an effect that targets its Dexterity defence and deals only half damage on a miss, it instead takes no damage if it is missed and only half damage if it is hit.
+* While mounted, your mount no longer shares your multi-attack penalty.
diff --git a/Talents/Fighting/Onslaught/index.md b/Talents/Fighting/Onslaught/index.md
new file mode 100644
index 000000000..dc90f0927
--- /dev/null
+++ b/Talents/Fighting/Onslaught/index.md
@@ -0,0 +1,27 @@
+---
+title: Onslaught
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Onslaught Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at using your momentum to your advantage. You gain the following benefits:
+* Once per turn, you can [Stride](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Stride/) as a free action.
+* When you attempt to trip a creature, instead of making an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with +1d.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Onslaught Fighting Style
+You've mastered using your momentum to your advantage, effectively pummeling creatures into submission and keeping them down once they fall. You gain the following benefits:
+* When a creature falls prone within 5 feet of you, it provokes an attack of opportunity from you.
+* You gain an additional +1d on melee weapon attacks due to a creature being prone, for a total of +2d.
+* When a prone creature within 5 feet of you attempts to stand, they provoke an opportunity attack from you.
+* Once on each of your turns, if you move at least 10 feet in a straight line towards a creature before hitting it with a melee weapon attack, your weapon dice deal maximum damage.
diff --git a/Talents/Fighting/Sentinel/index.md b/Talents/Fighting/Sentinel/index.md
new file mode 100644
index 000000000..ec51d8810
--- /dev/null
+++ b/Talents/Fighting/Sentinel/index.md
@@ -0,0 +1,26 @@
+---
+title: Sentinel
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Sentinel Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at techniques that take advantage of every drop in any enemy's guard. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
+* Creatures also provoke an attack of opportunity when they enter your reach.
+* When you hit a creature that is no more than one size larger than you with an attack of opportunity, the creature's speed becomes 0 for the rest of the turn.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Sentinel Fighting Style
+You've mastered techniques to take advantage of every drop in any enemy's guard; in tight spaces you are indomitable. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
+* Creatures within your reach provoke opportunity attacks from you even if they take the [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) action.
+* You can use an action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you may make a number of additional attacks of opportunity equal to your Dexterity modifier.
+* When you [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/), you may make one additional attack of opportunity that round.
diff --git a/Talents/Fighting/Sharpshooter/index.md b/Talents/Fighting/Sharpshooter/index.md
new file mode 100644
index 000000000..0128bf7ce
--- /dev/null
+++ b/Talents/Fighting/Sharpshooter/index.md
@@ -0,0 +1,25 @@
+---
+title: Sharpshooter
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Sharpshooter Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
+* Once per turn, you can mark a target 30 feet or greater from you. If you do so and that target moves at least 5 feet before the start of your next turn, then they provoke an attack of opportunity from you. You may use a ranged weapon for that opportunity attack.
+* If your target has lesser, standard or greater cover, then your ranged weapon attacks against targets 30 feet or greater from you consider the target's cover bonus to be reduced by one step.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Sharpshooter Fighting Style
+You've mastered ranged weapons and can easily make shots that others find impossible. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
+* The dice pool penalty for attacking with a ranged weapon at long range is reduced by 1.
+* Before you make an attack with a ranged weapon with which you are proficient vs a targat that is 30 feet or greater from you, you can choose to suffer -1d. If the attack hits, your weapon dice deal maximum damage.
diff --git a/Talents/Fighting/Shield/index.md b/Talents/Fighting/Shield/index.md
new file mode 100644
index 000000000..7d7f92c60
--- /dev/null
+++ b/Talents/Fighting/Shield/index.md
@@ -0,0 +1,26 @@
+---
+title: Shield
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Shield Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at using your shield to defend yourself, and you understand that shields are not just for protection but also for offense. While you are wielding a shield with which you are proficient, you gain the following benefits:
+* If you are wielding a heavy shield, you are no longer required to wield a weapon with the light property in the other hand.
+* Once per turn, you can [Shove](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Melee/Shove/) a creature with your shield as a free action.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Shield Fighting Style
+You've mastered using a shield to defend yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:
+* If you aren't incapacitated, you can add shield bonus to your Dexterity defence vs indirect spells or other harmful effects.
+* Each round, the first time that a creature that you can see damages you, the weapon dice deal minimum damage.
+* Each round, the first time that you are missed by an effect that targets your Dexterity defence and deals half damage on a miss, you instead take no damage.
diff --git a/Talents/Fighting/Snapshot/index.md b/Talents/Fighting/Snapshot/index.md
new file mode 100644
index 000000000..15dc80a4d
--- /dev/null
+++ b/Talents/Fighting/Snapshot/index.md
@@ -0,0 +1,25 @@
+---
+title: Snapshot
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Snapshot Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at getting up close and personal with ranged weapons. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
+* When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have -1d on the attack roll.
+* If your target has lesser, standard or greater cover, then your ranged weapon attacks against targets within 30 feet of you consider the target's cover bonus to be reduced by one step.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Snapshot Fighting Style
+You've mastered getting up close and personal with ranged weapons, maintaining both rate of fire and accuracy. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
+* Other creatures provoke an attack of opportunity from you when they move to within 30 feet of you and you can use ranged weapons when making attacks of opportunity.
+* Before you make an attack with a ranged weapon with which you are proficient vs a targat that is within 30 feet of you, you can choose to suffer -1d. If the attack hits, your weapon dice deal maximum damage.
\ No newline at end of file
diff --git a/Talents/Fighting/Throwing/index.md b/Talents/Fighting/Throwing/index.md
new file mode 100644
index 000000000..b298143ec
--- /dev/null
+++ b/Talents/Fighting/Throwing/index.md
@@ -0,0 +1,28 @@
+---
+title: Throwing
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Throwing Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
+* Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack.
+* Whenever you make a ranged attack with a thrown weapon, you can move up to 5 feet.
+* Once per turn, when you miss with a ranged attack that used a thrown weapon, you can repeat the attack against a creature behind the original target, provided that the new target is within 15 feet of the initial target. This is a free action.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Throwing Fighting Style
+You've mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
+* When you are wielding a thrown weapon, the dice pool penalty for attacking with a ranged weapon at long range is reduced by 1.
+* Once per turn, you can make a ranged weapon attack with a thrown weapon against a target within the weapon's normal range as a free action. This attack suffers -1d to hit.
+* When you hit a creature with a ranged attack that used thrown weapon, you have +1d on your next melee weapon attack against that creature before the end of your next turn.
+* Once per turn, you can draw a weapon with the thrown property as a free action.
diff --git a/Talents/Fighting/Versatile/index.md b/Talents/Fighting/Versatile/index.md
new file mode 100644
index 000000000..61d644772
--- /dev/null
+++ b/Talents/Fighting/Versatile/index.md
@@ -0,0 +1,27 @@
+---
+title: Versatile
+parent: Fighting Styles
+grand_parent: Talents
+---
+
+# Versatile Fighting Style
+
+## Style
+
+
+
+#### **Cost:** 5 Character Points
+You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
+* When you miss with a melee weapon attack on your turn while wielding a weapon in two hands, you benefit from +1d if you attack the same target while wielding the same weapon in one hand before the end of your turn.
+* When you miss with a melee weapon attack on your turn while wielding a weapon in one hand, you benefit from +1d if you attempt to shove or trip that creature before the end of your turn.
+* Grasping a versatile weapon you are wielding in only one hand with your other hand no longer requires an action.
+
+## Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Versatile Fighting Style
+You've mastered using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and other weapons, you gain the following benefits:
+* Each round, the first time that you are the target of a melee weapon attack, your attacker provokes an attack of opportunity from you. On a hit, the target suffers the attack’s normal effects and you impose -1d on the attack roll made against you.
+* Once per turn, when you make an attack roll while wielding a weapon in two hands, you can attempt to follow up on the attack. If the attack hits, make a secondary attack roll vs the creature's Strength defence. On a hit, the creature is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking attacks of opportunity.
+* Once per turn, when you make an attack roll while you are wielding a weapon in one hand, the target is wielding a shield and your other hand is empty, you can use your other hand to pull down the shield as a free action. If you do so, the creature gains no benefit to defence from its shield for that attack.
diff --git a/Talents/Fighting/index.md b/Talents/Fighting/index.md
new file mode 100644
index 000000000..2b5c3890d
--- /dev/null
+++ b/Talents/Fighting/index.md
@@ -0,0 +1,7 @@
+---
+title: Fighting Styles
+parent: Talents
+has_children: true
+---
+
+# Fighting Styles
diff --git a/Talents/Universal/General/index.md b/Talents/General/index.md
similarity index 99%
rename from Talents/Universal/General/index.md
rename to Talents/General/index.md
index 76f3ccaae..5bc480bf2 100644
--- a/Talents/Universal/General/index.md
+++ b/Talents/General/index.md
@@ -1,7 +1,6 @@
---
title: General Talents
-parent: Universal Talents
-grand_parent: Talents
+parent: Talents
---
# General Talents
diff --git a/Talents/Universal/Magic/index.md b/Talents/Magic/Other/index.md
similarity index 65%
rename from Talents/Universal/Magic/index.md
rename to Talents/Magic/Other/index.md
index bf988f3aa..571129156 100644
--- a/Talents/Universal/Magic/index.md
+++ b/Talents/Magic/Other/index.md
@@ -1,20 +1,17 @@
---
-title: Magic Talents
-parent: Universal Talents
+title: Other
+parent: Magic Talents
grand_parent: Talents
+nav_order: 2
---
-# Magic Talents
+# Other Magic Talents
-## Magic Initiateᴮᴳ
-Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list.
-
-In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
+## Meta-Magician
-Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
+
-## Meta-Magician
-*Prerequisite: Wizard*
+#### **Cost:** 10 Character Points
**Prerequisite:** Wizard
As a wizard’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Casting a spell in such a way is harder than normal and spells modified by metamagic are cast at a higher level than normal.
In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast at a higher spell level. The modifications made only apply to spells cast directly by the wizard. A wizard can’t use metamagic to alter a spell being cast from a wand, scroll, or other device. A wizard can apply multiple metamagic effects to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic effect more than once to a single spell.
@@ -47,16 +44,19 @@ When you cast a spell that targets only one creature and doesn't have a range of
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.
-## Twin Secrets
-You can concentrate on two spells simultaneously without incurring exhaustion. Whenever you take damage while you are concentrating on two spells, the attacker rolls with a bonus of the sum of the levels of both spells, or half the damage that you took, whichever number is higher, vs your spellcasting attribute's defence to break your concentration. Alternatively, you can choose to stop concentrating on one spell, to retain concentration on the other.
-
## War Caster
-_**Prerequisite:** The ability to cast spells_
+
+
+
+#### **Cost:** 10 Character Points
You've practiced casting powers in the midst of combat, learning techniques that grant you the following benefits:
-* Attempts to break your concentration on a spell when you take damage suffer disadvantage.
+* Attempts to break your concentration on a spell when you take damage suffer -1d.
* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
-* On your turn, you may declare that, for the next round, when a hostile creature provokes an opportunity attack from you, you will cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
+* On your turn, you may declare that, for the next round, when a hostile creature provokes an attack of opportunity from you, you will cast a spell at the creature, rather than making an attack of opportunity. The spell must have a casting time of 2 actions or less and must target only that creature.
+
+## Well of Power
+
+
-## Well of Powerᴮᴳ
-A deep wellspring of magical power resides within you.
-* Increase your mana by one per short rest, or by three per long rest.
+#### **Cost:** 10 Character Points
+A deep wellspring of magical power resides within you. Increase your mana by one per short rest, or by three per long rest.
diff --git a/Talents/Magic/Spellcasting/index.md b/Talents/Magic/Spellcasting/index.md
new file mode 100644
index 000000000..5659e65a6
--- /dev/null
+++ b/Talents/Magic/Spellcasting/index.md
@@ -0,0 +1,143 @@
+---
+title: Spellcasting
+parent: Magic Talents
+grand_parent: Talents
+nav_order: 1
+---
+
+# Spellcasting Talents
+
+In order to cast a spell, your spellcasting attribute must be equal to, or higher than, 10 + the spell's level.
+
+| Talent | CP | Spell Level Prerequisite | Character Value Prerequisite | Spellcasting Attribute Prerequisite |
+|:-------|:--:|:------------------------:|:----------------------------:|:-----------------------------------:|
+| 1st Level Spells | 10 | - | - | 11 |
+| 2nd Level Spells | 15 | 1st | 175 | 12 |
+| 3rd Level Spells | 20 | 2nd | 210 | 13 |
+| 4th Level Spells | 25 | 3rd | 255 | 14 |
+| 5th Level Spells | 30 | 4th | 310 | 15 |
+| 6th Level Spells | 35 | 5th | 375 | 16 |
+| 7th Level Spells | 50 | 6th | 460 | 17 |
+| 8th Level Spells | 65 | 7th | 575 | 18 |
+| 9th Level Spells | 80 | 8th | 720 | 19 |
+| 10th Level Spells | 100 | 9th | 900 | 20 |
+
+See [Spells Rules](https://stormchaserroleplaying.com/stormchaserRPG/Spellcasting/) for the general rules of spellcasting.
+
+## 1st Level Spells
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Spellcasting Attribute of 11 or Higher
+Choose either arcane or divine spellcasting. Arcane spellcasters cast spells from the [Arcane Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Arcane/). Divine spellcasters cast spells from the [Divine Spell List](https://stormchaserroleplaying.com/stormchaserRPG/Spells/Lists/Divine/). If you wish to learn both, then you must take this talent a second time.
+
+### Arcane Spellcasting
+When you choose arcane spellcasting, you must also choose one of the three following traditions:
+* Occultism
+* Sorcery
+* Wizardry
+
+#### Spellcasting Attribute
+You must choose an attribute to be your spellcasting attribute. The attributes that you may choose from depend on your tradition:
+* Occultism: Intelligence, Wisdom, or Charisma
+* Sorcery: Constitution or Charisma
+* Wizardry: Intelligence or Wisdom
+
+You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the modifier of your chosen ability when making an attack roll with a spell that you cast.
+
+#### Spellcasting Focus
+You can use an arcane focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your arcane spells.
+
+### Divine Spellcasting
+The power of your spells comes from your devotion and attunement to a higher power.
+
+#### Spellcasting Attribute
+You must choose a mental attribute to be your spellcasting attribute: Intelligence, Wisdom or Charisma.
+
+You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use the modifier of your chosen ability when making an attack roll with a spell that you cast.
+
+#### Preparing Spells
+You prepare the list of spells that are available for you to cast, choosing from the divine spell list. When you do so, choose a number of disciple spells of each spell level that you can cast equal to your spellcasting ability modifer.
+
+For example, if you are a disciple with 3 talents, you have 15 mana. With a spellcasting ability of 16, your list of prepared spells can include 3 1st-level spells and 3 2nd-level spells. If you prepare the 1st-level spell cure wounds, you can cast it at 1st level or 2nd level. Casting the spell does not remove it from your list of prepared spells.
+
+You can change your list of prepared spells when you finish a long rest. Preparing a new list of disciple spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
+
+#### Spellcasting Focus
+You can use a holy symbol or druidic focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your disciple spells.
+
+### Cantrips
+You may choose a number of cantrips from your spell list equal to your spellcasting attribute modifier. If your spellcasting attribute modifier increases, then you learn additional cantrips of your choice.
+
+### Mana
+You have 3 mana with which to cast your spells of 1st level and higher. To cast one of these spells, you must expend an amount of mana equal to the spell’s level. You regain all expended mana when you finish a long rest.
+
+## 2nd Level Spells
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** 1st Level Spells, Spellcasting Attribute of 12 or Higher and Character Value 175 Points
+You can prepare and cast 2nd level spells. Your maximum mana increases to 6.
+
+## 3rd Level Spells
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** 2nd Level Spells, Spellcasting Attribute of 13 or Higher and Character Value 210 Points
+You can prepare and cast 3rd level spells. Your maximum mana increases to 9.
+
+## 4th Level Spells
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** 3rd Level Spells, Spellcasting Attribute of 14 or Higher and Character Value 255 Points
+You can prepare and cast 4th level spells. Your maximum mana increases to 13.
+
+## 5th Level Spells
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** 4th Level Spells, Spellcasting Attribute of 15 or Higher and Character Value 310 Points
+You can prepare and cast 5th level spells. Your maximum mana increases to 21.
+
+## 6th Level Spells
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** 5th Level Spells, Spellcasting Attribute of 16 or Higher and Character Value 375 Points
+You can prepare and cast 6th level spells. Your maximum mana increases to 22.
+
+## 7th Level Spells
+
+
+
+#### **Cost:** 50 Character Points
**Prerequisite:** 6th Level Spells, Spellcasting Attribute of 17 or Higher and Character Value 460 Points
+You can prepare and cast 7th level spells. Your maximum mana increases to 24.
+
+## 8th Level Spells
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisite:** 7th Level Spells, Spellcasting Attribute of 18 or Higher and Character Value 575 Points
+You can prepare and cast 8th level spells. Your maximum mana increases to 27.
+
+## 9th Level Spells
+
+
+
+#### **Cost:** 80 Character Points
**Prerequisite:** 8th Level Spells, Spellcasting Attribute of 19 or Higher and Character Value 720 Points
+You can prepare and cast 9th level spells. Your maximum mana increases to 31.
+
+## 10th Level Spells
+
+
+
+#### **Cost:** 100 Character Points
**Prerequisite:** 9th Level Spells, Spellcasting Attribute of 20 or Higher and Character Value 900 Points
+You can prepare and cast 10th level spells. Your maximum mana increases to 38 and you can cast 6th level spells repeatedly without taking necrotic damage for overcasting.
+
+## Overcasting Master
+
+
+
+#### **Cost:** 100 Character Points
**Prerequisite:** 10th Level Spells
+Your maximum mana increases to 42 and you can cast 7th level spells repeatedly without taking necrotic damage for overcasting.
diff --git a/Talents/Magic/index.md b/Talents/Magic/index.md
new file mode 100644
index 000000000..108f1f0c7
--- /dev/null
+++ b/Talents/Magic/index.md
@@ -0,0 +1,8 @@
+---
+title: Magic Talents
+parent: Talents
+has_children: true
+nav_order: 2
+---
+
+# Magic Talents
diff --git a/Talents/Martial/index.md b/Talents/Martial/index.md
deleted file mode 100644
index c35615ac5..000000000
--- a/Talents/Martial/index.md
+++ /dev/null
@@ -1,23 +0,0 @@
----
-title: Martial Feats Talent Tree
-parent: Talents
-nav_order: 15
----
-
-# Martial Feats Talent Tree
-
-## d6 Martial Feat Die
-*Prerequisite:* 3 Other Expert or Warrior Talents
-Your martial feat die increases to a d6.
-
-## d8 Martial Feat Die
-*Prerequisite:* d6 Martial Feat Die and 5 Other Expert or Warrior Talents
-Your martial feat die increases to a d8.
-
-## d10 Martial Feat Die
-*Prerequisite:* d8 Martial Feat Die and 8 Other Expert or Warrior Talents
-Your martial feat die increases to a d10.
-
-## d12 Martial Feat Die
-*Prerequisite:* d10 Martial Feat Die and 11 Other Expert or Warrior Talents
-Your martial feat die increases to a d12.
diff --git a/Talents/Monk/Astral/index.md b/Talents/Monk/Astral/index.md
index d31f6f4ae..92eb879f0 100644
--- a/Talents/Monk/Astral/index.md
+++ b/Talents/Monk/Astral/index.md
@@ -1,6 +1,6 @@
---
title: Astral Self
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Dragon/index.md b/Talents/Monk/Dragon/index.md
index 0f17e0912..76fbf56dd 100644
--- a/Talents/Monk/Dragon/index.md
+++ b/Talents/Monk/Dragon/index.md
@@ -1,6 +1,6 @@
---
title: Ascendant Dragon
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Drunken/index.md b/Talents/Monk/Drunken/index.md
index 624092db4..13118d089 100644
--- a/Talents/Monk/Drunken/index.md
+++ b/Talents/Monk/Drunken/index.md
@@ -1,6 +1,6 @@
---
title: Dunken Master
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Elements/index.md b/Talents/Monk/Elements/index.md
index 57c5d06c7..a44c8f4fe 100644
--- a/Talents/Monk/Elements/index.md
+++ b/Talents/Monk/Elements/index.md
@@ -1,6 +1,6 @@
---
title: Four Elements
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Hand/index.md b/Talents/Monk/Hand/index.md
index 104cc4650..f6905e4ef 100644
--- a/Talents/Monk/Hand/index.md
+++ b/Talents/Monk/Hand/index.md
@@ -1,6 +1,6 @@
---
title: Open Hand
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Kensei/index.md b/Talents/Monk/Kensei/index.md
index 2a5d3ae7d..451e88888 100644
--- a/Talents/Monk/Kensei/index.md
+++ b/Talents/Monk/Kensei/index.md
@@ -1,6 +1,6 @@
---
title: Kensei
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/LongDeath/index.md b/Talents/Monk/LongDeath/index.md
index 75f03f034..3e8c73b69 100644
--- a/Talents/Monk/LongDeath/index.md
+++ b/Talents/Monk/LongDeath/index.md
@@ -1,6 +1,6 @@
---
title: Long Death
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Mercy/index.md b/Talents/Monk/Mercy/index.md
index 1f895755e..1e66c3b44 100644
--- a/Talents/Monk/Mercy/index.md
+++ b/Talents/Monk/Mercy/index.md
@@ -1,6 +1,6 @@
---
title: Mercy
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/Shadow/index.md b/Talents/Monk/Shadow/index.md
index 9c308453c..df5f9e069 100644
--- a/Talents/Monk/Shadow/index.md
+++ b/Talents/Monk/Shadow/index.md
@@ -1,6 +1,6 @@
---
title: Shadow
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/SunSoul/index.md b/Talents/Monk/SunSoul/index.md
index 23dcd95ca..f59fd7407 100644
--- a/Talents/Monk/SunSoul/index.md
+++ b/Talents/Monk/SunSoul/index.md
@@ -1,6 +1,6 @@
---
title: Sun Soul
-parent: Monk Talent Tree
+parent: Monk Talents
grand_parent: Talents
---
diff --git a/Talents/Monk/index.md b/Talents/Monk/index.md
index 7fea880d2..16e67c710 100644
--- a/Talents/Monk/index.md
+++ b/Talents/Monk/index.md
@@ -1,11 +1,10 @@
---
-title: Monk Talent Tree
+title: Monk Talents
parent: Talents
has_children: true
-nav_order: 7
---
-# Monk Talent Tree ([Warrior](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Warrior/))
+# Monk Talent Tree
For the truly exemplary, martial skill transcends the battlefield. It is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
## Core Talents
diff --git a/Talents/Paladin/Ancients/index.md b/Talents/Paladin/Ancients/index.md
index b7c212a63..e4ad16243 100644
--- a/Talents/Paladin/Ancients/index.md
+++ b/Talents/Paladin/Ancients/index.md
@@ -1,6 +1,6 @@
---
title: Ancients
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Conquest/index.md b/Talents/Paladin/Conquest/index.md
index 02b0ce89f..f7caab3ee 100644
--- a/Talents/Paladin/Conquest/index.md
+++ b/Talents/Paladin/Conquest/index.md
@@ -1,6 +1,6 @@
---
title: Conquest
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Crown/index.md b/Talents/Paladin/Crown/index.md
index 11fbca241..813a439ef 100644
--- a/Talents/Paladin/Crown/index.md
+++ b/Talents/Paladin/Crown/index.md
@@ -1,6 +1,6 @@
---
title: Crown
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Devotion/index.md b/Talents/Paladin/Devotion/index.md
index c16c96127..d2b6f3cb7 100644
--- a/Talents/Paladin/Devotion/index.md
+++ b/Talents/Paladin/Devotion/index.md
@@ -1,6 +1,6 @@
---
title: Devotion
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Glory/index.md b/Talents/Paladin/Glory/index.md
index dec419bc7..135aa939c 100644
--- a/Talents/Paladin/Glory/index.md
+++ b/Talents/Paladin/Glory/index.md
@@ -1,6 +1,6 @@
---
title: Glory
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Hunter/index.md b/Talents/Paladin/Hunter/index.md
index 981e4efad..93fce1813 100644
--- a/Talents/Paladin/Hunter/index.md
+++ b/Talents/Paladin/Hunter/index.md
@@ -1,6 +1,6 @@
---
title: Hunter
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Oathbreaker/index.md b/Talents/Paladin/Oathbreaker/index.md
index 635cc8bd1..7b755fa96 100644
--- a/Talents/Paladin/Oathbreaker/index.md
+++ b/Talents/Paladin/Oathbreaker/index.md
@@ -1,6 +1,6 @@
---
title: Oathbreaker
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Redemption/index.md b/Talents/Paladin/Redemption/index.md
index 80168b984..f37174b8f 100644
--- a/Talents/Paladin/Redemption/index.md
+++ b/Talents/Paladin/Redemption/index.md
@@ -1,6 +1,6 @@
---
title: Redemption
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Thunder/index.md b/Talents/Paladin/Thunder/index.md
index fc49f7ac3..6843433c3 100644
--- a/Talents/Paladin/Thunder/index.md
+++ b/Talents/Paladin/Thunder/index.md
@@ -1,6 +1,6 @@
---
title: Thunder
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Vengeance/index.md b/Talents/Paladin/Vengeance/index.md
index 6a5ffa137..086c50e50 100644
--- a/Talents/Paladin/Vengeance/index.md
+++ b/Talents/Paladin/Vengeance/index.md
@@ -1,6 +1,6 @@
---
title: Vengeance
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/Watchers/index.md b/Talents/Paladin/Watchers/index.md
index d5f7a2596..331b6af7a 100644
--- a/Talents/Paladin/Watchers/index.md
+++ b/Talents/Paladin/Watchers/index.md
@@ -1,6 +1,6 @@
---
title: Watchers
-parent: Paladin Talent Tree
+parent: Paladin Talents
grand_parent: Talents
---
diff --git a/Talents/Paladin/index.md b/Talents/Paladin/index.md
index 97bdd874d..beab5127a 100644
--- a/Talents/Paladin/index.md
+++ b/Talents/Paladin/index.md
@@ -1,11 +1,10 @@
---
-title: Paladin Talent Tree
+title: Paladin Talents
parent: Talents
has_children: true
-nav_order: 8
---
-# Paladin Talent Tree ([Disciple](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Disciple/))
+# Paladin Talent Tree
Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.
**As long as at least half of your disciple talents are from the paladin talent tree, your stamina increases to 4× your Constitution score and your recovery die increases to a d10.**
diff --git a/Talents/Ranger/FeyWanderer/index.md b/Talents/Ranger/FeyWanderer/index.md
new file mode 100644
index 000000000..2512f8d73
--- /dev/null
+++ b/Talents/Ranger/FeyWanderer/index.md
@@ -0,0 +1,105 @@
+---
+title: Fey Wanderer
+parent: Ranger Talent Tree
+grand_parent: Talents
+---
+
+# Fey Wanderer
+A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
+
+## Feywild Gifts
+You possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the table below, or determine it randomly.
+
+| d6 | Appearance |
+|:--:|:----------:|
+| 1 | Illusory butterflies flutter around you while you take a short or long rest. |
+| 2 | Fresh, seasonal flowers sprout from your hair each dawn. |
+| 3 | You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice. |
+| 4 | Your shadow dances while no one is looking directly at it. |
+| 5 | Horns or antlers sprout from your head. |
+| 6 | Your skin and hair change colour to match the season at each dawn. |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Otherworldly Glamour | 5 | - |
+| Fey Magic | 5 | 1st Level Spells |
+| Fey Magic II | 5 | 2nd Level Spells, Fey Magic and Character Value 160 Points |
+| Fey Magic III | 5 | 3rd Level Spells, Fey Magic II and 170 Character Points |
+| Fey Magic IV | 5 | 4th Level Spells, Fey Magic III and Character Value 190 Points |
+| Beguiling Twist | 10 | Otherworldly Glamour, Proficient in Charms and Character Value 195 Points |
+| Fey Magic V | 5 | 5th Level Spells, Fey Magic IV and Character Value 220 Points |
+| Fey Reinforcements | 35 | Beguiling Twist and Character Value 300 Points |
+| Misty Wanderer | 65 | Fey Magic IV, Fey Reinforcements and Character Value 500 Points |
+
+### Otherworldly Glamour
+
+
+
+#### **Cost:** 5 Character Points
+Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma-based check, you can instead use your Wisdom modifier.
+
+You can also augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra martial feat die of psychic damage to the target, which can take this extra damage only once per turn.
+
+### Fey Magic
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 1st Level Spells
+You learn the [Charm Person](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Charms/#charm-person) spell. This spell is always prepared and does not count toward you number of spells known or prepared.
+
+### Fey Magic II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 2nd Level Spells, Fey Magic and Character Value 160 Points
+You learn the [Misty Step]() spell. This spell is always prepared and does not count toward you number of spells known or prepared.
+
+### Fey Magic III
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 3rd Level Spells, Fey Magic II and Character Value 170 Points
+You learn the [Dispel Magic](https://stormchaserroleplaying.com/stormchaserRPG/Spells/3/Warding/#dispel-magic) spell. This spell is always prepared and does not count toward you number of spells known or prepared.
+
+### Fey Magic IV
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 4th Level Spells, Fey Magic III and Character Value 190 Points
+You learn the [Dimension Door]() spell. This spell is always prepared and does not count toward you number of spells known or prepared.
+
+### Beguiling Twist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Otherworldly Glamour, Proficient in Charms and Character Value 195 Points
+The magic of the Feywild guards your mind. You have +1d to your defences vs being [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/).
+
+In addition, if you or a creature that you can see within 120 feet of you resisted being [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) since your last turn, then, as an action, you can make a charms attack vs the Wisdom defence of a different creature that you can see within 120 feet of you. On a hit, the target is [Charmed](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Charmed/) or [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by you (your choice) for 1 minute. The target can make a Wisdom defence check vs your charms skill at the end of each of its turns, ending the effect on itself if successful.
+
+### Fey Magic V
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** 5th Level Spells, Fey Magic IV and Character Value 220 Points
+You learn the [Mislead]() spell. This spell is always prepared and does not count toward you number of spells known or prepared.
+
+### Fey Reinforcements
+
+
+
+#### **Cost:** 35 Character Points
**Prerequisite:** Beguiling Twist and Character Value 300 Points
+The royal courts of the Feywild have blessed you with the assistance of fey beings: you know the [Summon Fey]() spell. It doesn't count against the number of spells you know, and you can cast it without a material component. You can also cast it once without spending mana, and you regain the ability to do so when you finish a long rest.
+
+Whenever you start casting the spell, you can modify it so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting.
+
+### Misty Wanderer
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisite:** Fey Magic IV, Fey Reinforcements and Character Value 500 Points
+You can slip in and out of the Feywild to move in a blink of an eye: you can cast [Misty Step]() without expending a spell slot. You can do so a number of times equal to your Wisdom modifier and you regain all expended uses when you finish a long rest.
+
+In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.
diff --git a/Talents/Ranger/Knacks/index.md b/Talents/Ranger/Knacks/index.md
index f6997c8dc..506166f58 100644
--- a/Talents/Ranger/Knacks/index.md
+++ b/Talents/Ranger/Knacks/index.md
@@ -1,6 +1,6 @@
---
title: Exploration Knacks
-parent: Ranger
+parent: Ranger Talents
grand_parent: Talents
nav_order: 1
---
diff --git a/Talents/Ranger/Witcher/index.md b/Talents/Ranger/Witcher/index.md
new file mode 100644
index 000000000..5370429fe
--- /dev/null
+++ b/Talents/Ranger/Witcher/index.md
@@ -0,0 +1,111 @@
+---
+Title: Witcher
+parent: Ranger Talents
+grand_parent: Talents
+---
+
+# Witcher
+
+## Branch Features
+
+### Bonus Spells
+
+
+
+As a witcher ranger, you learn two additional spells of your choice from each spell level on the Witcher Signs table, once you can cast spells of that level. You always know these additional spells and they don't count against the number of spells that you know.
+
+#### Witcher Signs
+
+| Spell Level | Spells |
+|:-----------:|:------:|
+| 1st | Bane, Burning Hands, Command, Detect Evil and Good, False Life, Shield, Thunderwave |
+| 2nd | Calm Emotions, Enhance Ability, Hold Person, Magic Weapon, Scorching Ray, Shadow Blade, Web |
+| 3rd | Bestow Curse, Elemental Weapon, Fire Shield, Haste, Hypnotic Pattern, Slow, Stoneskin, Vampiric Touch |
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:-------|:--:|:--------------|
+| Witcher Training | 5 | - |
+| Witcher Alchemy I | 5 | - |
+| Hardy | 10 | Witcher Alchemy I and 7 Other Ranger Talents |
+| Witcher Alchemy II | 5 | Witcher Alchemy I and 7 Other Ranger Talents |
+| Mutant | 30 | Hardy and 10 Other Ranger Talents |
+| Witcher Alchemy III | 5 | Witcher Alchemy II and 10 Other Ranger Talents |
+| Spellslinger | 65 | Mutant and 13 Other Ranger Talents |
+
+### Witcher Training
+
+
+
+#### **Cost:** 5 Character Points
+Your witcher training grants you the following benefits:
+* When wearing chainmail armour, the maximum Dexterity bonus that you may add to your Dexterity defence increases by 1 and you ignore the noisy property.
+* Using your knowledge of the hunt to stalk your prey, you can use your Wisdom attribute to make Stealth checks
+* When wielding weapons with the versatile property, you can choose to add your Dexterity modifier instead of your Strength modifier to your attack and damage rolls.
+
+### Witcher Alchemy I
+
+
+
+#### **Cost:** 5 Character Points
+*You learn to craft a corrosive substance that you use to give your weapons an extra bite.*
+
+You can spend an hour during a long rest or downtime to gather the necessary materials to concoct an acidic solution. You have enough acid for three applications.
+
+As an action, you can apply this acid to a weapon. For for the next minute, the weapon deals additional corrosive damage equal to your Wisdom modifier. If you have successfully identified the target creature's type, then its damage resistance versus attacks laced with your acid is reduced by one step.
+
+## Hardy
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisites:** Witcher Alchemy I and 7 Other Ranger Talents
+You are immune to disease, resistant to poison, and have +1d on defence checks to resist the [Poisoned](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Poisoned/) and [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) conditions.
+
+### Witcher Alchemy II
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Witcher Alchemy I and 7 Other Ranger Talents
+When you create your acid, you are able to produce 3 additional applications, for a total of 6.
+
+## Mutant
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisites:** Hardy and 10 Other Ranger Talents
+*Through your study of alchemy you have learned to transmute your body in various ways.*
+
+Choose two of the following benefits:
+* Increase your infravision by 30 feet.
+* Increase your speed by 5 feet.
+* Increase your damage reduction by 1.
+* Increase your maximum mana by 3.
+
+### Witcher Alchemy III
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisites:** Witcher Alchemy II and 10 Other Ranger Talents
+When you create your acid, you are able to produce 3 additional applications, for a total of 9.
+
+### Spellslinger
+
+
+
+#### **Cost:** 65 Character Points
**Prerequisites:** Mutant and 13 Other Ranger Talents
+If you know any of the following spells, you can cast them using only a single action instead of two:
+* Burning Hands
+* Calm Emotions
+* Daylight
+* Protection from Energy
+* Scorching Ray
+* Thunderwave
+* Web
+* Vampiric Touch
+
+You can do this a number of times equal to your Wisdom modifier. You regain all uses of this feature after a short or a long rest.
+
+> The Witcher archetype was written in collaboration with and is dedicated to our friend, fellow player, games master and brewer, Daniel Duane Harcourt (August 1978 — December 2021).
+>
+> We miss you, Dan. Rest in peace.
diff --git a/Talents/Ranger/index.md b/Talents/Ranger/index.md
index 549385daf..2120cdf99 100644
--- a/Talents/Ranger/index.md
+++ b/Talents/Ranger/index.md
@@ -1,11 +1,10 @@
---
-title: Ranger Talent Tree
+title: Ranger Talents
parent: Talents
has_children: true
-nav_order: 9
---
-# Ranger Talent Tree (Expert)
+# Ranger Talent Tree
For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game: even fugitives among their own people.
**As long as at least half of your expert talents are from the ranger talent tree, your stamina increases to 4× your Constitution score and your recovery die increases to a d10.**
diff --git a/Talents/Rogue/Assassin/index.md b/Talents/Rogue/Assassin/index.md
index 810f7e31e..331fbb371 100644
--- a/Talents/Rogue/Assassin/index.md
+++ b/Talents/Rogue/Assassin/index.md
@@ -1,6 +1,6 @@
---
title: Assassin
-parent: Rogue Talent Tree
+parent: Rogue Talents
grand_parent: Talents
---
diff --git a/Talents/Rogue/Scout/index.md b/Talents/Rogue/Scout/index.md
new file mode 100644
index 000000000..2375989a2
--- /dev/null
+++ b/Talents/Rogue/Scout/index.md
@@ -0,0 +1,45 @@
+---
+title: Scout
+parent: Rogue Talents
+grand_parent: Talents
+---
+
+# Scout
+You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this profession are at home in the wilderness and among barbarians and rangers. Many scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter. These are just a few of the roles that scouts assume as they range the world.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Skirmisher | 5 | - |
+| Superior Mobility | 20 | Skirmisher and 6 other Rogue Talents |
+| Ambush Master | 30 | Superior Mobility and 8 other Rogue Talents |
+| Sudden Strike | 40 | Ambush Master and 11 other Rogue Talents |
+
+### Skirmisher
+
+
+
+#### **Cost:** 5 Character Points
+You are difficult to pin down during a fight. When an enemy ends its turn within 5 feet of you, you automatically move away up to half your movement, avoiding damage and difficult terrain as much as possible. This movement doesn't provoke opportunity attacks.
+
+### Superior Mobility
+
+
+
+#### **Cost:** 20 Character Points
**Prerequisite:** Skirmisher and 6 other Rogue Talents
+All of your movement speeds increase by 10 feet.
+
+### Ambush Master
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** Superior Mobility and 8 other Rogue Talents
+You gain +1d on initiative rolls. In addition, any creature that you hit during combat that has not acted yet becomes easier for you and others to strike; attack rolls against an affected target gain +1d until the start of your next turn.
+
+### Sudden Strike
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Ambush Master and 11 other Rogue Talents
+You can strike with deadly speed. If you take the [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action on your turn, your next [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) on the same turn does not suffer from multiple attack penalty. This second attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
diff --git a/Talents/Rogue/Thief/index.md b/Talents/Rogue/Thief/index.md
new file mode 100644
index 000000000..a1eb1476f
--- /dev/null
+++ b/Talents/Rogue/Thief/index.md
@@ -0,0 +1,49 @@
+---
+title: Thief
+parent: Rogue Talents
+grand_parent: Talents
+---
+
+# Thief
+You hone your skills in the larcenous arts. Burglars, bandits, cutpurses and other criminals typically follow this path, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages and using magic items that you normally couldn’t employ.
+
+## Talents
+
+| Talent | CP | Prerequisites |
+|:------:|:--:|:-------------:|
+| Cat Burglar | 5 | Cunning Action |
+| Supreme Sneak | 20 | Cat Burglar and 6 other Rogue Talents |
+| Use Magic Device | 30 | Supreme Sneak and 8 other Rogue Talents |
+| Thief's Reflexes | 40 | Use Magic Device and 11 other Rogue Talents |
+
+### Cat Burglar
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Cunning Action
+*Professional Thieves are adept at working in areas commonly overlooked by the common watchmen.*
+
+You can use the free action granted by Cunning Action to make a Sleight of Hand check, use your thieves' tools to disarm a trap or open a lock, or take the [Interact](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Interact/) action.
+
+You also gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
+
+### Supreme Sneak
+
+
+
+#### **Cost:** 15 Character Points
**Prerequisite:** Cat Burglar and 6 other Rogue Talents
+You gain +1d on Dexterity (Stealth) checks if you move no more than half your speed on the same turn.
+
+### Use Magic Device
+
+
+
+#### **Cost:** 30 Character Points
**Prerequisite:** Supreme Sneak and 8 other Rogue Talents
+You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
+
+### Thief's Reflexes
+
+
+
+#### **Cost:** 40 Character Points
**Prerequisite:** Use Magic Device and 11 other Rogue Talents
+You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are [Surprised]().
diff --git a/Talents/Rogue/index.md b/Talents/Rogue/index.md
index 4df84ea68..bb52acef3 100644
--- a/Talents/Rogue/index.md
+++ b/Talents/Rogue/index.md
@@ -1,11 +1,10 @@
---
-title: Rogue Talent Tree
+title: Rogue Talents
parent: Talents
has_children: true
-nav_order: 10
---
-# Rogue Talent Tree ([Expert](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Expert/))
+# Rogue Talent Tree
Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.
## Core Talents
diff --git a/Talents/Skill/Other/index.md b/Talents/Skill/Other/index.md
new file mode 100644
index 000000000..cf5a0707e
--- /dev/null
+++ b/Talents/Skill/Other/index.md
@@ -0,0 +1,133 @@
+---
+title: Other
+parent: Skill Talents
+grand_parent: Talents
+---
+
+# Other Skill Talents
+
+## Acrobat
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Athletics Proficiency
+You become more nimble. As an action, you can make a DC 15 [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
+
+## Animal Handler
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Animal Handling Proficiency
+You master the techniques needed to train and handle animals. You can use an action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
+
+## Arcanist
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Arcana Proficiency
+You master the theory and practice of magic. You can cast the [Detect Magic](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-magic) spell as a ritual.
+
+## Brawny
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Athletics Proficiency
+You become stronger and count as if you were one size larger for the purpose of determining your carrying capacity.
+
+## Charming Persona
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Persuasion Proficiency
+You've master the art of charming those around you. If you spend 1 minute talking to someone who can understand what you say, you can make a [Persuasion](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Persuasion/) check vs the creature’s passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
+
+## Empathic
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Insight Proficiency
+You possess keen insight into how other people think and feel. You can use an action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make an [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check vs the target’s passive [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) check. On a success, you have +1d on attack rolls and ability checks against the target until the end of your next turn.
+
+## Investigator
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Investigation Proficiency
+You have an eye for detail and can pick out the smallest clues. Once per turn, you can take the Seek action as a free action.
+
+## Loremaster
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** History Proficiency
+When you take the [Aid](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Aid/) action to support another creature’s ability check, you can make a DC 15 [History](https://stormchaserroleplaying.com/stormchaserRPG/Skills/History/) check. On a success, that creature’s check gains +1d, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
+
+## Medic
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Medicine Proficiency
+You master the physician’s arts. During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 [Medicine](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Medicine/) check for each creature. On a success, if a creature rolls a recovery die during this rest, then that creature can forgo the roll and instead regain the maximum number of stamina that the die can restore. A creature can do so only once per rest.
+
+## Naturalist
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Nature Proficiency
+Your extensive study of nature allow you to cast the [Detect Poison and Disease](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Divination/#detect-poison-and-disease) spell as a ritual.
+
+## Perceptive
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Perception Proficiency
+You hone your senses until they become razor sharp. Being in a lightly obscured area doesn't impose -1d on your [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) checks, if you can both see and hear.
+
+## Performer
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Performance Proficiency
+You master performance so that you can command any stage. While performing, you can try to distract one humanoid you can see who can see and hear you. Make a [Performance](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Performance/) check vs the humanoid’s passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) check. If your check succeeds, you grab the humanoid’s attention enough that it makes [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) and [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) checks with -1d until you stop performing.
+
+## Quick-Fingered
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Sleight of Hand Proficiency
+Your nimble fingers and agility let you perform sleight of hand. As an action, you can make a [Sleight of Hand](https://stormchaserroleplaying.com/stormchaserRPG/Skills/SleightofHand/) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
+
+## Silver-Tongued
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Deception Proficiency
+You develop your conversational skill to better deceive others. As an action, you can attempt to deceive one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make a [Deception](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Deception/) check vs the target's passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). On a success, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have +1d; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, then the target can’t be deceived by you in this way for 1 hour.
+
+## Stealthy
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Stealth Proficiency
+You know how best to hide. If you are hidden, you can move up to 10 feet in the open without revealing yourself, if you end the move in a position where you’re not clearly visible.
+
+## Survivalist
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Survival Proficiency
+You master wilderness lore. You learn the [Alarm](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#alarm) spell. You can cast it once per long rest.
+
+## Theologian
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Theology Proficiency
+You master the theory and practice of theology. You can cast the [Ceremony](https://stormchaserroleplaying.com/stormchaserRPG/Spells/1/Warding/#ceremony) spell as a ritual.
+
+## Threatening
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Intimidation Proficiency
+You become fearsome to others. As an action, you can attempt to demoralise one humanoid that you can see within 30 feet of you, provided that it can also see and hear you. Make an [Intimidation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Intimidation/) check vs the target's passive [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/). On a success, the target is [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) until the end of your next turn. If your check fails, the target can’t be [Frightened](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Frightened/) by you in this way for 1 hour.
diff --git a/Talents/Skill/Proficiency/index.md b/Talents/Skill/Proficiency/index.md
new file mode 100644
index 000000000..1951d0532
--- /dev/null
+++ b/Talents/Skill/Proficiency/index.md
@@ -0,0 +1,29 @@
+---
+title: Proficiency
+parent: Skill Talents
+grand_parent: Talents
+nav_order: 1
+---
+
+# Skill Proficiency Talents
+
+## Skill Training
+
+
+
+#### **Cost:** 2 Character Points
+Choose one [skill](https://stormchaserroleplaying.com/stormchaserRPG/Skills/). You are considered to be **trained** in this skill. You add +1d to checks made using your chosen skill.
+
+## Skill Expertise
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Skill Training
+Choose one [skill](https://stormchaserroleplaying.com/stormchaserRPG/Skills/) in which you are trained. You are considered to be an **expert** in this skill. You add an additional +1d to checks made using your chosen skill, for a total of +2d.
+
+## Skill Mastery
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Skill Expertise
+Choose one [skill](https://stormchaserroleplaying.com/stormchaserRPG/Skills/) in which you are an expert. You are considered to be a **master** of this skill. You add an additional +1d to checks made using your chosen skill, for a total of +3d.
diff --git a/Talents/Skill/index.md b/Talents/Skill/index.md
new file mode 100644
index 000000000..9c5bfe159
--- /dev/null
+++ b/Talents/Skill/index.md
@@ -0,0 +1,7 @@
+---
+title: Skill Talents
+parent: Talents
+has_children: true
+---
+
+# Skill Talents
diff --git a/Talents/Sorcerer/Aberrant/index.md b/Talents/Sorcerer/Aberrant/index.md
index ae4d93c09..516e45cf9 100644
--- a/Talents/Sorcerer/Aberrant/index.md
+++ b/Talents/Sorcerer/Aberrant/index.md
@@ -1,6 +1,6 @@
---
Title: Aberrant Mind
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Chaos/index.md b/Talents/Sorcerer/Chaos/index.md
index 18e3bf3c2..25e67b37c 100644
--- a/Talents/Sorcerer/Chaos/index.md
+++ b/Talents/Sorcerer/Chaos/index.md
@@ -1,6 +1,6 @@
---
Title: Chaos Bloodline
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Divine/index.md b/Talents/Sorcerer/Divine/index.md
index 5bbe9e8fc..c3aa05b5f 100644
--- a/Talents/Sorcerer/Divine/index.md
+++ b/Talents/Sorcerer/Divine/index.md
@@ -1,6 +1,6 @@
---
Title: Divine Soul
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Draconic/index.md b/Talents/Sorcerer/Draconic/index.md
index e691143ab..8ed135336 100644
--- a/Talents/Sorcerer/Draconic/index.md
+++ b/Talents/Sorcerer/Draconic/index.md
@@ -1,6 +1,6 @@
---
Title: Draconic Bloodline
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Lunar/index.md b/Talents/Sorcerer/Lunar/index.md
index bc769349a..8765bd4b7 100644
--- a/Talents/Sorcerer/Lunar/index.md
+++ b/Talents/Sorcerer/Lunar/index.md
@@ -1,6 +1,6 @@
---
Title: Lunar Sorcery
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Order/index.md b/Talents/Sorcerer/Order/index.md
index 58b230609..8acea1dc4 100644
--- a/Talents/Sorcerer/Order/index.md
+++ b/Talents/Sorcerer/Order/index.md
@@ -1,6 +1,6 @@
---
Title: Order Bloodline
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Shadow/index.md b/Talents/Sorcerer/Shadow/index.md
index a2334f101..ef41a7aaf 100644
--- a/Talents/Sorcerer/Shadow/index.md
+++ b/Talents/Sorcerer/Shadow/index.md
@@ -1,6 +1,6 @@
---
Title: Shadow Magic
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/Storm/index.md b/Talents/Sorcerer/Storm/index.md
index 2402cfcda..265777591 100644
--- a/Talents/Sorcerer/Storm/index.md
+++ b/Talents/Sorcerer/Storm/index.md
@@ -1,6 +1,6 @@
---
Title: Storm Sorcery
-parent: Sorcerer Talent Tree
+parent: Sorcerer Talents
grand_parent: Talents
---
diff --git a/Talents/Sorcerer/index.md b/Talents/Sorcerer/index.md
index 36076615f..bd2eb7b1e 100644
--- a/Talents/Sorcerer/index.md
+++ b/Talents/Sorcerer/index.md
@@ -1,11 +1,10 @@
---
-title: Sorcerer Talent Tree
+title: Sorcerer Talents
parent: Talents
has_children: true
-nav_order: 11
---
-# Sorcerer Talent Tree ([Mage](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/))
+# Sorcerer Talent Tree
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilise their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.
## Spellcasting
diff --git a/Talents/Spellcasting/index.md b/Talents/Spellcasting/index.md
deleted file mode 100644
index f14f7f124..000000000
--- a/Talents/Spellcasting/index.md
+++ /dev/null
@@ -1,61 +0,0 @@
----
-title: Spellcasting Talent Tree
-parent: Talents
-nav_order: 14
----
-
-# Spellcasting Talent Tree
-
-In order to cast a spell, your spellcasting attribute must be equal to, or higher than, 10 + the spell's level.
-
-| Talent | CP | Prerequisites | Spellcasting Attribute Prerequisite |
-|:-------|:--:|:--------------|:----------------------:|
-| 2nd Level Spells | 5 | 2 Other Disciple or Mage Talents | 12 |
-| 3rd Level Spells | 10 | 2nd Level Spells, 2 Other Disciple or Mage Talents | 13 |
-| 4th Level Spells | 15 | 3rd Level Spells, 4 Other Disciple or Mage Talents | 14 |
-| 5th Level Spells | 25 | 4th Level Spells, 5 Other Disciple or Mage Talents | 15 |
-| 6th Level Spells | 35 | 5th Level Spells, 7 Other Disciple or Mage Talents | 16 |
-| 7th Level Spells | 50 | 6th Level Spells, 8 Other Disciple or Mage Talents | 17 |
-| 8th Level Spells | 65 | 7th Level Spells, 10 Other Disciple or Mage Talents | 18 |
-| 9th Level Spells | 80 | 8th Level Spells, 11 Other Disciple or Mage Talents | 19 |
-| 10th Level Spells | 100 | 9th Level Spells, 13 Other Disciple or Mage Talents | 20 |
-
-## 2nd Level Spells
-*Prerequisite:* Spellcasting attribute of 12 or higher and 2 Other Disciple or Mage Talents
-You can prepare and cast 2nd level spells. Your maximum mana increases to 6.
-
-## 3rd Level Spells
-*Prerequisite:* 2nd Level Spells, Spellcasting Attribute of 13 or Higher, and 2 Other Disciple or Mage Talents
-You can prepare and cast 3rd level spells. Your maximum mana increases to 9.
-
-## 4th Level Spells
-*Prerequisite:* 3rd Level Spells, Spellcasting Attribute of 14 or Higher, and 4 Other Disciple or Mage Talents
-You can prepare and cast 4th level spells. Your maximum mana increases to 13.
-
-## 5th Level Spells
-*Prerequisite:* 4th Level Spells, Spellcasting Attribute of 15 or Higher, and 5 Other Disciple or Mage Talents
-You can prepare and cast 5th level spells. Your maximum mana increases to 21.
-
-## 6th Level Spells
-*Prerequisite:* 5th Level Spells, Spellcasting Attribute of 16 or Higher, and 7 Other Disciple or Mage Talents
-You can prepare and cast 6th level spells. Your maximum mana increases to 22.
-
-## 7th Level Spells
-*Prerequisite:* 6th Level Spells, Spellcasting Attribute of 17 or Higher, and 8 Other Disciple or Mage Talents
-You can prepare and cast 7th level spells. Your maximum mana increases to 24.
-
-## 8th Level Spells
-*Prerequisite:* 7th Level Spells, Spellcasting Attribute of 18 or Higher, and 10 Other Disciple or Mage Talents
-You can prepare and cast 8th level spells. Your maximum mana increases to 27.
-
-## 9th Level Spells
-*Prerequisite:* 8th Level Spells, Spellcasting Attribute of 19 or Higher, and 11 Other Disciple or Mage Talents
-You can prepare and cast 9th level spells. Your maximum mana increases to 31.
-
-## 10th Level Spells
-*Prerequisite:* 9th Level Spells, Spellcasting Attribute of 20 or Higher, and 13 Other Disciple or Mage Talents
-You can prepare and cast 10th level spells. Your maximum mana increases to 38 and you can cast 6th level spells repeatedly without taking necrotic damage for overcasting.
-
-## Overcasting Master
-*Prerequisite:* 10th Level Spells
-Your maximum mana increases to 42 and you can cast 7th level spells repeatedly without taking necrotic damage for overcasting.
diff --git a/Talents/Tool/Other/index.md b/Talents/Tool/Other/index.md
new file mode 100644
index 000000000..bc345c5b4
--- /dev/null
+++ b/Talents/Tool/Other/index.md
@@ -0,0 +1,66 @@
+---
+title: Other
+parent: Tool Talents
+grand_parent: Talents
+---
+
+# Other Tool Talents
+
+## Bypasser
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Thieves' Tools Proficiency
+You pride yourself on your quickness and your close study of certain clandestine activities. You have +1d whenever you make an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) or [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) check to detect the nature of a lock.
+
+## Crafter
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Artisans' Tools Proficiency
+You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisans' tools with which you are proficient. You gain the following benefits whilst using it:
+* When you craft something with the tool you've selected, the total market value you can craft increases by your level in gp/hour. If you have expertise with them, the market value instead increases by 2 times your level in gp/hour.
+* If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.
+
+You can select this talent multiple times. Each time you do so, you must choose a different set of artisan’s tools.
+
+## Entertaining Competitor
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Gaming Set or Musical Instrument Proficiency
+You have a natural gift for performing and competing. Select one gaming set or musical instrument with which you are proficient. While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have +1d on [Insight](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Insight/) checks to read the emotions of those you performed for or competed against.
+
+You can select this talent multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
+
+## Gourmand
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Cooks' Utensil Proficiency
+You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
+* As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
+* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef’s kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, diseases have disadvantage to attack the Constitution defence of those who partake in the meal for the next 24 hours.
+
+## Herbalist
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Herbalism Kit Proficiency
+You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
+* As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it.
+* You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit.
+
+## Master of Disguise
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Disguise Kit Proficiency
+You have honed your ability to shape your personality and to read the personalities of others. If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
+
+## Vehicle Expert
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Vehicle Proficiency
+You're experienced both on land and sea, be it from time in a navy, as a mercenary, or perhaps even piracy. You have +1d whenever you make an [Investigation](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Investigation/) or [Perception](https://stormchaserroleplaying.com/stormchaserRPG/General/Perception/) check related to vehicles or ships.
diff --git a/Talents/Tool/Proficiency/index.md b/Talents/Tool/Proficiency/index.md
new file mode 100644
index 000000000..587b42d91
--- /dev/null
+++ b/Talents/Tool/Proficiency/index.md
@@ -0,0 +1,29 @@
+---
+title: Proficiency
+parent: Tool Talents
+grand_parent: Talents
+nav_order: 1
+---
+
+# Tool Proficiency Talents
+
+## Tool Training
+
+
+
+#### **Cost:** 1 Character Points
+Choose one [tool](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/). You are considered to be **trained** in the use of this tool. You add +1d to checks made using your chosen tool.
+
+## Tool Expertise
+
+
+
+#### **Cost:** 5 Character Points
**Prerequisite:** Tool Training
+Choose one [tool](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/) in the use of which you are trained. You are considered to be an **expert** with this tool. You add an additional +1d to checks made using your chosen tool, for a total of +2d.
+
+## Tool Mastery
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Tool Expertise
+Choose one [tool](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Tools/) with which you are an expert. You are considered to be a **master** of this tool. You add an additional +1d to checks made using your chosen tool, for a total of +3d.
diff --git a/Talents/Tool/index.md b/Talents/Tool/index.md
new file mode 100644
index 000000000..2e577cfed
--- /dev/null
+++ b/Talents/Tool/index.md
@@ -0,0 +1,7 @@
+---
+title: Tool Talents
+parent: Talents
+has_children: true
+---
+
+# Tool Talents
diff --git a/Talents/Universal/Class/index.md b/Talents/Universal/Class/index.md
deleted file mode 100644
index e47e45861..000000000
--- a/Talents/Universal/Class/index.md
+++ /dev/null
@@ -1,19 +0,0 @@
----
-title: Class Talents
-parent: Universal Talents
-grand_parent: Talents
----
-
-# Class Talents
-
-## Extra Invocation
-*Prerequisite: Warlock Invocation talent*
-* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-* Choose one Invocation option.
-
-## Rimehand
-*Prerequisite: At least 1 Barbarian talent*
-Increase your Strength or Constitution score by 1, to a maximum of 20. When you rage, you gain the following benefits:
-- You have resistance against cold damage.
-- Extreme cold and effects that deal cold damage have disadvantage to hit you.
-- Your melee attacks deal additional cold damage equal to your constitution modifier.
diff --git a/Talents/Universal/Combat/index.md b/Talents/Universal/Combat/index.md
deleted file mode 100644
index 871bbe27d..000000000
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----
-title: Combat Talents
-parent: Universal Talents
-grand_parent: Talents
----
-
-# Combat Talents
-
-## Alertᴮᴳ
-Always on the lookout for danger, you gain the following benefits:
-* You can't be surprised while you are conscious.
-* You have advantage on initiative.
-* Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
-
-## Berserker's Cry
-
-
-
-#### **Prerequisite:** Charisma 13
-*Your cry of bloodthirsty fury inspires those around you to greater acts of violence.*
-
-Once per day, as an action, you may unleash a powerful, bloodthirsty scream of battle lust and fury. Allies within 60 feet who can hear your berserker’s cry (including yourself) are heartened and gain a +1 morale bonus on damage rolls made with melee attacks for a number of rounds equal to your Charisma bonus. If you have the ability to rage, you may unleash a berserker’s cry as part of the free action to enter a rage (instead of as a separate action).
-
-A creature may be under the effect of only one berserker’s cry at a time.
-
-You may take this takent multiple times. Every time that you take this talent, you may unleash a berserker’s cry one additional time per day.
-
-## Blinding Agility
-*Prerequisite: Dexterity 20 or +2 species bonus to Dexterity*
-You have the reflexes of one who can see things before they happen, granting the following benefits:
-* You gain proficiency in Dexterity defence. If you are already proficient in Dexterity defence, then you instead gain expertise in it.
-* All weapons are considered to have the finesse property for you.
-* You have advantage on defence checks to avoid opportunity attacks.
-
-## Fanaticᴮᴳ
-Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:
-* When you score a critical hit with an attack roll or reduce a creature to 0 stamina, you can make one weapon attack as a bonus action.
-* Whenever a creature you can see within 30 feet is reduce to 0 stamina, you go into a fervour gaining temporary stamina equal to 1d4 + your Constitution modifier.
-
-## Fighting Master
-You've mastered a particular style of fighting. Choose [one of the fighting mastery options](http://stormchaserroleplaying.com/stormchaserRPG/CustomisationOptions/FightingStyles/). You can take this feat multiple times.
-
-## Fighting Stylist
-You adopt a particular style of fighting as your specialty, gaining the following benefits:
-* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
-* Choose [one of the fighting style options](http://stormchaserroleplaying.com/stormchaserRPG/CustomisationOptions/FightingStyles/).
-
-## Heavily Armoured
-_**Prerequisite:** Proficiency with medium armour_
-You have trained to master the use of heavy armour, gaining the following benefits:
-- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
-- You gain proficiency with heavy armour. If you are already proficient with heavy armour, instead while you are wearing heavy armour, critical hits made against you are treated as normal hits and you ignore the bulky property for heavy armour that you are wearing.
-
-You can take this feat twice.
-
-## Lightly Armoured
-You have trained to master the use of light armour, gaining the following benefits:
-* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
-* You gain proficiency with light armour. If you are already proficient with light armour, instead, while you are unarmoured or wearing light armour, your speed increases by 5 feet.
-
-## Martial Adeptᴮᴳ
-You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
-* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
-* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
-
-## Moderately Armoured
-You have trained to master the use of medium armour, gaining the following benefits:
-* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
-* You gain proficiency with medium armour. If you are already proficient with medium armour, instead, while you are wearing medium armour, you can add 1 to the armour's maximum Dexterity bonus to Dexterity defence. Additionally, you ignore the bulky and noisy properties of medium armour that you are wearing.
-
-## Quick Reflexesᴮᴳ
-You gain the following benefits:
-* Increase your Dexterity, Intelligence or Wisdom score by 1, to a maximum of 20.
-* You have advantage on initiative.
-
-## Revenant Blade
-* Increase your Dexterity or Strength score by 1, to a maximum of 20.
-* While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it.
-
-## Savage Attacker
-* Increase your Strength or Dexterity score by 1, to a maximum of 20.
-* Once per turn when you roll damage for a melee weapon attack with which you are proficient, you can reroll the weapon's damage dice and use either total.
-
-## Titan's Power
-*Prerequisite: Strength 20 or +2 species bonus to Strength*
-You have the strength that legends tell of, granting the following benefits:
-* You gain proficiency in Strength defence. If you are already proficient in Strength defence, then you instead gain expertise in it.
-* You ignore the two-handed property of weapons with which you are proficient.
-* When you miss with a melee weapon attack, the creature takes damage equal to your Strength modifier. This damage is of the same type as the weapon’s damage.
-
-## Unnatural Resilience
-*Prerequisite: Constitution 20 or +2 species bonus to Constitution*
-You have the fortitude often attributed to gods, granting the following benefits:
-* You gain proficiency in Constitution defence. If you are already proficient in Constitution defence, then you instead gain expertise in it.
-* Enhanced effects, such as spells or healing potions, that would restore stamina to you can’t restore an amount less than half your Constitution score. If this amount would exceed the maximum amount of stamina that effect could restore, you instead take that effect’s maximum.
-* You can add your Constitution modifier to death saving throws you make.
-
-## Weapon Masterᴮᴳ
-You have practiced extensively with a variety of weapons, gaining the following benefits:
-* Increase your Strength or Dexterity score by 1, to a maximum of 20.
-* You gain proficiency with 4 martial weapon groups of your choice. If you are already proficient with more than 2 martial weapon groups, gain 1 character point for each excess weapon group.
diff --git a/Talents/Universal/Fighting/index.md b/Talents/Universal/Fighting/index.md
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----
-title: Fighting Styles
-parent: Universal Talents
-grand_parent: Talents
----
-
-# Fighting Styles
-
-## Berserk
-
-### Style
-You are skilled at returning pain to those who deliver it. While you are wielding a melee weapon with which you are proficient, you gain the following benefit:
-- When you deal damage to a creature that includes your Strength modifier, you add twice your Strength modifier if that creature dealt damage to you since the start of your last turn.
-- When you choose to let an attack hit you, the creature rolls the damage as normal instead of choosing the maximum.
-
- (Normally, you can choose to allow a miss to hit you. If you do so, the attacker chooses the maximum amount of damage instead of rolling.)
-
-### Mastery
-You've mastered returning pain to those who deliver it, becoming a scourge on the battlefield. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
-- When a creature deals damage to you with a melee weapon, it provokes an opportunity attack from you. On a hit, your weapon dice deal maxiumum damage.
-- When a creature scores a critical hit against you, you have advantage on the first attack you make against that creature before the end of your next turn.
-- Effects that would force you to act against your will, be frightened, or prevent you from attacking a creature have disadvantage.
-
-## Brawling
-
-### Style
-
-
-
-#### **Cost:** 5 Character Points
-You are skilled at using your weight to your advantage. You gain the following benefits:
-- You are proficient with improvised weapons.
-- Your unarmed strike and improvised weapon damage die increases by one step (e.g. from 1 to 1d4).
-- When you take the Attack action and attempt to grapple, shove, or trip a creature, or make an attack against a creature with an unarmed strike or a weapon wielded in one hand on your turn, you can use your bonus action to make an unarmed strike, grapple, shove, or trip against the same creature.
-
-> The damage die size increases from brawling fighting style and brawling mastery **do** apply to the damage die of natural weapons. For example, the damage die of a longtooth shifter's fangs increases from 1d6 to 1d8.
->
-> If you use your martial feat die for your unarmed damage die, then the increased damage die size from brawling fighting style and brawling mastery **do not** apply. For example, a warrior with a martial feat die of 1d6, brawling fighting style and the martial arts talent from the monk talent tree deals 1d6 damage with their unarmed strikes, not 1d8.
-
-### Mastery
-
-
-
-#### **Cost:** 10 Character Points
**Prerequisite:** Brawling Fighting Style
-You've mastered using your weight to your advantage, easily wrangling targets around. You gain the following benefits:
-- Your unarmed strike and improvised weapon damage die increases by one step (e.g. from 1d4 to 1d6) and improvised weapons wielded by you have the [versatile](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Glossary/#versatile) weapon property.
-- Your speed isn't halved by carrying a grappled creature who is the same size category as you or smaller.
-- Once per turn, when you hit a creature with an unarmed strike or a weapon wielded in one hand on your turn, as a free action you can make an additional unarmed strike against the same target with -1d.
-
-## Covert
-
-### Style
-You are skilled at fighting from unseen angles. You gain the following benefits:
-- You can take the Hide action as a bonus action. If you could already take the Hide action as a bonus action, you can once per turn instead take it as a free action on your turn.
-- Creatures you've dealt damage to since the start of your last turn have disadvantage on Wisdom (Perception) checks made to find you.
-
-### Mastery
-You've mastered fighting from unseen angles, gaining an advantage over your foes. You gain the following benefits:
-- You can try to hide when you are lightly obscured from the creature from which you are hiding.
-- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks that rely on sight.
-- When you are hidden from a creature and miss it with an unarmed strike or weapon attack, making the attack doesn't automatically reveal your position.
-- Once per turn, when you deal damage to a creature with an unarmed strike or weapon attack while hidden from it, your weapon dice deal maximum damage.
-
-## Defence
-
-### Style
-You are skilled at the art of defending yourself. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:
-- You can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, damage dealt to you by the target is reduced by an amount equal to half your Strength or Constitution modifier (your choice, rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
-- You have advantage on Strength checks to avoid being moved. Effects that would physically move you have disadvantage on their attack roll vs Strength defence.
-
-### Mastery
-You've mastered the art of defending yourself, treating your armour as a second skin. While you are wearing medium or heavy armour with which you are proficient, you gain the following benefits:
-- When you are hit by a melee or ranged attack, the damage roll has disadvantage.
-- Once per round, when a creature makes a melee attack against you while within your reach, whether the attack hits or misses, the creature must make a Strength defence check vs your passive Strength (Athletics) skill or be shoved up to 10 feet directly away from you.
-- The time that it takes for you to don and doff armour is reduced by half.
-
-## Disruption
-
-### Style
-You are skilled at fighting and interfering with spellcasters. You gain the following benefits:
-- When you roll vs a creature's Constitution defence to break their concentration and miss, you can use your bonus action to reroll. You must use the new roll.
-- Once per round, when a hostile creature attempts to cast a spell while within 5 feet of you, they must first make a Constitution defence check of DC = 10 + the spell's level. On a failure, the spell isn't cast and any points are wasted.
-
-### Mastery
-You've mastered fighting and interfering with spellcasters, confounding their concentration. You gain the following benefits:
-- When a creature within 30 feet of you that you can see casts a spell, they provoke an opportunity attack from you.
-- Whenever you roll vs a creature's Constitution defence to make them break their concentration, you are considered to be proficient in this roll.
-- Spells cast by creatures that you can see have disadvantage to hit you if you've dealt damage to the spellcaster since the start of your last turn.
-
-## Dual Wielding
-
-### Style
-You are skilled at fighting with two weapons. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:
-- When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of your Two-Weapon Fighting attack as long as it doesn't already include that modifier.
-- When you engage in Two-Weapon Fighting, if you are wielding two weapons with the parry property, then you may apply both of their parry bonuses to your Strength defence vs melee attacks.
-- When you make an opportunity attack, you can attack with both of your weapons.
-
-### Mastery
-You've mastered fighting with two weapons, becoming a flurry of motion. While you are wielding separate weapons in each hand with which you are proficient, you gain the following benefits:
-- When you engage in Two-Weapon Fighting, you may forgo a number of attacks. For each attack that you forgo, you gain a +1 bonus to Strength defence vs melee attacks until the start of your next turn.
-- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't finesse or light. Instead, these weapons may not be unwieldy or versatile.
-- When you use your bonus action to attack with a weapon, you can choose to forgo your proficiency die. If you do so, you can make an additional attack with that weapon, also without your proficiency die.
-
-## Duelist
-
-### Style
-You are skilled in the art of fighting with a single weapon. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefit:
-- You have advantage on feint attempts.
-- When you miss with a weapon attack on your turn, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
-- Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.
-
-### Mastery
-You've mastered the art of fighting with a single weapon, making one weapon feel like many. While you are wielding a weapon in one hand with which you are proficient and no other weapons, you gain the following benefits:
-- When you take the Attack action, you can choose to attack with haste at the expense of accuracy. Your weapon attacks are made without the aid of your proficiency bonus, but you can make an additional weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
-- Each round, the first time that a creature hits you with a melee attack, if advantage on your defence score would cause the attack to miss, then the attack misses.
-- You have advantage on ability checks to avoid being disarmed. Attempts to disarm you suffer disadvantage.
-
-## Equilibrium
-
-### Style
-You are skilled at fighting without the confines of armour. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
-- You can use your bonus action to mark a target within 30 feet that you can see until the end of your next turn. When you do so, you gain a bonus to Dexterity defence against effects the target controls equal to half your Dexterity modifier (rounded up, minimum of +1) while marked. You can only have one creature marked in this way at a time.
-- You have advantage on Dexterity checks to avoid being moved. Effects that would physically move you have disadvantage on their attack roll vs Dexterity defence.
-
-### Mastery
-You've mastered fighting without the confines of armour, treating combat as an elegant dance. While you are wearing light or no armour and not wielding a shield, you gain the following benefits:
-- When a creature misses you with a weapon attack, it provokes an opportunity attack from you. Do not add your proficiency bonus to your weapon skill for the purposes of determining the defence check DC.
-- Each round, the first time that a creature hits you with a weapon attack, if advantage on your defence score would cause the attack to miss, then the attack misses.
-- Once per round, if you are disarmed you catch the weapon immediately.
-
-## Formation
-
-### Style
-You are skilled at fighting with a partner. While an ally is within 5 feet of you, you gain the following benefits:
-- You can take the Guard action as a bonus action. If you could already take the Guard action as a bonus action, you can once per turn instead take it as a free action on your turn.
-- When you move on your turn, you can use a bonus action to allow an ally within 5 feet of you to move with you (no action required by the ally). The ally must end this movement within 5 feet of you, and this movement can't exceed the ally's speed.
-- When you choose to let an attack that would hit a guarded ally hit you instead, the creature rolls the damage as normal instead of choosing the maximum.
-
-### Mastery
-You've mastered fighting with a partner, learning to move and act as a single unit. While an ally is within 5 feet of you, you gain the following benefits:
-- When a creature within your reach misses an ally of yours with a melee attack, it provokes an opportunity attack from you. Do not add your proficiency bonus to your weapon skill for the purposes of determining the defence check DC.
-- Each round, the first time an ally within 5 feet of you is hit by a weapon attack and the result of the attack roll exceeds their defence by less than your proficiency bonus, the attack misses them.
-- When you take the Guard action, attacks vs the guarded ally's Dexterity defence that would affect only them have disadvantage.
-
-## Great Weapon
-
-### Style
-You are skilled at putting the weight of a weapon to your advantage. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefit:
-- When you roll a 1 or 2 on a weapon damage die, you can reroll the die once and keep the better result.
-- Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.
-
-### Mastery
-You've mastered putting the weight of a weapon to your advantage, letting its momentum empower your strikes. While you are wielding a melee weapon with the two-handed property with which you are proficient, you gain the following benefits:
-- On your turn, when you score a critical hit or reduce a creature to 0 hit points with a melee weapon, you can make one melee weapon attack as a bonus action.
-- When you miss with a melee weapon attack, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll. On a hit, this attack deals bludgeoning damage equal to your Strength modifier.
-- Before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, your weapon dice deal maximum damage.
-- While wielding the weapon in two hands, you have advantage on ability checks to avoid being disarmed. Attempts to disarm you suffer disadvantage.
-
-## Guerrilla
-
-### Style
-You are skilled at maneuvering across the battlefield. You gain the following benefits:
-- You can take the Disengage action as a bonus action. If you could already take the Disengage action as a bonus action, you can once per turn instead take it as a free action on your turn.
-- When you take the Disengage action, you ignore non-magical difficult terrain, and you have advantage on the first ability check to avoid an effect that impairs your movement speed or forces you to move before the start of your next turn.
-
-### Mastery
-You've mastered maneuvering across the battlefield, sliding through openings that others might not see. You gain the following benefits:
-- You can move through a hostile creature's space regardless of that creature's size.
-- When you hit a creature with an opportunity attack, you can move up to half your speed (no action required) without provoking opportunity attacks from that creature.
-- Once per turn, when you hit a creature with a weapon attack, if another enemy of the creature is within 5 feet of it, and that enemy isn't incapacitated, your weapon dice deal maximum damage.
-- Each round, the first time that a hostile creature moves until you are within their melee reach, you disengage as a free action and move half your speed away from them. If you encounter an obstacle or hazard, you take the shortest route around it. If this is not possible then you stop. If you could already disengage as a free action and move up to half your speed (such as if you are a Scout Rogue), then you also do this the second time that a hostile creature moves until you are within their melee reach.
-
-## Mounted
-
-### Style
-You are skilled at fighting while mounted. You gain the following benefits:
-- Mounting a creature only uses 5 feet of your movement, provided you can reach it.
-- You can force an attack targeted at your mount to target you instead, provided you are a valid target for that attack.
-
-### Mastery
-You've mastered the art of fighting while mounted, moving seamlessly with your companion. While you are mounted on a controlled creature, you gain the following benefits:
-- Once per turn, you can choose to have advantage on a melee weapon attack roll against an unmounted creature that is smaller than your mount. If the attack hits, your weapon dice deal maximum damage.
-- Each round, the first time that your mount is subjected to an effect that targets its Dexterity defence and deals only half damage on a miss, it instead takes no damage if it is missed and only half damage if it is hit.
-- While mounted, you can use your bonus action to have your mount make a single attack.
-
-## Onslaught
-
-### Style
-You are skilled at using your momentum to your advantage. You gain the following benefits:
-- You can take the Dash action as a bonus action. If you could already take the Dash action as a bonus action, you can once per turn instead take it as a free action on your turn.
-- When you attempt to trip a creature, instead of making a Strength (Athletics) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with advantage.
-
-### Mastery
-You've mastered using your momentum to your advantage, effectively pummeling creatures into submission and keeping them down once they fall. You gain the following benefits:
-- When a creature falls prone within 5 feet of you, it provokes an opportunity attack from you.
-- When you would have advantage on a melee weapon attack due to a creature being prone, you can reroll one of the dice once.
-- When a prone creature within 5 feet of you attempts to stand, they provoke an opportunity attack from you.
-- Once on each of your turns, if you move at least 10 feet in a straight line towards a creature before hitting it with a melee weapon attack, your weapon dice deal maximum damage.
-
-## Sentinel
-
-### Style
-You are skilled at techniques that take advantage of every drop in any enemy's guard. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
-- Creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach.
-- When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
-
-### Mastery
-You've mastered techniques to take advantage of every drop in any enemy's guard; in tight spaces you are indomitable. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:
-- Creatures within your reach provoke opportunity attacks from you even if they take the disengage action.
-- You can use a bonus action to enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you may make a number of additional opportunity attacks equal to your Dexterity modifier.
-- If you end your turn having taken the dodge action, then you may make one additional opportunity attack that round.
-
-## Sharpshooter
-
-### Style
-You are skilled with ranged weapons and can make shots that others find difficult. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
-- You can use your bonus action to mark a target 30 feet or greater from you. If you do so, and that target moves at least 5 feet before the start of your next turn, they provoke an opportunity attack from you, and you can use a ranged weapon for that opportunity attack.
-- If your target does not have total cover,then your ranged weapon attacks against targets 30 feet or greater from you consider the target's cover bonus to be reduced by one step. This feature stacks with others of its kind.
-
-### Mastery
-You've mastered ranged weapons and can easily make shots that others find impossible. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
-- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
-- If your target does not have total cover, then your ranged weapon attacks against targets 30 feet or greater from you consider the target's cover bonus to be reduced by one step. This feature stacks with others of its kind.
-- Before you make an attack with a ranged weapon with which you are proficient, you can choose to forgo your proficiency bonus. If the attack hits, your weapon dice deal maximum damage.
-
-## Shield
-
-### Style
-You are skilled at using your shield to defend yourself, and you understand that shields are not just for protection but also for offense. While you are wielding a shield with which you are proficient, you gain the following benefits:
-- If you are wielding a heavy shield, you are no longer required to wield a weapon with the light property in the other hand.
-- You can use a bonus action to try to shove or trip a creature within 5 feet of you with your shield.
-
-### Mastery
-You've mastered using a shield to defend yourself. While you are wielding a shield with which you are proficient, you gain the following benefits:
-- If you aren't incapacitated or already proficient in Dexterity defence, you can add shield bonus to your Dexterity defence vs indirect spells or other harmful effects.
-- Each round, the first time that a creature that you can see damages you, the weapon dice deal minimum damage.
-- Each round, the first time that you are missed by an effect that targets your Dexterity defence and deals half damage on a miss, you instead take no damage.
-
-## Snapshot
-
-### Style
-You are skilled at getting up close and personal with ranged weapons. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
-- When making a ranged weapon attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
-- If your target does not have total cover, then your ranged weapon attacks against targets within 30 feet of you consider the target's cover bonus to be reduced by one step. This feature stacks with others of its kind.
-- When you roll a 1 on a ranged weapon damage die against a creature within 30 feet, you can reroll the die and must use the new roll, even if the new roll is a 1.
-
-### Mastery
-You've mastered getting up close and personal with ranged weapons, maintaining both rate of fire and accuracy. While you are wielding a ranged weapon with which you are proficient, you gain the following benefits:
-- When you take the Attack action targeting a creature within 30 feet, you can choose to attack rapidly at the expense of accuracy. Your ranged weapon attacks are made without the aid of your proficiency bonus, but you can use your bonus action to make an additional ranged weapon attack, also without your proficiency bonus. If you would make more than one attack when you take the Attack action, only one attack is made without your proficiency bonus.
-- If your target does not have total cover, then your ranged weapon attacks against targets 30 feet or greater from you consider the target's cover bonus to be reduced by one step. This feature stacks with others of its kind.
-- Other creatures provoke an opportunity attack from you when they move to within 30 feet of you, and you can use ranged weapons when making opportunity attacks.
-
-## Throwing
-
-### Style
-You are skilled with the techniques of throwing weapons. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
-- Whenever you make a ranged attack with a thrown weapon, you can immediately draw another weapon as part of the attack.
-- Whenever you make a ranged attack with a thrown weapon, you can move up to 5 feet.
-- When you miss with a ranged attack with a thrown weapon, you can use your bonus action to repeat the attack against a creature within 15 feet and behind your initial target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
-
-### Mastery
-You've mastered the techniques of throwing weapons, readily blending the weapons with your movements. While you are wielding a weapon with the thrown property with which you are proficient, you gain the following benefits:
-- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with thrown weapons.
-- Once on each of your turns, you can make a ranged weapon attack with a thrown weapon against a target within the weapon's normal range without the aid of your proficiency bonus (no action required).
-- When you hit a creature with a ranged attack with a thrown weapon, you have advantage on your next melee weapon attack against that creature before the end of your next turn.
-- Once per turn, you can draw a weapon with the thrown property without using your object interaction.
-
-## Twin-Blade
-
-### Style
-You are skilled at fighting with double-bladed weapons. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:
-- When you engage in Double-Weapon Fighting, you can add your ability modifier to the damage of your Double-Weapon Fighting attack.
-- When you attempt to shove a creature, instead of making a Strength (Athletics) check, you can instead make an attack roll. If you are wielding your weapon in two hands, you make this attack roll with advantage.
-
-### Mastery
-You've mastered fighting with double-bladed weapons, using both ends to devastating effect. While wielding a weapon with the double property with which you are proficient, you gain the following benefits:
-- Whenever you roll the maximum on a weapon damage die against a creature, you gain a +1 bonus to the next attack roll you make against that creature before the end of your next turn.
-- You can engage in Double-Weapon Fighting even when the weapon you are wielding lacks the light property.
-- Grasping a double weapon you are wielding in only one hand with your other hand no longer requires your object interaction.
-- Before you make a melee weapon attack, you can choose to forgo your proficiency bonus. If the attack hits, your weapon dice deal maximum damage.
-
-## Versatile
-
-### Style
-You are skilled at using weapons in different ways. While you are wielding a melee weapon with the versatile property with which you are proficient and no other weapons, you gain the following benefits:
-- When you miss with a melee weapon attack on your turn while wielding a weapon in two hands, you can use your bonus action to repeat the attack roll against the same target using one hand. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.
-- When you miss with a melee weapon attack on your turn while wielding a weapon in one hand, you can use your bonus action to attempt to shove or trip that creature. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this ability check.
-- Grasping a versatile weapon you are wielding in only one hand with your other hand no longer requires your object interaction.
-
-### Mastery
-You've mastered using weapons in different ways, altering your attack patterns mid-swing. While you are wielding a melee weapon with the versatile property with which you are proficient and other weapons, you gain the following benefits:
-- Each round, the first time that you are the target of a melee weapon attack, your attacker provokes an opportunity attack from you. Do not add your proficiency bonus to your weapon skill for the purposes of determining the defence check DC. On a hit, the target suffers the attack’s normal effects and you impose disadvantage on the attack roll made against you.
-- Once per turn, when you make an attack roll while wielding a weapon in two hands, you can attempt to follow up on the attack. If the attack hits, make a secondary attack roll vs the creature's Strength defence. On a hit, the creature is pushed back 5 feet, and you can immediately move into the space it just vacated without provoking opportunity attacks.
-- Once per turn, when you make an attack roll while wielding a weapon in one hand, the target is wielding a shield, and your other hand is empty, you can use your other hand to pull down the shield as a free action. If you do so, the creature gains no benefit to Strength defence from its shield for that attack.
diff --git a/Talents/Universal/Skill/index.md b/Talents/Universal/Skill/index.md
deleted file mode 100644
index 528439dad..000000000
--- a/Talents/Universal/Skill/index.md
+++ /dev/null
@@ -1,115 +0,0 @@
----
-title: Skill Talents
-parent: Universal Talents
-grand_parent: Talents
----
-
-# Skill Talentsᴮᴳ
-
-## Acrobat
-You become more nimble, gaining the following benefits:
-* Increase your Dexterity score by 1, to a maximum of 20.
-* You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
-* As a bonus action, you can make a DC 15 Dexterity (Athletics) check. If you succeed, difficult terrain doesn't cost you extra movement until the end of the current turn.
-
-## Animal Handler
-You master the techniques needed to train and handle animals. You gain the following benefits:
-* Increase your Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Animal Handling skill. If you are already proficient in it, you instead gain expertise in it.
-* You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
-
-## Arcanist
-You master the theory and practice of magic, gaining the following benefits:
-* Increase your Intelligence score by 1, to a maximum of 20.
-* You gain proficiency in the Arcana skill. If you are already proficient in it, you instead gain expertise in it.
-* You can cast Detect Magic spell as a ritual.
-
-## Brawny
-You become stronger, gaining the following benefits:
-* Increase your Strength, Dexterity or Constitution score by 1, to a maximum of 20.
-* You gain proficiency in the Athletics skill. If you are already proficient in it, you instead gain expertise in it.
-* You count as if you were one size larger for the purpose of determining your carrying capacity.
-
-## Charming Persona
-You've master the art of charming those around you, gaining the following benefits:
-* Increase your Charisma score by 1, to a maximum of 20.
-* You gain proficiency in the Persuasion skill. If you are already proficient in it, you instead gain expertise in it.
-* If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check vs the creature’s passive Wisdom (Insight). If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.
-
-## Empathic
-You possess keen insight into how other people think and feel. You gain the following benefits:
-* Increase your Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Insight skill. If you are already proficient in it, you instead gain expertise in it.
-* You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. On a success, you have advantage on attack rolls and ability checks against the target until the end of your next turn.
-
-## Investigator
-You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
-* Increase your Intelligence score by 1, to a maximum of 20.
-* You gain proficiency in the Investigation skill. If you are already proficient in it, you instead gain expertise in it.
-* You can take the Search action as a bonus action.
-
-## Loremaster
-Your study of history rewards you with the following benefits:
-* Increase your Intelligence score by 1, to a maximum of 20.
-* You gain proficiency in the History skill. If you are already proficient in it, you instead gain expertise in it.
-* When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.
-
-## Medic
-You master the physician’s arts, gaining the following benefits:
-* Increase your Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Medicine skill. If you are already proficient in it, you instead gain expertise in it.
-* During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature rolls a recovery die during this rest, then that creature can forgo the roll and instead regain the maximum number of stamina that the die can restore. A creature can do so only once per rest.
-
-## Naturalist
-Your extensive study of nature rewards you with the following benefits:
-* Increase your Intelligence score by 1, to a maximum of 20.
-* You gain proficiency in the Nature skill. If you are already proficient in it, you instead gain expertise in it.
-* You can cast the Detect Poison and Disease spell as a ritual.
-
-## Perceptive
-You hone your senses until they become razor sharp. You gain the following benefits:
-* Increase your Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Perception skill. If you are already proficient in it, you instead gain expertise in it.
-* Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
-
-## Performer
-You master performance so that you can command any stage. You gain the following benefits:
-* Increase your Charisma score by 1, to a maximum of 20.
-* You gain proficiency in the Performance skill. If you are already proficient in it, you instead gain expertise in it.
-* While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
-
-## Quick-Fingered
-Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
-* Increase your Dexterity score by 1, to a maximum of 20.
-* You gain proficiency in the Sleight of Hand skill. If you are already proficient in it, you instead gain expertise in it.
-* As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
-
-## Silver-Tongued
-You develop your conversational skill to better deceive others. You gain the following benefits:
-* Increase your Charisma score by 1, to a maximum of 20.
-* You gain proficiency in the Deception skill. If you are already proficient in it, you instead gain expertise in it.
-* When you take the Attack action, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check vs the target's passive Wisdom (Insight). If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour.
-
-## Stealthy
-You know how best to hide. You gain the following benefits:
-* Increase your Dexterity score by 1, to a maximum of 20.
-* You gain proficiency in the Stealth skill. If you are already proficient in it, you instead gain expertise in it.
-* If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
-
-## Survivalist
-You master wilderness lore, gaining the following benefits:
-* Increase your Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Survival skill. If you are already proficient in it, you instead gain expertise in it.
-* You learn the Alarm spell. You can cast it once per long rest.
-
-## Theologian
-You master the theory and practice of theology, gaining the following benefits:
-* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
-* You gain proficiency in the Theology skill. If you are already proficient in it, you instead gain expertise in it.
-* You can cast the Ceremony spell as a ritual.
-
-## Threatening
-You become fearsome to others, gaining the following benefits:
-* Increase your Charisma score by 1, to a maximum of 20.
-* You gain proficiency in the Intimidation skill. If you are already proficient in it, you instead gain expertise in it.
-* When you take the Attack action, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check vs by the target's passive Wisdom (Insight). If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour.
diff --git a/Talents/Universal/Tool/index.md b/Talents/Universal/Tool/index.md
deleted file mode 100644
index 6b57a6290..000000000
--- a/Talents/Universal/Tool/index.md
+++ /dev/null
@@ -1,56 +0,0 @@
----
-title: Tool Talents
-parent: Universal Talents
-grand_parent: Talents
----
-
-# Tool Talentsᴮᴳ
-
-## Bypasser
-You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
-* Increase your Dexterity score by 1, to a maximum of 20.
-* You gain proficiency with thieves' tools. If you are already proficient with them, you instead gain expertise with them.
-* Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check to detect the nature of a lock, you are considered to have expertise in the Investigation or Perception skill.
-
-## Crafter
-You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. Select one type of artisan’s tools. You gain the following benefits whilst using it:
-* Increase your Strength, Constitution, Intelligence or Wisdom score by 1, to a maximum of 20.
-* You gain proficiency with the chosen tool. If you are already proficient, you instead gain expertise.
-* When you craft something with the tool you've selected, the total market value you can craft increases by your level in gp/hour. If you have expertise with them, the market value instead increases by 2 times your level in gp/hour.
-* If you use the tool you've selected to practice a profession during downtime, you can support a lifestyle one higher than you would normally be able to.
-
-You can select this feat multiple times. Each time you do so, you must choose a different set of artisan’s tools.
-
-## Entertaining Competitor
-You have a natural gift for performing and competing. Select one gaming set or musical instrument. You gain the following benefits:
-* Increase your Dexterity, Wisdom, or Charisma score by 1, to a maximum of 20.
-* You gain proficiency in the chosen gaming set or musical instrument. If you are already proficient with it, you instead gain expertise with it.
-* While playing your chosen instrument or game, you can always readily read the emotions of those paying attention to you. During this time, and for up to one minute after completing, you have advantage on Wisdom (Insight) checks to read the emotions of those you performed for or competed against.
-
-You can select this feat multiple times. Each time you do so, you must choose a different gaming set or musical instrument.
-
-## Gourmand
-You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:
-* Increase your Constitution score by 1, to a maximum of 20.
-* You gain proficiency with the chef’s kit. If you are already proficient with it, you instead gain expertise with it.
-* As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
-* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, chef’s kit, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, diseases have disadvantage to attack the Constitution defence of those who partake in the meal for the next 24 hours.
-
-## Herbalist
-You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
-* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
-* You gain proficiency with the herbalism kit. If you are already proficient with it, you instead gain expertise with it.
-* As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it.
-* You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit.
-
-## Master of Disguise
-You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
-* Increase your Charisma score by 1, to a maximum of 20.
-* You gain proficiency with the disguise kit. If you are already proficient with it, you instead gain expertise with it.
-* If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.
-
-## Vehicle Expert
-You're experienced both on land and sea, be it from time in a navy, as a mercenary, or perhaps even piracy. You gain the following benefits:
-* Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
-* You gain proficiency in vehicles (land) and vehicles (sea). If you are already proficient, you instead gain expertise.
-* Whenever you make an Intelligence (Investigation) or Wisdom (Perception) check related to vehicles or ships, you are considered to have expertise in the Investigation or Perception skill.
diff --git a/Talents/Universal/index.md b/Talents/Universal/index.md
deleted file mode 100644
index 23a20c11f..000000000
--- a/Talents/Universal/index.md
+++ /dev/null
@@ -1,15 +0,0 @@
----
-title: Universal Talents
-parent: Talents
-has_children: true
-nav_order: 1
----
-
-# Universal Talents
-A talent represents an area of expertise that gives a character special capabilities. It embodies training, experience and abilities.
-
-You can take each talent only once, unless the description says otherwise.
-
-You must meet any prerequisite specified in a talent to take that talent. If you ever lose a talent’s prerequisite, you can’t use that talent until you regain the prerequisite. For example, the Grappler talent requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow (perhaps by a withering curse) you can’t benefit from the Grappler talent until your Strength is restored.
-
-Talents marked with ᴮᴳ may be taken as background talents.
diff --git a/Talents/Warlock/Archfey/index.md b/Talents/Warlock/Archfey/index.md
index 6353342fd..d3ec6cf65 100644
--- a/Talents/Warlock/Archfey/index.md
+++ b/Talents/Warlock/Archfey/index.md
@@ -1,6 +1,6 @@
---
Title: Archfey
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Celestial/index.md b/Talents/Warlock/Celestial/index.md
index 60c90ad18..f377de08d 100644
--- a/Talents/Warlock/Celestial/index.md
+++ b/Talents/Warlock/Celestial/index.md
@@ -1,6 +1,6 @@
---
Title: Celestial
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Djinn/index.md b/Talents/Warlock/Djinn/index.md
index d1f351c3e..c06f3e0f1 100644
--- a/Talents/Warlock/Djinn/index.md
+++ b/Talents/Warlock/Djinn/index.md
@@ -1,6 +1,6 @@
---
Title: Genie
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Fathomless/index.md b/Talents/Warlock/Fathomless/index.md
index ee71609d1..1b050cb2c 100644
--- a/Talents/Warlock/Fathomless/index.md
+++ b/Talents/Warlock/Fathomless/index.md
@@ -1,6 +1,6 @@
---
Title: Fathomless
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Fiend/index.md b/Talents/Warlock/Fiend/index.md
index fa56e6109..1561b651c 100644
--- a/Talents/Warlock/Fiend/index.md
+++ b/Talents/Warlock/Fiend/index.md
@@ -1,6 +1,6 @@
---
Title: Fiend
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Hexblade/index.md b/Talents/Warlock/Hexblade/index.md
index 16c6dbd66..5359c2be1 100644
--- a/Talents/Warlock/Hexblade/index.md
+++ b/Talents/Warlock/Hexblade/index.md
@@ -1,6 +1,6 @@
---
Title: Hexblade
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Invocations/index.md b/Talents/Warlock/Invocations/index.md
index c5b6ba868..eb2d7ea02 100644
--- a/Talents/Warlock/Invocations/index.md
+++ b/Talents/Warlock/Invocations/index.md
@@ -1,6 +1,6 @@
---
Title: Eldritch Invocations
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/OldOne/index.md b/Talents/Warlock/OldOne/index.md
index 8bc6e5dfb..f5a7cf397 100644
--- a/Talents/Warlock/OldOne/index.md
+++ b/Talents/Warlock/OldOne/index.md
@@ -1,6 +1,6 @@
---
Title: Great Old One
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Undead/index.md b/Talents/Warlock/Undead/index.md
index 229cf9d7f..0b1bd3ebe 100644
--- a/Talents/Warlock/Undead/index.md
+++ b/Talents/Warlock/Undead/index.md
@@ -1,6 +1,6 @@
---
Title: Undead
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/Undying/index.md b/Talents/Warlock/Undying/index.md
index 0a9b3167a..d576af568 100644
--- a/Talents/Warlock/Undying/index.md
+++ b/Talents/Warlock/Undying/index.md
@@ -1,6 +1,6 @@
---
Title: Undying
-parent: Warlock Talent Tree
+parent: Warlock Talents
grand_parent: Talents
---
diff --git a/Talents/Warlock/index.md b/Talents/Warlock/index.md
index 943e4bac2..037bc37e9 100644
--- a/Talents/Warlock/index.md
+++ b/Talents/Warlock/index.md
@@ -1,13 +1,10 @@
---
-title: Warlock Talent Tree
+title: Warlock Talents
parent: Talents
has_children: true
-nav_order: 12
---
-# Warlock Talent Tree ([Mage](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Mage/))
-
-**As long as at least half of your mage talents are from the warlock talent tree, your stamina increases to 3× your Constitution score and your recovery die increases to a d8.**
+# Warlock Talent Tree
## Spell School Proficiencies
If your first talent is a warlock talent, then you are trained in the following spell schools: Conjuration, Charms and three additional schools of your choice.
@@ -34,6 +31,9 @@ Additionally, whenever you gain a warlock talent, you can choose one of the arca
| Unchained | 100 | 10th Level Spells and 6 Warlock Talents |
### Eldritch Invocations
+
+
+
#### **Cost:** 5 Character Points
**Prerequisite:** 1 Warlock Talent
*In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.*
@@ -42,6 +42,9 @@ You gain an [Eldritch Invocation](https://stormchaserroleplaying.com/stormchaser
Additionally, when you gain a new talent in this class or a spellcasting talent, you can choose one of the [Invocations](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) that you know and replace it with another [Invocation](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/Invocations/) that you could learn, provided that they share the same Character Point cost.
### Pact Boon
+
+
+
#### **Cost:** 5 Character Points
**Prerequisite:** Eldritch Invocations
*Your otherworldly patron bestows a gift upon you for your loyal service.*
@@ -70,6 +73,9 @@ Your patron gives you a grimoire called a Book of Shadows. When you gain this fe
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
### Unchained
+
+
+
#### **Cost:** 100 Character Points
**Prerequisite:** 10th Level Spells and 6 Warlock Talents
You have grown beyond mortal limits. Your spellcasting ability score increases by 4, and your maximum for this score also increases by 4.
diff --git a/Talents/Universal/Weapon/index.md b/Talents/Weapon/Focus/index.md
similarity index 75%
rename from Talents/Universal/Weapon/index.md
rename to Talents/Weapon/Focus/index.md
index bd64fd95a..50532cdad 100644
--- a/Talents/Universal/Weapon/index.md
+++ b/Talents/Weapon/Focus/index.md
@@ -1,61 +1,91 @@
---
-title: Weapon Foci
-parent: Universal Talents
+title: Weapon Focus
+parent: Weapon Talents
grand_parent: Talents
---
-# Weapon Foci
+# Weapon Focus Talents
## Blade Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Martial Blade Proficiency
You master blade-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
-* You gain a +1 bonus to the weapon’s attack rolls.
* As a bonus action, you can take a parrying stance. While you are in this stance and you aren’t wielding a shield, you gain a bonus to Strength or Dexterity defence equal to half your proficiency bonus (rounded up) until the start of your next turn.
* You score a critical hit on a roll of 19 or 20.
## Bludgeoning Weapon Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Martial Bludgeoning Weapon Proficiency
You master the bludgeoning-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
-* You gain a +1 bonus to the weapon’s attack rolls.
* Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to knock the target prone. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), make a Strength (Athletics) check vs. the higher of the target’s Strength or Dexterity defence. On a hit, the target is knocked prone.
* Each round, the first time that you make an opportunity attack, the target has disadvantage on their check to avoid it.
## Crossbow Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Crossbow Proficiency
Thanks to extensive practice with the crossbow, you gain the following benefits:
* When reloading a crossbow, you can expend your bonus action to reduce the time it takes to load a crossbow by 1 attack.
* Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
* When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
## Firearm Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Firearm Proficiency
You are an expert in the way of the gun.
* When reloading a firearm, you can expend your bonus action to reduce the time it takes to load a gun by 1 attack.
* If your gun has the caliber property, the distance is extended to 30 feet and the defence threshold for the additional damage die is reduced to 2.
* You are proficient in the sacred art of hitting someone with your gun if they get too close. One-handed Firearms gain Bashing (1d4 bludgeoning) and two-handed firearms gain bashing (1d8 bludgeoning), but both still face the Misfire chance on the attack roll.
## Grappling Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Martial Unarmed Weapon Proficiency
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
-* You have advantage on attack rolls against a creature you are grappling.
+* You have +1d on attack rolls against a creature that you are grappling.
* Failed grapple checks do not result in loss of the grapple or opportunity attacks.
* While you are grappling an opponent, you can choose not to roll one of your attacks and deal damage equal to your Strength ability modifier. Each round, the first time that an opponent that you are grappling an opponent, attempts to escape your grapple and fails, you deal damage to them equal to your Strength ability modifier.
## Polearm Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Martial Polearm Proficiency
You master polearm-type weapons. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
-* You gain a +1 bonus to the weapon’s attack rolls.
* When you take the Attack action, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage. If the weapon has the reach property, the bonus action attack does not benefit from this property.
* When you take the Attack action, you can choose to forgo one of your attacks. If you do so, your reach increases by 5 feet until the start of your next turn.
## Rifle Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Firearm Proficiency
You master the use of firearms with the two-handed property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
-* You gain a +1 bonus to the weapon’s attack rolls.
-* Whenever you have advantage on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Dexterity defence. On a hit, its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet.
+* Whenever you have a situational +1d on an attack roll and hit, and the lower of the two d20 rolls would also hit, you can attempt to snare the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Dexterity defence. On a hit, its movement speed is reduced by half until the end of it's next turn. If it's speed was already reduced by half, it is instead reduced to 5 feet.
* Each round, the first time that a creature that you can see misses you with a melee attack roll, you disengage as a free action and move up to half your speed directly away from them. If you encounter an obstacle or hazard, you take the shortest route around it. If this is not possible then you stop.
## Sidearm Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Crossbow or Firearm Proficiency
You master weapons with the point-blank property. You gain the following benefits while wielding any of these weapons, if you are proficient with it:
-* You gain a +1 bonus to the weapon’s attack rolls.
* You learn to load and fire your weapon more efficiently. You can now reload these weapons using your object interaction. You must have one free hand to reload.
* Whenever you score a critical hit against a living creature that has a head, you can attempt to daze the target. If the target is no more than one size larger than you (your size or smaller if your weapon has the light property), you may make a Dexterity attack roll vs its Constitution defence. On a hit, it is stunned until the end of its next turn.
## Trip Weapon Specialist
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Proficiency in Any Weapon with the Trip Property
You master weapons with the tripping property. You gain the following benefits while wielding any of these weapons:
-* You gain a +1 bonus to the weapon’s attack rolls.
* As a bonus action on your turn, you can extend your weapon to sweep around and pull down an opponent’s shield. Until the end of that creature’s next turn, it gains no benefit from its shield.
* When you score a critical hit with the weapon or hit with an opportunity attack using the weapon, you can attempt to trip the opponent as well. If the target is no more than one size larger (your size or smaller if your weapon has the light property), you may make a Strength or Dexterity attack roll vs its Strength defence. On a hit, it is knocked prone.
diff --git a/Talents/Weapon/Proficiency/index.md b/Talents/Weapon/Proficiency/index.md
new file mode 100644
index 000000000..d47e1e807
--- /dev/null
+++ b/Talents/Weapon/Proficiency/index.md
@@ -0,0 +1,29 @@
+---
+title: Proficiency
+parent: Weapon Talents
+grand_parent: Talents
+nav_order: 1
+---
+
+# Weapon Proficiency Talents
+
+## Weapon Training
+
+
+
+#### **Cost:** 2 Character Points
+Choose one [weapon group](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Proficiency/). You are considered to be **trained** in the use of this weapon group. You add +1d to your attack rolls and weapon skill when wielding a weapon from your chosen weapon group.
+
+## Weapon Expertise
+
+
+
+#### **Cost:** 10 Character Points
**Prerequisite:** Weapon Training
+Choose one [weapon group](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Proficiency/) in the use of which you are trained. You are considered to be an **expert** with this weapon group. You add an additional +1d to your attack rolls and weapon skill when wielding a weapon from your chosen weapon group, for a total of +2d.
+
+## Weapon Mastery
+
+
+
+#### **Cost:** 25 Character Points
**Prerequisite:** Weapon Expertise
+Choose one [weapon group](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Weapons/Proficiency/) with which you are an expert. You are considered to be a **master** of this weapon group. You add an additional +1d to your attack rolls and weapon skill when wielding a weapon from your chosen weapon group, for a total of +3d.
diff --git a/Talents/Weapon/index.md b/Talents/Weapon/index.md
new file mode 100644
index 000000000..840451a8a
--- /dev/null
+++ b/Talents/Weapon/index.md
@@ -0,0 +1,7 @@
+---
+title: Weapon Talents
+parent: Talents
+has_children: true
+---
+
+# Weapon Talents
diff --git a/Talents/Wizard/Bladedancer/index.md b/Talents/Wizard/Bladedancer/index.md
index af8a0984b..f46dc71e6 100644
--- a/Talents/Wizard/Bladedancer/index.md
+++ b/Talents/Wizard/Bladedancer/index.md
@@ -1,6 +1,6 @@
---
title: Bladedancer
-parent: Wizard Talent Tree
+parent: Wizard Talents
grand_parent: Talents
---
diff --git a/Talents/Wizard/Marksman/index.md b/Talents/Wizard/Marksman/index.md
index 6f05a6d09..9722457e4 100644
--- a/Talents/Wizard/Marksman/index.md
+++ b/Talents/Wizard/Marksman/index.md
@@ -1,6 +1,6 @@
---
title: Arcane Marksman
-parent: Wizard Talent Tree
+parent: Wizard Talents
grand_parent: Talents
---
diff --git a/Talents/Wizard/index.md b/Talents/Wizard/index.md
index f23573e78..09755f76f 100644
--- a/Talents/Wizard/index.md
+++ b/Talents/Wizard/index.md
@@ -1,11 +1,10 @@
---
-title: Wizard Talent Tree
+title: Wizard Talents
parent: Talents
has_children: true
-nav_order: 13
---
-# Wizard Talent Tree (Mage)
+# Wizard Talent Tree
Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible. Such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, revelling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
## Spellcasting
diff --git a/Talents/index.md b/Talents/index.md
index a3bb4b05b..2c0fe9884 100644
--- a/Talents/index.md
+++ b/Talents/index.md
@@ -1,16 +1,18 @@
---
title: Talents
has_children: true
-nav_order: 7
+nav_order: 6
---
# Talents
-The combination of attributes, species, background and class defines your character’s capabilities in the game. The personal details with which you describe your character set them apart from any other. Even within your class and species, you have options to fine-tune what your character can do.
+The combination of attributes, species, culture and background defines your character’s capabilities in the game. The personal details with which you describe your character set them apart from any other.
This section defines the rules for customising your character further: talents.
-There are two broad categories of talents:
-* **Universal talents** can be taken by any character that meets the talent's prerequisites and spends the necessary character points required to take the talent.
-* **Talent trees** are each associated with a class. A single-classed character may only take talents from the talent tress that belong to that character's class.
+A talent represents an area of expertise that gives a character special capabilities. It embodies training, experience and abilities.
-Taking a talent from a tree belonging to a class other than your own requires you to [multiclass](https://stormchaserroleplaying.com/stormchaserRPG/Classes/Multiclassing/).
\ No newline at end of file
+A talent may be taken by any character that meets the specified prerequisites and spends the necessary character points required to take the talent.
+
+If you ever lose a talent’s prerequisite, then you can’t use that talent until you regain the prerequisite. For example, the Grappler talent requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow (perhaps by a withering curse), then you can’t benefit from the Grappler talent until your Strength is restored.
+
+You can take each talent only once, unless the description says otherwise.