LANGUAGE RULES
‘The rules of language are not one of the major topics of |
Dungeons and Dragons in any addition, and less so in Se.
This supplement has been created to address some of the
oversimplifications ofthe system, while not averburdening it
into becoming bloated. To do this, the mechanical rules follow
Se's design philosophy as much as possible. Additionally,
except when noted otherwise, existing rules associated with
language are kept in place.
LANGUAGE CHECKS
Your Intelligence (Language) check covers your attempts to
Aéecipher linguistic meaning in a language you don't
understand. The DM might call foran Intelligence
(Language) check when trying to determine what an ancient
piece of text means that you might be familiar with, but in a
language you don't speak, or when you attempt to
with « creature than doesn't share a language
with you. An Intelligence (Language) check could also be
tuted to translate a text between two languages you know or
tolook for details hidden in a contract.
PASSIVE LANGUAGE SKILL
Your Passive Language is the capacity to understand
linguistic detail without a roll Places where Passive
Language might come into play include whether or not a
character recognizes if symbols contain linguistic meaning or
torrecognize what script is being used by a particular text
Lancuaces in D&D
In Dungeons and Dragons, languages can be split into three
major categories: standard exotic, and secret. Standard
languages are languages that are used every day by the
‘mortal races. They operate in the same way that languages
fon Earth do. There is nothing unuswal or magical about a
standard language, and any character can learn any standard,
language from an appropriate source.
Exotic languages are rare and special Spoken by creatures
of magical power, the languages themselves are filled with
their own magic. To learn such a language, a mortal either
needs to inherit it by ancestry (eg, an Aasimar is taught
Celestial by their Deva as a child) or spend considerable
cffort learning it later. When given options to learn a
anguage via a feat or background, exotic languages should be
discouraged as options, unless a narrative purpose is being
served
‘Secret languages are the rarest category of language and.
are used by groups that actively discourage outsiders from
Tearning the language. Such languages should not be
available to learn by character other than as classjracial
features or as specific narrative points,
LANGUAGE SELECTION
Standard Exotic Secret
Common Abyssal Drow Sign Language
Dwarvish Celestial Druigic
Ehish Draconic Runes
Gnomish Deep Speech Qualith
Goblin Giant
Halling
Orcish Primordial
Thieves' Cant
Infernal
Undercormmon Sylvan
‘LEARNING A LANGUAGE
te
‘The rules presented here replace rules for learning
a language during downtime found in Xanathar's
Guide to Everything.
—_—
A character can spend downtime learning a language.
Learning a standard language to fluency takes a total of nine
workwecks, while learning an exotic language takes a total of
cighteen workwecks. A secret language cannot be learned
without a specific teacher who knows that language (and
potential teachers are reluctant to reveal the mysteries of a
secret language) However, with DM approval a secret
language would take eighteen workweeks to learn to fluency.
For each workweek spent learning a language, 25 gp must be
paid for a teacher.
———————
‘A workweek is defined as five days with eight
hours spent working on a task.
ry
After a characteris fuent ina standard language, they ean
spend another nine weeks of downtime to gain expertise in
that language. For an exotic or secret language, the time
required is eighteen workwecks. For each workweek, 25 ep
‘mist be paid to the teacher hiredWhile a characteris learning a language, there are afew
benefits that apply to a partially learned language. The skills
are broken into two parts, oral skills and literacy skills. A
character that is learning a language from a teacher will earn
both skills, and it is assumed that a character who knows a
language is both proficient in oral and literacy skills
However, talk to your DM to determine ifa character you
have would only be proficient in one of these two skills and to
‘what degree they are proficient.
“Mer a character has learned a language to the fluent level,
you can spend additional time and money to master the
language further. To reach the Expert level ina language, you
must spend nine workweeks of downtime studying the
language with a teacher fora standard language. For an
exotic or secret language, you must spend eighteen
‘workweeks. For each workweek, you must pay the teacher 25
e.
LANGUAGE PROFICIENCIES
Level ral Skils Literacy Skills
Half Speaks in simple Can recognize
Proficient sentences. written signs and
Proficient Can hold abasic Can read and write
basic materials such
‘as short books and
letters
Fluent Able to speak and Able to read and
understand most formal write at a consistent
‘and informal level on all general
‘conversations. topics.
Expert Can speakin an erudite Can read and write
fashion, holding complex legalistic texts,
and detailed conversation magical treatises, or
‘on specialized topics. ancient religious
seripture.
conversation with a
friendly speaker.
HALF-PROFICIENT
After three weeks learning a standard language (or four
‘weeks learning an exotic language) they are considered
partially proficient. When making. an Intelligence (Language)
check involving the language being learned, the character
adds half oftheir proficiency bonus to the roll
PROFICIENT
[After six workweeks spent learning a standard language (or
twelve weeks learning an exotic language) the character adds
their ful proficiency to Intelligence (Language)
checks to rolls.
FLUENT
After nine workweeks have been spent learning
standard language (or eighteen workweeks
learning an exotic language) the character is
considered fully fluent in the language. This is
the level at which the character has ‘finished’
learning « language. Note that for a non-native
speaker of a language, this does not necessarily meant
that they sound like a native, Fora native speaker of
the language, this is what you would expect the
average person to be able to accomplish,
EXPERT
A character that has learned a language can invest time and
money to become a master of their language. This involves
being able to do more than just speak the language luently,
bbut have knowledge on the history, cultural associations, and
other related information about the language and its use.
This is the level of understanding a well-educated person
‘would have on the language's use.
While you have Expertise in a language, you can add double
your proficiency to any Intelligence (Language) check
involving that language. Additionally, you ean roll an
Intelligence (Language) check with half your proficiency
‘modifier on any language related tothe language you have
become an expert on.
ATTEMPTING ADVANCED LANGUAGE TASKS:
You can attempt to perform a language task that is one level
‘more difficult than what you are trained in by performing an
Intelligence (Language) check. For example, a wizard that is
half proficient in Gnomish could attempt to hold a
conversation with a Gnome shopkeeper, or a character that is,
fluent in Infernal could attempt to read a complex devil's
contract,
‘The DC forthe Intelligence (Language) check is 15 +5 for
ceach level above the skill ofthe character. For example, the
wizard who is half proficient in Gnomish is attempting a task
that could be done at a proficient level so the DC is 20 The
character who is fluent in Infernal is attempting an Expert
level task, and so their DC is also 20.
(Ona failure, the character makes a minor faux pas that can
ead to misunderstanding. On a failure of § or more below the
DC, the faux pas becomes grievous, and the consequences
for the mistake greatty improve. A simple misunderstanding
‘of the Gnomish shopkeeper might be getting a price
incorrect, while a major one could involve insulting their
motherCURRENT RULES AND
INTERACTIONS
The rules ofthe Directory of Languages do not exist in a
vacuum. There are currently spells, class features, and feats
that interact with the rules in various ways, and itis worth
considering how they interact with the expanded rules. First,
consider any language that is learned at level 1 (or during
character creation). This includes languages learned as a
result of your race, class, or background. also includes any
feats (auch as the Linguist feat) you take at level 1 (or during
character creation) You are fluent in those languages.
[Next ets look at the ways to learn a language after 1st
level
Macic ITEMs
Magic items that grant a language to their wielder do not
need to be changed, as the item is the one that 'knows' the
language for you.
Master OF INTRIGUE (MASTERMIND
ROGUE SUBCLASS FEATURE)
‘You learn two languages of your choice when you take this|
subclass. You can either take this to mean that you are given
training by your criminal contact or retcon this as languages
that you always knew. Either way, you learn these languages
atthe fluent’ level,
Lincourst Feat
‘You learn three languages instantly in addition to creating
your own cipher. There are a couple of ways to handle this.
Bither you learn the languages as written, instantaneously,
and handwave the nature of it as being magic, and are
instantly fluent in them, oF you take some downtime when
‘you learn the feat to justify it. No matter how you handle i,
‘you are fluent’ in these languages.
(COMPREHEND LANGUAGE
‘When using the spell Comprehend Languages, note that
the spell specifies "the literal meaning of any spoken
language’, Far too often, the spell is used to
justify complete understanding of what is said.
However, simply getting a literal translation can
and should lead to miscommunication
between speakers,
‘Additionally, this is why Comprehend
Language doesn't work on Thieves’ Cant. You get
the literal meaning, but Thieves! Cant works on
the subtext.
LANGUAGE FEATURES
While languages should not bog down the game to the point
of spending the entire game translating a text, far too often
players will treat every language as equal, The rumblings of
Deep Speech, the language of beings not from this or any
other world, are treated as a passing curiosity that is picked
upin school
‘To differentiate between the Standard Languages and the
more magical languages, rules have been included here to
fenhance both the Exotic languages and the Secret languages,
Keep these rules in mind when using these languages,
especially when casting magic in those languages,
lh
Languages presented here all either come from a
Se sourcebook (usually the Player's Handbook) or
are common enough to the larger world of
Dungeons and Dragons that felt they merited
mention, regardless of setting, Personally, | add
other Standard languages to my setting (based on
geography instead of race) and recommend that
other Dungeon Masters do the same.
eae)Exotic LANGUAGES
‘What can be noted about the Exotic Languages of
the Player's Handbooks that they are special and rare
for the average individual to pick up. Barring some specific
bit of backstory, your average character int likely to know
one of these languages. To add weight to this, I've added a bit
of mechanies to each ofthe languages to set them apart from,
other languages.
Apyssat (Scrtrr: INFERNAL)
“The words you speak come out without any apparent
grammar, Due tothe chaotic nature ofthe language, the
‘Comprehend Language spell does not work on Abyssal
While i does return the literal words of the language, all that
is heard is nonsense and gibberish
Cxresriat (Scrrer: CeestiAt)
‘The harmonic voices of Celestial give your voice an ethereal
«qsality Lies cannot willy be told inthis language, though
truth can be withheld
Draconic (Sorter: Draconto)
Wisps of elemental energy tral from the comers of your
‘mouth while you speak the language. Your voice travels three
times as far while speaking, making it impossible to whisper.
Deep SpeecH (Scrtrr: NONE) ba
Fundamental aspects of language do not
apply to deep speech. Sounds that do not
exist in language are used, syntactic structures that are
impossible exist, and linguistic universals are broken. Anyone
that uses an Intelligence (Language) check to understand,
Deep Speech without knowing the language must succeed on.
a DC 10 Wisdom saving throw or be incapacitated until the
end of their next turn,
Giant (Scrrrr: DWARVISH)
‘The spoken language of Giant is difficult for the smaller
races, and often magic is employed to augment the sounds of,
the language to sound more "authentic’. You cannot speak in
Giant quieter than Shouting. When you speak in Giant, you
can extend the range of your woice to be heard up to three
times the distance that you normally can be heard at
InFeRNAL (Scrrrr: INFERNAL)
The intricacies ofthe language are an enigma to mortals,
designed to trap those unfaniliar with itn endless loopholes.
For the rained user, however, Infernal offers the most precise
way of being understood, with no room for misunderstanding
or ambiguity,‘When you are fluent in Infernal, you gain an additional d4 on
any Intelligence (Language) checks to create ar ind
foopholes in a contract or similar agreement. When you have
expertise in Infernal, the d4 becomes a do when you make
such an Intelligence (Language) check.
PRIMORDIAL (ScRIPT: PRIMORDIAL)
‘Your language is built into fundamental parts that allow you
to understand the related languages with greater case. When
a creature speaks or writes in Terran, Aquan, Ignan, or
‘Auran, you have advantage on all Intelligence (Language)
checks to understand them,
When you learn Primordial choose one of the four dialects
(Aquan, Auran, Ignan, or Terran) that you learn, You can
understand all dialects of Primordial, but you can only speak
in one of them.
AQUAN
‘Your language allows you to hear words from bodies of water,
echoes of the elementals that have passed through them. You
can make a DC 20 Intelligence (Language) check to learn of
creatures that have passed through the water in the last 24
hours.
AURAN
‘You can hear the words in the air that speak broken phrases
that have been spoken in other tongues. You can make a DC
20 Intelligence (Language) check to hear in Auran what
someone is saying in a different language up to 300 feet away.
IGNAN
You can sometimes hear words in the crackling fire. While
holding a flame, you can whisper a message up to 25 words,
in Ignan to it and have it repeat the message as long as the
flame endures.
TERRAN
‘You can whisper to the earth in Terran and hear the
resonance it makes with gems and crystals. While you speak
in Terran to itin this way, you learn ifthere are any crystals or
gems within 30 feet of your buried in the earth. You know
how far they are and in what direction,
Sytvan (Sorrer: SyLvAN)
dichotomy of expression and deception i interwoven into
the language. When using this language, you can attempt an
Intelligence (Language) check with a DC of 10, On a success,
you can augment your language with an auditory illusion,
such as rain falling or the sounds of animals. These sounds
do not impede other creatures attempts to understand you if
they also understand Sylvan, but al other Intelligence
(Language) checks have disadvantage to understand you
However ifyou attempt to speak inthis language for more
than I minute, you must succeed on a DC 10 Language
(Chariema) check t control your emotional tate. On a
failure, you reveal your emotions toward the creature(s) you
ate speaking to, Ona failure ofS or greater, you reves! your
deepest feelings about the ereature(s)to them.
SrcreT LANGUAGES
A secret language isa language only known to a few
individuals. Such languages are hidden from the world at
large, only spoken between members of a cult, circle of
faithful or a community. Each of these languages is special
and has advantages in its use that make it important where it
‘matters. A character should only be able to learn the
language with a specific natrative reason for it, For example,
‘a nomdruid should not know Druidic. a nondruid knows
the language, there is likely a very important reason they
know it
‘The following languages will more often find use in the
hands of a Dungeon Master than in a player (though rouges:
and druids will find their respective languages helpful)Drow SIGN LANGUAGE
Deep in the Underdark sound travels well. It is dangerous to
be too loud in those caves and tunnels, lest dangerous foes
get altracted Because ofthis, the Drow have developed a
series of body gestures that can be communicated wordlessly,
Originally these mostly involved battle symbols, but over
time, the signs became more complex, weaving together
facial expressions and other gestures to express the full
range of language needed. The Drow consider these signs to
be special and use them to communicate a variety of
messages, though they have no written form. In the darkness,
it ean be dificult o even tell that they are communicating
ing. Drow Sign Language can be fully expressed at a
distance of 120! and with a Dexterity (Sleight of Hand) check
used against the passive Perception of others,
commisnication ean be hidden in front of other individuals,
Deuwic
The hidden language of the Druids, Druidicis a language
taught only to those people who join tothe circles of Druids,
uardians of nature. This language is used for the rituals
performed in the meetings between druids, as well as to send.
hidden messages across the world Those who understand
Druidic automatically recognize the written symbols of the
language and the spoken sounds in the air All other
individuals need to make a DC 15 Wiscom (Perception)
check to notice the message but cannot understand it except
by magic,
Roni
While the Giant language is found among all the tribes of
Giants, the script used by modern Giants isthe same script
used by dwarves, goblins, and ores. But it has not always,
been so. In ancient times, the Giant kingdoms used the Runic
scripts, a logographic system that held a piece of meaning in
‘single character. Most Giants themselves do not know any
runes today, but some may knaw a few of the runes, Hidden
in ancient ruins of the Giant kingdoms, knowledge of such
runes allows you to cast magic associated withthe rune.
Crafting such a rune requires a5 foot by foot square and
takes 1d4 hours to craft properly. Once completed it
functions as a glyph of warding spell
‘Tuieves' CANT
‘The Thieves’ Cant is a conglomeration of phrases, jargon,
and code that exist as part of other languages. Not a
language by itself, it requires a language spoken in
common between the speakers. It takes four times longer
to transmit information in Thieves’ Cant, but it ean be
hidden as subtext underneath a seemingly normal
conversation. Because of the nature of the speech, magic
that translates the literal meaning of words, such as the spel
Comprehend Languages, do not reveal the hidden
information. There is no written form of Thieves’ Cant,
though many rogues use a series of symbols to pase along
basic linguistic information about locations.
Quaurrn
Qualith is the written language of the Illithids, which has no
spoken counterpart. Four parallel lines broken at varying
imtervals, nearly imperceptible tothe eye, re imbedded nto
ronmagieal nonlving material Packed into stanzas, they can
be read by touching them snd absorbing the psychic
rllilayered thoughts contained within Ifthe crestore is
not fluent in Qualith, it makes an Intelligence (Language)
check. On a siceess the creature derives some insight into
the inscription'a meaning. failed attempt rest in a
rushing headache, On failure of5 or more below the DC;
roll onthe Short-Term Madness table found inthe Dungeon
Master's Guide on page 259.MISCELLANEOUS RULES
LANGUAGE AND MAGIC
When casting a spell often verbal components are necessary.
‘These words, tones, and pitches vary from language to
language. Magic can be cast in any language, but a magic
caster will use a language they already know. For players, this
should be done at character creation and will apply to all
‘magic cast by the character. For NPCs, the DM determines
‘what language is used for the spelleaster.
Any spelleaster that knows the language that a spell with
‘Verbal components is cast in automatically knows what spell,
is being cast. (.c., dragon will know that a spellcaster
casting Fireball in draconic is casting Fireball) Any
spelleaster that does not understand the language that a spell
is being cast in can make an Intelligence (Arcana) check as a
reaction to determine the spell being east as per Xanathar’s
Guide to Everything.
AuprTory D1stANCE
The distance that you can be heard from while talking
‘normally can vary greatly depending on how loud you want to
be and how loud the area around you is. The table below
shows maximum distances a creature ean be heard from
while making different levels of sound. Outside of these
distances, a creature will not be able to perceive sounds
being made:
‘Soft environments include areas such as the Underdark,
cemeteries, and deserted ruins.
Normal environments include forests, shops, and
roadways,
Loud environments include raucous taverns, raging
storms, and large crowds
SPEAKING DISTANCE
Loudness Soft Normal Loud
Whisper SOfeet —30fect 5 feet
Normal Speech 100feet 60feet 10 feet
Shouting 300 feet 180feet 30 feet
SNEAKY SPELLCASTING
A creature casting a spell with a verbal component counts as
having a loudness of Normal Speech or Shouting (caster's,
choice) Ifa character wishes to try and disguise the verbal
andjor somatic components ofa spell have them roll a
Dexterity (Sleight of Hand) check against the passive
perception of everyone within auditory range for verbal
components and visual range for somatic components. If
both verbal and somatic components are required. roll at
sisadvantage.
Any ability that removes the need for verbal and somatic
components also removes the need for the Dexterity (Sleight
of Hand) check,
Truz NAMES
In many languages, the name of a creature is an identifier of
who that creature i. Boblin the Goblin is Boblin. That's what
he is known as, However, for Celestials, Fiends, and Fey there
exist names used to describe a creature's true essence. This
name, known as a true name, may be known or unknown to
the creature and isa single word that describes the creature
perfectly. The word is given in the language associated with
the creature (ie., Sylvan for Fey, Infernal for Devils, ete)
Knowledge is power, and with true names there is no
greater power than knowing the true name of a creature.
When you give a command to a creature by invoking its true
name, it reacts as if you had cast the spell geas with the
‘command. Charisma is your spelleasting ability for this,
ability
CrepITs
ih
Artwork: 881: by Anna Helme
Artwork: Kightso‘the Mind: by Aleksander Karez
Artwork: Wizard's Spellbook by iis Compiet
Artwork: Seductive Secrets by Joel Chaim
Holtzman
‘Artwork: The Book of Exalted Deeds by Daniel
Lungren
‘Artwork: Cram Sessio by Marta Nael
Artwork: Wall of Funes by Zezhou Chen
Artwork: Watercolor Stains by /u/flamableconerete
AKA Jared Ondricek
Ve——___—_————
The Directory of Language is unofficial Fan Content permitted
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