Is there a way (and if so how) to add a conditional trait into PCGen?

Specifically what I am trying to do is add a racial trait to the Kitsune race that will replace two of the normal racial traits. I have successfully added a trait called "Naturally Skilled" into the program and it shows up/ works just fine however I need to cut out two of the other traits you would get naturally if you choose this trait.

Starting racial traits for a Kitsune: Agile, Change Shape, Kitsune Magic, Low-Light Vision

What it should look like if I choose Naturally Skilled is: Change Shape, Low-Light Vision, Naturally Skilled

So essentially I’m replacing both Agile and Kitsune Magic for Naturally Skilled. Is there a good way to code that in? I’ve been trying to find where in the code to put arguments like that but its like sifting through a barn full of hay for a hay colored needle.

Does the duration of the invisibility from the Firbolg’s Hidden Step trait allow me to make an attack roll with advantage on the following turn?

The firbolg’s Hidden Step trait (VGtM, p. 107) is described as being active "until the start of your next turn" at most:

As a bonus action, you can magically turn invisible until the start of your next turn

I’m unclear on the exact mechanics of turn starts. For instance, if I use Hidden Step as a bonus action at the end of my turn, would the invisibility stay active for my next attack?

My initial reading was "no" as the trait would stay active from when I use it, into the next round, and drop as soon as my turn came up in the initiative order. I would then become visible, and take my action. This also gels conceptually: I can use Hidden Step to protect myself from combat for a round, or I can use it to gain advantage on an attack. But I can’t use it for both.

However, I’ve also read that advantage for invisibility is determined at the start of the round, and thus the advantage would in fact carry over to the next round’s attack, as if I was attacking from hiding or something similar.

Which is it, and what source would resolve it?

Can the Suggestion spell from the Yuan-Ti Pureblood playable race’s Innate Spellcasting trait only be used to target snakes?

The Yuan-Ti Pureblood playable race has the Innate Spellcasting trait, whose description states (VGtM, p. 120; emphasis mine):

You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can’t do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Can the Yuan-Ti Pureblood’s suggestion spell from this trait only be used to target snakes?

I was under the impression that only the animal friendship spell from this trait was limited to only being able to target snakes, while poison spray and suggestion could be used as stated with no such targeting restrictions.

However, I’ve run into a DM in organized play who is arguing that suggestion is limited to snakes only, and I cannot find any official text anywhere clarifying this.

It doesn’t make much sense to me that suggestion would only work on snakes when suggestion requires the target to understand you. Outside of special circumstances, most snakes would not be able to understand you as a Yuan-Ti… The animal friendship part of this ability is the only part that lists this restriction, and it seems to only restrict that spell rather than the entire trait. Otherwise, it would also imply poison spray could only be cast on snakes, which is just silly from both a canon and utility sense.

Despite my arguments against it, this DM seems set on his ruling unless I can find something official stating otherwise. Anyone know of any references to this ability I can show him?

Does the Orc’s ‘Aggressive’ racial trait allow you to move with a grappled target as long as you move toward it?


Aggressive. As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.

That last clause seems to indicate the negative, since a grappled creature would move with me even if I was moving toward it, and therefore not closer to the enemy than I started?

Is my ‘Magical Boost’ trait balanced? [closed]

I want to create a homebrew playable race called Fools. Essentially the idea is court jesters but as a race. They have bright, multicolored skin. I want them to have the abilities of the original Fool character in my short story, but I’m afraid they might be too overpowered and/or unbalanced. I have put the current stat block for Fools in the quotes below.

Language. Fools have a language unique to their race, however, they adopt the most spoken language of their surroundings. You speak Foolish, and any language of your choosing.

I believe this is fine as having the choice of a second language is a common trait.

Alignment. Fools are rule-breakers at their core. They are almost always chaotically aligned. Fools are a very widespread and variable race, having members be good, evil, and everything in between.

Again, I’m very sure about this.

Speed. 25.

Halflings and dwarves have a speed of 25. My fools’ size range matches those of halflings and dwarves, so again, this is good as is.

Size. Any given Fool can range in height from less than three feet tall up to just over five feet.

This plays into Fools being variable. No need for change.

Links to the Arcane. Fools are notorious for their innate ability to sense magic. You get +2 to any perception check regarding magic.

This I’m not so sure about. I certainly want Fools to have some innate link to magic and I feel this ability is a good way to show it.

Ability Score Increase. Your dexterity score increases by 1.

Fools are generally very nimble, so I feel this fits.

Magical Boost. You can move ten feet in any direction on your turn. This is an Action. If you do not use this ability again next turn or end you turn on something, you begin to fall back to the ground five feet per turn.

This is the trait I am least sure about. I’m not sure if I should make it more or less powerful. Or if I should extend the range that they can move on their turn.

Is my race, as it currently is, balanced? What changes should I make? What should I add or remove?

Can a druid Wild-Shaped into a raven speak using the Mimicry trait?

The description of the druid’s Wild Shape feature says, in part (PHB, p. 67):

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form.

And the Mimicry trait of a raven says:

The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

As a druid PC, I’ve heard all the simple sounds that make up a language that I can speak. So, by RAW, can I speak all the languages my character knows while wildshaped in raven form? After all, I do keep my character’s mental abilities when I am in Wild Shape; am I able to mimic sounds well enough to speak?

If so: As slowly or weird-sounding as it may be, would it be clear enough for other people to understand?

How do the Death Ward spell and the half-orc’s Relentless Endurance racial trait interact?

What happens when you cast Death Ward on a half-orc? Do the effects of the spell and the half-orc’s Relentless Endurance racial trait stack?

If so, and you get reduced to 0 HP more than once, can you go back up to 1 HP a second time? Or does only one of them take effect and you can only be brought back to 1 HP once?

My DM thinks the latter.

What is considered an enemy for an Orc’s Aggressive trait?

Volo’s Guide to Monsters says that you may play an Orc character, which gives you the following trait, amongst others (p. 120):

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear.

My question is: what can be considered as an enemy for this trait to apply?

  1. Anything I want
  2. Any living creature, including non-hostile ones
  3. Only creatures that are hostile to me (actual enemies)

For example, can I choose a tree as my enemy, justifying it by a "Me find tree insult my race, me hate tree, me ANGRY!", and then bonus-move toward said tree?