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41

I am afraid that there are no solution that fits all need. All have drawbacks and advantages. Accents, if you can do them, work great. Pick a real life language and use an outrageous accent of the same for your Blurbnish. Clearly, the more outlandish and caricature the accent, the better as long as it fits the tone of the game. If the game is real life, ...


29

One thing that I have heard very good reports of is this from a larp event called Captain Dick Britton in The Voice Of The Seraph: If you have a skill in a particular language, then you can both speak it, read it, and write it. By default, everyone talks in English. Please adopt whatever accent is appropriate. To speak in German, prefix ...


23

I have always read You gain the selected language as a bonus language, as meaning that you add the language to your list of known languages when you create your character (as a bonus language), not that you add the language to the list of bonus languages you can choose from to learn with a high intelligence modifier. The reason I believe this is that ...


22

The language skills of ropers have varied by edition: The original roper, in the original Monster Manual, had Exceptional intelligence, but no listed ability to use language. In second edition’s Monster Manual, the roper is much the same. The Habitat/Society and Ecology sections make no mention of language, and the best we get is “Ropers are not social and ...


20

Script refers to the characters used. To an Orc, text written in Dwarvish would have familiar letters, but otherwise would make no sense to him. Your comparison between English and French is spot-on: both have the same script, but being able to read English does not help you understand French. Compare this to for example English and Chinese: not only do you ...


19

Thieves' cant is a fluff ability that will rarely if ever have a significant impact.* If you believe Criminal background should grant it, you won't break anything by modifying it. If you're really concerned with balancing the changes, consider that all basic backgrounds give a total of two tool proficiencies and languages, in any combination. Replace one of ...


19

Yes. From 5e PHB, p. 123 Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.


19

No. The Belt of Dwarvenkind grants knowledge of the Dwarvish language, not the physical ability to produce speech. Beast Form very clearly denies the use of the humanoid languages you know: your ability to speak [...] is limited to the capabilities of your beast form If it was a Belt of Wookieekind, the situation would be different.


16

Omniglot The writers for Disney's Atlantis, Klingon from Star trek, etc. All created languages during the course of their creations, and most of them are available on this site, called Omniglot. At the bottom of some Omniglot pages there are fictional fonts that you can use for writing that should fit what you're looking for. Personally my favorite is the ...


16

If it was physically capable of speaking, it would be able to speak the languages it knew in life. It still retains its knowledge of them, so knowing how to speak a language is not the problem. The problem is that a skeleton lacks lips, a tongue, vocal cords, a voicebox, and lungs. Speaking is simply impossible. The Monster Manual entry on skeletons says: ...


16

No, because the point of Thieves' Cant is that observers can't tell it's being used. The conversations being lengthy isn't a giveaway either, since that just means that the conversations the messages hide in are normal length and the Cant message is ¼ the length of the carrier message. For longer Cant messages, just talk more about mundane things like ...


16

First of all, D&D 5 treats language as a binary - you know it with absolute fluency or you don't know it at all. You could stop right there and it would be fair. If you want to go further and allow someone to recognise a written or spoken language they don't know you need to decide: The applicable stat - Intelligence is a clear stand out The ...


15

Rules as written, the Roper does not have a language (check out the Monster Manual). I believe you're looking at Hoard of the Dragon Queen and this entry for the Roper was a mistake. Hoard of the Dragon Queen was in development concurrently with Fifth Edition, so there was a period where the Roper could actually communicate, but that did not carry over into ...


14

Eventually, yes, particularly if you as the DM rule that. If you want to explain why, you can make it as simple as an active Insight or Perception Check, or a Passive Insight or Perception check (or use an Intelligence based skill like Investigation if that makes more sense to you to use Intelligence to address language issues). Caveat: the eventually ...


14

Languages don't come from stats, ability scores, or skills. They come from race, and possibly from class or background. Languages By virtue of your race, your character can speak, read, and write certain languages. (PHB p.17) From their first mention languages are set out as a racial benefit. Two exceptions arise--Druidic and Thieves' Cant--as ...


14

The bonus language granted by the Tongues curse is added to the languages you know, not the languages you can choose to know by virtue of high intelligence. Here's why: You apply your character's Intelligence modifier to: The number of bonus languages your character knows at the start of the game." Note the wording: Bonus languages are ...


13

I'd argue that the free training doesn't grant you fluency in that same time period. Training from someone that specializes in teaching languages is what's required. The costs are time and training materials. Note that the full text says "First, you must find an instructor willing to teach you." This implies that a native speaker isn't sufficient, but ...


11

No, the item functions the same as any other command word item. The character simply needs to know the word used to activate it, whether through being told, a hint on the item, or simple experimentation. Many command words don't even have any particular meaning. This part of the description for the item is simply for flavor.


11

From what I see about 5e Elves and Dwarves it seems like it depends but let's assume this situation: Typical Tolkien-like structure of languages. What we have first is Dwarven and Elfish are alien. Those languages have no correlation to each other - Elfish borrowed some things from Welsh and Finnish, Dwarven - closer to Semitic family of languages. To ...


10

No you should not assume he knows the language if you do not get it from your race or background. If there is no rule giving you the language you do not have it. Keep in mind that your character need not come from the Underdark so he might in fact not know the language. (Surface Drow are a thing in some settings.) He might also come from the Underdark and ...


10

The other player is incorrect. If you have telepathy, you can communicate with any creature that knows any language, regardless of whether or not you speak that language. As you quoted, A creature with [telepathy] can communicate telepathically with any other creature [...] that has a language. That is the only requirement: a language. Not any ...


9

Languages are their own thing. They're not proficiencies, as the rules often refer to skill and tool proficiencies together, but never include languages. Additionally, the proficiency keyword is never used with languages. The rules for learning new languages are the last section of the Adventuring chapter, so they can't be inherent to a creature or ...


8

This appears to be a typo. According to the Forgotten Realms wiki, Wild elves go by the name "Sy'Tel'Quessir", meaning "People of the Wilds", and Wood elves go by the name "Or'Tel'Quessir", meaning "People of the Wood".


8

It represents the costs of everything involved in the training in general. The situation you've explained is rather specific. Feel free to reduce the cost, but I'd advise against removing it completely - there are other costs involved besides the teaching labor (e.g. food, materials, etc.). ^_^


8

It's not automatic because it's an unwarranted assumption that all criminals would automatically be thieves or have knowledge of the Cant. Examples: A druid assassin could have the criminal background in that he uses wildshape to infiltrate areas so that he can get close to his targets. There is no need for a thieves cant there, and no real back story to ...


7

I often use different fonts in player handouts. My preferred tool to find them is Google. I've found some nice fonts from Fontspace.com, Dafont.com, and 1001freefonts.com. For example, a font I am using in an upcoming game: http://www.dafont.com/deadspace.font For example, some Forgotten Realms fonts: http://www.fonts2u.com/dethek--dwarvish-fr.font ...


7

What makes the most sense to you? The rules text doesn't make it at all clear exactly what that money is going to. There are three different options that I see: training materials, paying the instructor, or both. Depending on how you and your group sees it, any of those three options are totally acceptable. You should figure out which one makes the most ...


6

The character would know a culturally-taught language unless the background accounted for it. Although the PHB indicates that it is the physical race, that's really nonsensical given the character concept. This falls well within the expected tweaking of character background encouraged by the rule set. I cannot imagine it causing a problem.


6

Do whatever you like; humanity is not a precedent for fantasy races in a fantasy world. That is, just because humans must learn to speak doesn't mean that elves etc. can't sprout Elvish etc. as soon as they are born. Human development does not have to serve as an analogue of Elf development. Unless you want it to of course. The same is true of all racial ...


5

The answer will lie in whether a Language counts as a Skill Proficiency. Wild Shape Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the ...



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