recursal/Fanatic-Fandom huggingface dataset:
Sprites/ancestry

Originating in the Feywild, sprites are rarely seen among civilization. This is partially because they prefer their own company in the depths of the most magical of forests, and partially because they are very good at avoiding attention when they wish. Standing about a foot tall, sprites have little trouble hiding in places designed for five- to eight-foot people; when a community of sprites does move into a city or village, it is often years before the city as a whole is even aware of their presence.
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**Sprite Ancestral Traits**

   Sprites reach maturity around 20, and live to be about 130 years old.

   (Tiny) Excluding their wings, sprites stand between 10 and 13 inches tall.

   10 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    All sprites are born with a pair of dragonfly wings. You have a fly speed of 40 feet.

    You gain proficiency in the Stealth skill.

    Your small stature affords advantages and disadvantages compared to creatures of larger sizes.
You may occupy the same space as another Tiny or larger creature, and squeeze into 15-inch spaces.
You cannot wield any normal-sized weapons that aren't Light; when you are using a normal-sized Light weapon, it counts as Two-Handed for you.
You can wield equipment made for your size, but the damage die of this equipment moves down a level. This also applies to your Unarmed Strikes. Compare the damage die of the weapon, then move right one step on the table below:
      1d12 (or 2d6) > 1d10 > 1d8 > 1d6 > 1d4 > 1d3 > 1d2

    You can shrink equipment sized for a medium or small creature to suit your size while it is worn or carried by you. You may only do this over the course of a short rest. While shrunk, a weapon can be used normally. A weapon's damage die level decreases by 1 while shrunk.
Warlock Class/Great Old One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

*1st-level feature*

 Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

*6th-level feature*

 You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
 Once you use this feature, you can’t use it again until you finish a short or long rest.

*10th-level feature*

 Your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

*14th-level feature*

 You gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Sage

## Overview

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

* **Skill Proficiencies**: Arcana, History
* **Languages**: Two of your choice
* **Equipment**: A bottle of black ink, a quill, a small knife, a letter from a colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

## Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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## Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

## Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study.
Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

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Wildfire Spirit

A wildfire spirit is the elemental companion of a Circle of Wildfire Druid. The spirit is friendly to you and your companions, and it obeys your commands. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of
gnarled branches covered in flame, while others look like beasts wreathed in fire. Your choice has no effect on the creature's statistics.

#### Commanding the Spirit

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

Once you have manifested the spirit, it remains for 1 hour, until it is reduced to O hit points, until you use this feature to summon the spirit again, or until you die.

#### Statistics and Leveling Up

Most of the wildfire spirit's statistics are unchanging, but take care to update certain things as you gain levels in the Druid class:

* ***Hit Points.***   The spirit's hit points are calculated based on your druid level, as noted in the statblock here.
* ***Actions and Proficiency Bonus.***   Though the spirit uses YOUR spell attack modifier and spell save DC for its abilities, it has a bonus to the damage of its abilities equal to your proficiency bonus (a.k.a "PB").
Rowan/Abilities

Tools and Languages.

* Piano, violin, flute, Alchemists Supplies, Thieves' tools, and Tinker's tools
* English, Latin, French, German, Gaelic, Old English / Norse runes

Silver Tongue.  When making Persuasion or Deception checks, you treat d20 rolls of 9 or lower as 10s instead.

Jack of All Trades.  Add half your proficiency bonus (+2) to any ability check that doesn't already add your proficiency.

Position of Privilege.  You are welcome in high society, and are treated like nobility by both high and low-class citizens. You can secure an audience with a local noble if you need to.

Linguist.  You can create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Ability Scores

* 8 10 10 14 14 15 (Point Buy)
* - - - +1 - +1 (Variant Human)
* - - - +1 - - (Linguist)
* - - - +2 - +2 (Ability Score Increase x2)
* 8 10 10 18 14 18

Race and Background Features

* +1 to two ability scores of your choice
* Proficiency in one skill, plus one feat (Linguist)
* One extra language
* Noble background: History, Persuasion, cards, one language, plus:
	+ Position of Privilege -- Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Bard Class Features (Lv.6)

* Bardic Inspiration (d8) + Font of Inspiration (+ Unsettling Words + Unfailing Inspiration)
* 3 skills, plus Expertise(2) + Jack of All Trades
* Song of Rest (d6)
* Ability Score Improvement (CHA +2)
* Countercharm
* Silver Tongue

Artificer Class Features (Lv.4)

* Proficiency in Alchemists Supplies, thieves' tools, and tinker's tools
* Magical Tinkering
* Infuse Item
	+ Repeating Shot weapon (for buffing someone else's gun, gives +1 ATK/Dmg, ignores Loading, and "magical" ammo)
	+ Wand of Magic Detection (can cast Detect Magic 3x, recharges 1d3/day)
	+ Bag of Holding
	+ Goggles of Night (grants 60 feet of darkvision, or extends existing darkvision by 60)
* The Right Tool for the Job
* Ability Score Improvement (INT +2)
Serrisap

*Level 1 Recipe, Common, 20gp market price*

Serrisap paste is made from mushroom stalks, which has a sweet, almost sickly taste by itself. It dissolves in moisture, and can be dried and ground into powdery crystals. It retains its magical properties in both forms.   Serrisap can be used as a sweetener in food or drink. A quarter of one batch is enough to negate any poisonous effects in a serving of food or drink. The flavor of the food or drink is both sweetened and enhanced, each flavor hitting the tongue a little stronger as it is consumed.

*A creature skilled in Alchemy may craft this using 5gp of base materials and these special ingredients: 5gp Serris stalks*

 Back to Alchemy Homepage
Rukk

Rukk

It is said that the first rukk were descended of a great orc chieftain, who defied her bloodthirsty, untameable brother and led her tribe to become peaceful hunter-gatherers. To this day rukk carry the brutish and thick build of their cousins, the orcs, but are just as capable and jovial as any other humanoid (if a bit hotter-tempered). The home realm of the rukk is the broken realm of Seiyance.
Wizard Class/Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

*2nd-level feature*

 Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

*2nd-level feature*

 Your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
 On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

*6th-level feature*

 When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
 You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

*10th-level feature*

 When you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

*14th-level feature*

 You gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.
 Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.
Potion of Delayed Healing

*Level 1 Potion, Common, 25gp market price*

This mixture gives off a crimson glow, and the remnants of the brown plant-matter ingredients swirl around inside.   When ingested, this potion provides 2d4 healing each round for three rounds.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 5gp milkweed seeds*

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Ranger Class/Monster Slayer

Rangers of the Slayer Conclave seek out vampires, dragons, evil fey, fiends, and other powerful magical threats. Trained in a variety of arcane and divine techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty foes.

SLAYER'S MYSTICISM

* Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Slayer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

SLAYER'S EYE

* Starting at 3rd level, you gain the ability to study and unravel a creature’s defenses. As a bonus action, choose one creature you can see within 120 feet of you. You immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special effects triggered when the target takes damage, such as fire damage halting its regeneration.
* In addition, the first time each turn you hit the target with a weapon attack, the target takes an extra 1d6 damage from the weapon. This benefit lasts until you target a different creature with this feature or until you finish a short or long rest.

EXTRA ATTACK

* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

SUPERNATURAL DEFENSE

* At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Eye forces you to make a saving throw, add 1d6 to your roll.

RELENTLESS SLAYER

* At 11th level, you gain the ability to foil your foe’s ability to escape. Your study of folklore and arcane knowledge gives you a key insight to keep your prey cornered. If the target of your Slayer’s Eye attempts to teleport, change its shape, travel to another plane of existence, or turn gaseous, you can use your reaction to make a Wisdom check contested by a Wisdom check made by the target. To use this ability, you must be able to see the target and need to be within 30 feet of it. If you succeed, you foil its attempt, causing it to waste the action, bonus action, or reaction it used.

SLAYER'S COUNTER

* At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Eye forces you to make a saving throw, you can use your reaction to make one weapon attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
Sparring

Characters can practice or spar to hone their skills and keep themselves prepared for the next time danger should strike. This is not to be confused with Training with the intent to learn a new skill; practicing is used with skills a character is already proficient with.

Sparring is a downtime skill; refer to the Downtime page for the rules on making downtime skill checks, progress clocks, and short, day, and multi-day activities.

### Short Term Sparring

As a short activity, one or more willing creatures can spend time sparring with weapons they are proficient in. Alternatively, a character with a Strength score of 12 or more can choose to work out, and a character with a Dexterity score of 12 or more can perform aerobic activities.

Once the short activity is complete, a creature can roll on the appropriate chart below to determine the outcome of their training. This benefit lasts for 24 hours unless otherwise stated. Note that melee weapon users should roll on the table that fits the statistic they use for their attacks when training offensively.

 Rules
 Equipment
 Downtime | Researching  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •
Sailor/summary

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

* **Skill Proficiencies**: Athletics, Perception
* **Tool Proficiencies**: Navigator’s tools, vehicles (water)
* **Equipment**: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Tieflings

Tieflings

According to legend, the first tieflings were born of an interracial union between a fiend and an elf. Now, when a tiefling bears or sires a child, the offspring will always be a tiefling as well. In backwater, isolated places, or in highly religious communities, tieflings tend to be viewed as evil or suspicious characters, due to their resemblance to devilkin; for this reason, most tieflings prefer to live in highly populated areas, or in tight-knit cultural enclaves. Most traveled creatures recognize that tieflings are not what they are rumored to be.

## Tiefling Traits

**Tiefling Ancestral Traits**

   Tieflings mature at the same rate as humans but live a few years longer.

   (Medium) Tieflings are about the same size and build as humans.

   30 ft.

   You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    You have resistance to fire damage.

 Classes
 Equipment
 Worldbuilding
Sage/summary

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

* **Skill Proficiencies**: Arcana, History
* **Languages**: Two of your choice
* **Equipment**: A bottle of black ink, a quill, a small knife, a letter from a colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Urchin/summary

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

* **Skill Proficiencies**: Sleight of Hand, Stealth
* **Tool Proficiencies**: Disguise kit, thieves' tools
* **Equipment**: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp
Seer’s Brew

*Level 1 Misc, Uncommon, 15gp market price*

The ingredients to this brew are more commonly used in hallucinogenic drugs. However, they can be refined into something with genuine mystical properties.   A creature that drinks this brew must roll a d20. On a 20, the creature immediately 'casts' the Augury*2nd-level Divination*
**Casting Time:** 1 min
**Range:** Self
**Components:** V,S,Mƒ
**Duration:** Instantaneous (Ritual)
Omen about specific course of action you plan to take in the next 30 min (25gp) spell once without any spell components. On any other roll, the creature instead has strange visions that may or may not portend to the fates of random creatures throughout the plane.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 5gp elemental air*

 Back to Alchemy Homepage
Sailor

## Overview

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

* **Skill Proficiencies**: Athletics, Perception
* **Tool Proficiencies**: Navigator’s tools, vehicles (water)
* **Equipment**: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

## Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

## Variant: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town. If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature instead of the Ship’s Passage feature.

## Variant Feature: Bad Reputation

If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

## Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well.
Life aboard a ship shapes their outlook and forms their most important attachments.

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Ranger Class/Hunter

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

HUNTER'S PREY

* At 3rd level, you gain one of the following features of your choice.
	+ **Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
	+ **Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
	+ **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

EXTRA ATTACK

* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

DEFENSIVE TACTICS

* At 7th level, you gain one of the following features of your choice.
	+ **Escape the Horde.** Opportunity attacks against you are made with disadvantage.
	+ **Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
	+ **Steel Will.** You have advantage on saving throws against being frightened.

MULTIATTACK

* At 11th level, you gain one of the following features of your choice.
	+ **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
	+ **Whirlwind Attack.** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

SUPERIOR HUNTER'S DEFENSE

* At 15th level, you gain one of the following features of your choice.
	+ **Evasion.** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.
	+ **Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
	+ **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Poisoner's Ward

*Level 1 Misc, Common, 15gp market price*

This oil is essential for any work with deadly materials; when applied, it causes a creature's skin to feel rubbery and smooth.   A creature can apply this oil to their arms and hands, or to their feet and legs, or some similar surface area, over the course of a minute. When so applied, the creature is immune to contact poisons, acid, and similar substances which target or contact the covered body parts. This immunity lasts for 1 hour, or until the oil is scrubbed off over 10 minutes.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 5gp aqua fortis*

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Rogue Class/Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

*3rd-level feature*

 You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

*3rd-level feature*

 You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

*3rd-level feature*

 You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

*9th-level feature*

 You have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

*13th-level feature*

 Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
 You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

*17th-level feature*

 You learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Potion of Supreme Healing

*Level 4 Potion, Very Rare, 675gp market price*

This potion is a deep cherry color, and seems to sparkle in light   A creature that drinks this regains 10d4 + 20 hit points.

*A creature skilled in Alchemy may craft this using 50gp of base materials and these special ingredients: 50gp wild sageroot, 20gp dried ephedra, 200gp Scroll of Heal*

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Seer's Brew

*Level 1 Misc, Uncommon, 15gp market price*

The ingredients to this brew are more commonly used in hallucinogenic drugs. However, they can be refined into something with genuine mystical properties.   A creature that drinks this brew must roll a d20. On a 20, the creature immediately 'casts' the Augury*2nd-level Divination*
**Casting Time:** 1 min
**Range:** Self
**Components:** V,S,Mƒ
**Duration:** Instantaneous (Ritual)
Omen about specific course of action you plan to take in the next 30 min (25gp) spell once without any spell components. On any other roll, the creature instead has strange visions that may or may not portend to the fates of random creatures throughout the plane.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 5gp elemental air*

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Potion of Invisibility

*Level 3 Potion, Rare, 90gp market price*

This potion's container looks empty but feels as though it holds liquid.   When you drink this potion, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

*A creature skilled in Alchemy may craft this using 5gp of base materials and these special ingredients: 35gp Scroll of Invisibility, 5gp wisp stalks*

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Wizard Class/Chronurgy

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

*2nd-level feature*

 You can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.
 You can use this ability twice, and you regain any expended use when you finish a long rest.

*2nd-level feature*

 Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

*6th-level feature*

 As an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.
 You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

*10th-level feature*

 When you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in aflash of light, and the spell is lost.
 A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.
 Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

*14th-level feature*

 You can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).
 When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Potion of Nutrition

*Level 1 Potion, Common, 8gp market price*

This potion is a sickly dark green color.   This potion provides enough nourishment to sustain a creature for 1 day.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 2gp goodberry*

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Rogue Class/Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

*3rd-level feature*

 You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

*9th-level feature*

 You can unfailingly create false identities for yourself. You must spend seven days and 25gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

*13th-level feature*

 You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

*17th-level feature*

 You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Vizier

## Overview

You are a vizier, a servant of your god. You perform tasks that are essential to facilitating the initiate's’ journey, so the gods reward you with entry into the afterlife with the God-Pharaoh’s blessing. You hope to achieve the most honored status in the afterlife by being the best possible servant to your god. As a vizier, you can have any class, but you are especially likely to be a cleric, a druid (particularly if you serve Rhonas), or a paladin.

* **Skill Proficiencies**: History, Religion
* **Tool Proficiencies**: One type of artisan’s tools, one type of musical instrument
* **Equipment**: A set of artisan’s tools or a musical instrument (one of your choice), a scroll of your god’s teachings, a vizier’s cartouche, a set of fine clothes, and a pouch containing 25 gp

## Feature: Voice of Authority

Your voice is the voice of your god, at least in theory. Your job might include training and instructing initiates, and they are required to obey you. In any circumstance,
an initiate is expected to defer to your voice and obey your commands. If you abuse this authority, though, your god might personally punish you.

## Suggested Characteristics

A vizier’s characteristics strongly reflect the ideals and personality of the god they serve.

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Potion of Water Breathing

*Level 2 Potion, Common, 90gp market price*

This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.   You can breathe underwater for 1 hour after drinking this potion.

*A creature skilled in Alchemy may craft this using 70gp of base materials and these special ingredients: 20gp hydrathistle*

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Cleric Class/War

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri- Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

*1st-level feature*

 You gain proficiency with martial weapons and heavy armor.

*1st-level feature*

 Your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
 You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

*2nd-level feature*

 You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

*6th-level feature*

 When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

*8th-level feature*

 You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

*17th-level feature*

 You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Wizard Class/Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation. Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

*2nd-level feature*

 Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

*2nd-level feature*

 You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.

*6th-level feature*

 When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

*10th-level feature*

 When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell*3rd-level Abjuration*
**Casting Time:** 1 rea
**Range:** 60 ft
**Components:** S
**Duration:** Instantaneous
Stop a spell being cast; make DC 10+SL spellcasting ability check if above the spell slot lvl used and Dispel Magic*3rd-level Abjuration*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Instantaneous
Dispel any magical effect on crea or object; make DC 10+SL spellcasting ability check if above SL used), you add your proficiency bonus to that ability check.

*14th-level feature*

 You have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Potion of Speed

*Level 2 Potion, Common, 250gp market price*

The potion's yellow fluid is streaked with black, and swirls on its own.   When you drink this potion, you gain the effect of the Haste*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
1 willing crea +2 AC, speed doubled, adv. on Dex saves, extra action (1 attack, dash, disengage, hide) spell for 1 minute (no concentration required).

*A creature skilled in Alchemy may craft this using 30gp of base materials and these special ingredients: 200gp Scroll of Haste, 20gp Elemental Air*

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Harborfolk

## Overview

You are one of the hundreds of small-time fishers who haul the bounty of the harbors of the material planes to the city's markets each morning. You have spent countless days rowing in the waters in and around your city, and you know them and the other fisherfolk, dockworkers, and port inhabitants better than anyone. Though you have left that life behind, you still visit once in a while.

* **Skill Proficiencies**: Athletics, Sleight of Hand
* **Tool Proficiencies**: One type of gaming set, vehicles (water)
* **Equipment**: Fishing tackle, dice set, playing card set, or Three Dragon Ante set, a set of common clothes, rowboat, and a belt containing 5 gp

## Feature: Harborfolk

You grew up on the docks and waters of a particular city. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you. **Note**: This feature is a variant of the Folk Hero feature.

## Personality Traits

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Phlan Refugee

## Overview

Gone are the happier days of walking into the Laughing Goblin Inn after a hard day’s labor. Everything has changed, and you are lucky to be alive. Back in Phlan you could count yourself among those street-wise folks who knew when to pay a bribe and who to work with to make a living. Your ability to listen to the winds of change have saved you before, and this time they allowed you to be one of the lucky few who escaped Phlan with something more than just the shirt on your back.

* **Skill Proficiencies**. Insight, Athletics
* **Tool Proficiencies** One type of Artisan tools
* **Languages**. One of your choosing.
* **Equipment**. A set of artisan’s tools (one of your choice), a token of the life you once knew, a set of traveler’s clothes, and a belt pouch containing 15 gp
* **Lifestyle**. Modest

## Feature: Phlan Survivor

Whatever your prior standing was, you are now one of the many refugees that have come to Mulmaster. You are able to find refuge with others from Phlan and those who sympathize with your plight. Within Mulmaster this means that you can find a place to bed down, recover, and hide from the watch with either other refugees from Phlan, or the Zhents within the ghettos. **Note**: This feature is a variant of the Folk Hero feature.

## Personality

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