recursal/Fanatic-Fandom huggingface dataset:
Death Mask of Empress Esmeraude

*"Esmeraude! Esmeraude! Wake up, my love, I have a gift for you.""*

— Emperor Etienne II Valmont

#### **Description**

On the occasion that a member of the Imperial family is laid in state, to be presented before the mourning masses, sometimes it is deemed that the deceased would best be left masked. In these solemn instances, a death mask is commissioned, to be made of beaten gold and spun silver.

In most cases, such masks are not intended to be functional—they have no openings for the eyes or nose. Instead, they depict the deceased as if they were peacefully asleep. But in the case of the Empress Esmeraude, the smith tasked with forging it had been a foreign apprentice, unaware of the custom, and had forged the mask as if it had been any other commission intended for a grand ball or masquerade.

When the mask was presented to the Emperor—with eye-holes cut out, and an opening for one to breath through, as if it were a gift for a living woman—the Emperor supposedly broke down in tears. He was unable to give the final approval for the mask, and it was thus never placed upon the corpse. The mask became the subject of great rumor and suspicion, its unfortunate story leading some to claim it was cursed. And belief carries power—whether it was ever cursed on purpose is unknown, but it's certainly haunted by spirits now.

* *Class Restriction:* 1 Level of Bard or Lay Sister
* Requires Attunement

#### **Features**

* *Beauty in the Beyond.* The Empress Esmeraude was famously a patron of the arts, and the spirits haunting her Death Mask seem to follow suit. They can be called and charmed into action by the use of song and clever wordplay, meaning that the Mask is best suited for one trained in the bardic arts. You gain +1 to Charisma while you are wearing and attuned to the Death Mask.
* *Speak with Dead.* By removing the Mask from your face and placing it on a corpse, you are able to cast Speak With Dead on it. Doing so costs two Bardic Talent points.
* *Feign Death.* You may call upon the spirits that inhabit the Death Mask to temporarily carry your mind into the Fade, causing your body to appear to die. This is effectively a single cast of the Feign Death spell upon yourself, lasting up to an hour. Doing so costs three Bardic Talent points.
* *Raise Dead.* By placing the Mask on a recently-deceased corpse and breathing life into it, you may call its spirit back to the land of the living. This is a cast of the Raise Dead spell. Doing so costs nine Bardic Talent points.
Law Enforcement

Law enforcement personnel include uniformed police, state troopers, federal police, federal agents, SWAT team members, and military police.

As law enforcement, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Investigate and Perception.

### **Vehicle Proficiencies**

You are proficient with civilian ground vehicles.

### **Thin Blue Line**

You have a rank from your career as a law enforcement officer. Active and former law enforcement officers still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other officers and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.

### **Starting Equipment**

You begin play with either a pump action shotgun or an autoloader pistol and appropriate ammunition.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 1 x 10
Galen Verres (Vox Neglecta)

**Race:** Human

**Origin:** Tevinter Altus

**Class:** Magister

**Born:** 9:16 Dragon, Qarinus, Tevinter Imperium

**Galen Lupercal Verres** is a Tevinter politican and a member of the Lucerni party of the Magisterium. As one of the most outspoken proponents of reform, Verres is viewed often as a radical and dangerous extremist. He is one of the most vocal advocates for the abolition of slavery in the Imperium, and has become the talk of Minrathous for his passionate speeches on the subject.

He appeared to turn words into action by authoring the Lex Imperia Abolitio together with Dorian Pavus, however, he has unexpectedly failed to introduce it to the Senate and has seemingly disappeared from the public eye, cutting off all contact with his former friends and allies as he did so. In order to investigate his disappearance, Dorian has arranged an inquiry, to be led by Senator Dorthea Pellinar.
A Tour of Tantervale

**Miscellaneous Task - Completed**

### Session Twenty-Six [2021.05.22]

Belladonna de Lefent, Lady of Fortune, has expressed an interest in seeing the sights in Tantervale. In particular, she has asked to see the eluvians currently in the possession of Clan Harillemir, as well as the Antivan galleon that Volka has renamed the *Wildfall.*

She is set to arrive at the Harillemir camp at noon on the 6th of Justinian, after which she agreed to accompany Luna to speak with the Master of the List, so that the latter might join in the Grand Tourney.

### Session Twenty-Seven [2021.05.29]

Belladonna visited the Harillemir camp, and upon seeing the eluvians, was able to confirm that she had indeed before seen an eluvian: in the possession of the notorious Fereldan pirate Shiverfew. She raised the potential idea of one day recovering it in the name of the Dalish, especially since the party is already in possession of a fine galleon.

She then accompanied Luna to sign her up for the lists in the Grand Tourney.

*This quest was completed in Session Twenty-Seven, on 2021.05.29.*
Human (Tales from Thedas)

The dominant race on Thedas’ surface, humans comprise the majority of the population, and human institutions have unquestioned power. The Chantry is the greatest uniting force between the nations of humanity, with most diplomacy and political intrigue occurring under its watchful eye. Humans enjoy great versatility in a society of their own making, giving them slight advantages in whatever careers they so choose.

### Human Origins

Human-specific origins include Noble, Commoner, or Chantry Foundling. They may also be recruited into the Grey Wardens.

### Speed and Size

Your base walking speed is 30 feet. Your size is Medium.

### Ability Score Increase

Two different ability scores of your choice increase by 1.

### Skills

You gain proficiency in one skill of your choice.

### Languages

All humans are fluent in Common, the trade-language developed by the dwarves, but you are also fluent in the native human language of your region. Examples include Ander, Antivan, Orlesian, Rivaini, or Tevene. In Ferelden and the Free Marches, Common is the base tongue.
Subclass: School of Illusion

You focus your studies on magic from the Fade that dazzles the senses, befuddles the mind, and tricks even the wisest. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

## Illusion Savant

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

## Improved Minor Illusion

When you choose this school at 2nd level, you learn the Minor Illusion cantrip. If you already know this cantrip, you learn a different Arcanist cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

## Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

## Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

Once you use this feature, you can't use it again until you finish a short or long rest.

## Illusory Reality

By 14th level, you have learned the secret of weaving the Fade into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can't deal damage or otherwise directly harm anyone.
Subclass: Light Domain (EoE)

Devotees of Elgar'nan —also known as the All-Father, the Eldest of the Sun and He Who Overthrew His Father– promote the ideals of rebirth and renewal, truth, vigilance, and on occasion, vengeance. Many of Elgar'nan's chosen are warriors, but those deemed worthy to be his priests and priestesses are enlightened souls infused with radiance and the power of their god's discerning vision, charged with chasing away lies and burning away darkness.

 1st
 3rd
 5th
 7th
 9th

## Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it.

## Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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.

## Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

## Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

## Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any priest cantrip.

## Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Subclass: Champion (EoE)

The Champion focuses on the development of raw physical power honed to a deadly perfection. Usually these fighters come from battle arenas, whether it be the fabled Palladium of Arlathan, or an underground ring in the depths of Tirashan. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

## Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

## Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

## Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

## Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

## Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Subclass: Draconic Bloodline (EoE)

Your innate power comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer who made a bargain with a dragon or who might even have claimed a dragon parent. After the Ascension of the Evanuris, dragons were deemed to be divine and holy creatures, their forms reserved only for the Evanuris and their chosen. Because of this, the Creator Gods snuffed out many draconic bloodlines who opposed or would not serve them. While there are a small number of draconic sorcerers in the Courts of the Evanuris, it is rumored that most surviving draconic bloodlines are hidden and unknown. It isn't out of the realm of possibility, though, that new bloodlines might form as a result of a pact or some other exceptional circumstance.

## Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

 Black
 Blue
 Brass
 Bronze
 Copper
 Gold
 Green
 Red
 Silver
 White

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

## Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

## Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

## Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

## Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
Subclass: School of Enchantment

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

## Enchantment Savant

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

## Hypnotic Gaze

Starting at 2nd level when you choose this school, 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.

## Instinctive Charm

Beginning at 6th level, 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.

## Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

## Alter Memories

At 14th level, 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.
Gunslinger Upgrades

Cost: 50GP or 2500 dollars

Category: Safety

Cost: 150GP or 7500 dollars

Category: Magazine

Cost: 150GP or 7500 dollars

Category: Sights

Cost: 150GP or 7500 dollars

Category: Receiver

Cost: 100GP or 5000 dollars

Category: Barrel

Restriction: Rifle

Cost: 75GP or 3750 dollars

Category: Barrel

Restriction: Pistol

Cost: 75GP or 3750 dollars

Category: Barrel

Restriction: Shotgun

Cost: 400GP or 20,000 dollars

Category: Magazine

Cost: 400GP or 20,000 dollars

Category: Sights

Cost: 400GP or 20,000 dollars

Category: Receiver

Cost: 150GP or 7500 dollars

Category: Ammo

Cost: 100GP or 5000 dollars

Category: Stock

Restriction: Two-Handed firearms

Cost: 600GP or 30,000 dollars

Category: Stock

Restriction: Rifle or Shotgun

Cost: 600GP or 30,000 dollars

Category: Receiver

Restriction: Pistol

Cost: 550GP or 27,500 dollars

Category: Ammo

Restriction: Shotgun

Cost: 600GP or 30,000 dollars

Category: Ammo

Restriction: Pistol or Rifle

Cost: 900GP or 45,000 dollars

Category: Ammo

Cost: 750GP or 37,500 dollars

Category: Stock

Restriction: Rifle or Shotgun

Cost: 750GP or 37,500 dollars

Category: Stock

Restriction: Pistol

Cost: 750GP or 37,500 dollars

Category: Receiver

Restriction: Pistol

Special: Modifications to the hammer of the pistol now allows the user to 'fan' the pistol to fire multiple shots in one swift move. For an action, you can empty out your entire Magazine to shoot multiple times. Each shot after the first takes a -2 to hit due to inaccuracies (i.e. 0 -> -2 -> -4 -> -6 -> -8 ->...etc).

### Dragon's Breath Rounds

Effect: +3 to Damage Rolls. Damage is now Fire damage.

Cost: 600GP or 30,000 dollars

Category: Ammo

Restriction: Shotgun

## Tier 4 Upgrades - Level 14

### Improved Capacity III

Effect: Increases Reload Capacity by +3.

Cost: 600GP or 30,000 dollars

Category: Magazine

### Sights III

Effect: Adds a +3 to Attack rolls.

Cost: 600GP or 30,000 dollars

Category: Sights

### Hardened Receiver III

Effect: Adds a +3 to Damage rolls.

Cost: 600GP or 30,000 dollars

Category: Receiver

### Advanced Dragon's Breath Rounds

Effect: +5 to Damage Rolls. Damage is now Fire damage.

Cost: 9000GP or 450,000 dollars

Category: Ammo

Restriction: Shotgun

### Advanced Magnum Rounds

Effect: Adds an additional 2d6 to Damage rolls.

Cost: 9000GP or 450,000 dollars

Category: Ammo

Restriction: Pistol or Rifle

## Tier 5 Upgrades - Level 18

### Supreme Capacity

Effect: Increases Reload Capacity by +5.

Cost: 1000GP or 50,000 dollars

Category: Magazine

### Supreme Sights

Effect: Adds a +5 to Attack rolls.

Cost: 1000GP or 50,000 dollars

Category: Sights

### Supreme Receiver

Effect: Adds a +5 to Damage rolls.

Cost: 1000GP or 50,000 dollars

Category: Receiver
Favors For the Shemlen

### Session Twenty-Five [2021.05.15]

While at Audara's Grand Re-Opening, Vara encountered a chevalier by the name of Lord Edouard de Chevans. He asked for her favor in the upcoming jousts, and Vara agreed. Now, apparently, the Lord de Chevans will ride with the favor of the Dalish.

*The potential consequences of this are not yet known...*
Dungeons & Dragon Age Monster Manual

Manual for Monsters of Thedas, should be compatible with all homebrew systems. Creatures that are already represented in base D&D, such as wolves, are not included.

## Humanoids

### Criminal Organizations

* Generic Bandits
* The Carta
* Antivan Crows
* Pirates
* Tevinter Sicarri

### Armies and Mercenary Companies

* Generic Guards and Soldiers
* Templar Order
* Tal-Vashoth
* The Qun

## Otherworldly Creatures

### Fade Entities

* Demons
* Spirits
* Abominations

### Non-Fade Creepos

* Darkspawn
* Undead

## Beasts

### Animal Companions

* Mabari
* Hallas and Harts
* Bear
* Deepstalker
* Griffon
* Dracolisk
* Nuggalope

### Draconids

* Dragons
* Wyverns
* Varghests

### Other Beasts

* Quillbacks
* Druffalo
Rural

Farm workers, hunters, and others who make a living in rural communities fall under this category.

As a rural worker, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Animal Handling and Survival.

### **Live Off The Land**

You have a feel for the countryside, and you can always recall the general layout of terrain, small towns, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 1 x 10
Academic

Academics include librarians, archaeologists, scholars, professors, teachers, and other education professionals.

As an academic, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Investigation and one of the following: History, Insight, Medicine, Nature, or Religion.

### **Researcher**

When you attempt to learn or recall a piece of knowledge, 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, research laboratory, university, or an expert in that field of knowledge. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 3 x 10
Secondhand Strength

Vara has received both a set of robes inherited from the previous Second of the Clan Harillemir, as well as an amulet of Dirthamen. As yet, both artifacts, while thrumming with hidden power, remain dormant and inactive.

Upon taking the *Naes An Ghilana'in,* the Guiding Oath, Vara embarked upon the path of the Keeper. Primed by the oath and activated by her exposure to the Spectre of Guilt, the Vestments of the Second seemed to activate, now thrumming with a heretofore unseen power (see the Vestments of the Second in Vara's inventory for more information).

During her training with Keeper Paral, Vara discovered that the Talisman of Ravens could be activated as a way to seek out the keeper, with the hint that further powers still lie dormant.

After defeating GLAMOUR, the Talisman of Ravens seemed to awaken to greater power.

*The Vestments of the Second will grow in power as further levels of Keeper are taken.*

*The Talisman of Ravens will grow in power and deeper secrets are revealed.*
Archaeologist

* **Skill Proficiencies** History, Survival
* **Tool Proficiencies** Cartographer's tools or navigator's tools
* **Languages** One of your choice
* **Equipment** A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch
* **Wealth** 2d4 + 2 x 10

## Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose a different item with the DM's approval.

Signature Item
 2
 3
 4
 5
 6
 7
 8

## Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, Humans, Qunari or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Astride A White Horse

**Side Quest - Delegated**

While traveling westward to the town of Reighwell-on-the-River aboard the sloop *Tanager*, Volka spotted a column of apparently Nevarran soldiers flying the flag of the Pentaghasts as they marched in the genral direction of Tantervale. They were notably on the Tevinter side of the Minanter River, however, and their intentions were unclear.

A brief altercation occurred when a contigent of cavalry attempted to stop the *Tanager,* but was resolved when Noelle (somewhat) successfully sped the ship ahead using a magical item and the Nevarrans gave up the chase.

These Nevarrans were discovered to have been soldiers under the command of one Lord Iorich Udelgard, conspirator behind GLAMOUR. It was agreed that the task of fending them off could be left to Astinia and Merhissa.

*This quest was completed in Session Twenty Two, on 2021.03.13.*
Celebrity

A celebrity is anyone who, for whatever reason, has been thrust into the spotlight of the public eye. Actors, entertainers of all types, newscasters, radio and television personalities, and more fall under this background.

As a celebrity, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Performance and either Deception or Persuasion.

### **Tool Proficiencies**

Choose either a disguise kit or a musical instrument of your choice.

### **Big Draw**

You can always find a place to perform, usually in a nightclub or bar but possibly at a festival or theatre, or even at a private party. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in an area where you have performed, they typically take a liking to you.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 4 x 10
Student

A student can be in high school, college, or graduate school. They could be in a seminary, a military school, or a private institution. A college-age student should also pick a major field of study.

As a student, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in two of the following: History, Medicine, Nature, Performance, or Religion.

### **Tool Proficiencies**

You gain proficiency with computers, and with either a musical instrument or a language of your choice.

### **Student ID**

Your student ID gives you access to various services and discounts that are not available to the general public, as well as access to school resources, such as libraries, laboratories and conference spaces.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 1 x 10
Subclass: School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air– or even, directly from the Fade. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, and even to other dimensions, such as the Crossroads, in an instant.

## Conjuration Savant

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

## Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

## Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can't use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

## Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

## Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Subclass: Way of the Open Hand (EoE)

Adepts of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate energy to heal damage to their bodies, and practice advanced meditation that can protect them from harm. It is said that this practice originates from the same teachings and techniques as used in the practice of Uthenera– a prolonged slumber which Elders may partake in, allowing themselves to dream deeper within the Fade while protecting their bodies.

***Race Restriction: Unavailable to Dreamless.***

## Open Hand Technique

Starting when you choose this path at 3rd level, you can manipulate your enemy's energy when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.

* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

* It can't take reactions until the end of your next turn.

## Wholeness of Body

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your adept level. You must finish a long rest before you can use this feature again.

## Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

## Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 energy points to start these imperceptible vibrations, which last for a number of days equal to your adept level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Elven Stones

*"Vir sumeili nar dirthan."*

We are closer than you know.

— Aoife Lorentel

#### **Description**

Known to the elves of Arlathan as Sending Stones, these twin clear crystals are set in ironbark frames, similar to hand mirrors. One of them has an image of a pheasant engraved at its base, while the opposite has an image of a blooming orchid. Each is about the size of a handspan, and is strangely heavy for its apparent fragility.

There were once many such stones, but ever since the fall of the Dales they have become ever rarer. A great many have been smashed by templars or stolen by magisters, or else have lost their partners. A matching pair is rare and valuable, and are to be treasured when found.

#### **Features**

* *Sending Stone.* The holder of one may cast Sending to the holder of the other, wherein their face and voice are sent across the stone. Each holder may use this ability once per rest.
Subclass: School of 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 guidance or removal, or when important locations must be guarded against magical spying and warded.

## Abjuration Savant

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.

## Arcane Ward

Starting at 2nd level, you can weave the magic of the Fade 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.

## Projected Ward

Starting at 6th level, 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.

## Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

## Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells.
Amber Arachnid

*"Walk with a bat's ears and a spider's eyes."*

— Ciriane idiom

#### **Description**

A large brooch of amber set in fine bronze, serving as the container for a black orb spider. The trapped arachnid is unusual in that it appears to have pupils set in white corneas, giving it strangely human eyes. The eyes seem to follow any motion nearby, and the entire amulate will occasionally twitch in response to hidden secrets or danger.

#### **Features**

* *Eyes of Eight.* While the Arachnid is equipped, Passive Perception is increased by 1.
Doctor

A doctor can be a physician (general ­practitioner or specialist), a surgeon, or a psychiatrist.

As a doctor, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Insight and Medicine

### **Tool Proficiencies**

Choose one: pharmacist’s tools or surgical tools.

### **Medical Access**

You have access to medical equipment that you might not otherwise be able to requisition, such as x-ray machines and medical labs. In addition, you can write prescriptions for various substances that are otherwise illegal to obtain.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 4 x 10.
Everthirst Harpoon

"*Drink deep while you can, for dead men are ever thirsty."*

— the dread pirate Shiverfew

A harpoon of twisted metal and bone, thrown like a normal javelin. The shaft of the weapon is all cast iron, improbably shaped and terribly weighted, requiring great strength to even heft properly. The curling metal frames a protruding point of bleached white whalebone that rings softly in an unnatural manner, as if with undead whalesong. Whenever the Everthirst Harpoon impacts a target, whether an enemy or your own hand, it screams with a deep, thundering groan.

* To Hit: 1d20 + STR + proficiency modifier
* Requirement: STR 16
* Damage: 1d10 + STR piercing damage (one-handed), 1d12 + STR piercing damage (two-handed)
* Properties: Returning, Heavy, Versatile
* Range: 30/120

#### **Features**

* *Malicious Return.* On successfully hitting an opponent and drawing blood, the javelin flies back into the thrower’s hand, handle first. In the event the harpoon misses, it flies back at the thrower point first and makes an attack against them.
* *Versatile.* In addition to being throwable, this weapon can be used to make melee attacks with either one or two hands
* *Heavy.* Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Subclass: School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in the armies of the Evanuris, used as artillery to strike enemies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

## Evocation Savant

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

## Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

## Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

## Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any Arcanist evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

## Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast an Arcanist spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Blades at Dawn

**Main Quest - Completed**

Minhra, and Iselan, found the quarry they were sent to retrieve, but discovered him to be injured and in danger, the victim of an intended assassination. Nybella has asked Akaraad and Nadia to find out who might have wanted Trevyan dead, at least in part to allay suspicion from falling on House Aster, and because of Nicolette's own life being threatened. And the would-be assassin, Luna, has determined that she's been set up—a fact equally interesting to Volka, who's out to investigate who ever might be attempting to interfere with the business of Carta.

The seven of you, united by the blood spilt in an ill-fated duel barely half a day past, shared what information you collectively in the relatively safe harbor of the Star Flower Manor. Iselan revealed that her Keeper had identified Trevyan under the name Avelas Harillemir. Luna sampled the remainder of the poison vial, and in so doing called forth the Spirit of Trust that inhabited her. Trust ominously revealed two things; the first, they said that "they were invited"—using the same language as the Hunger demon that had possessed Trevyan—and that Trevyan bore the guilt of a broken promise. Seeking more information, Vara resuscitated Trevyan, who was eager to cooperate but seemed to have no idea what was going on.

Lacking any additional information, Luna agreed to lead you all to her contact, who might be able to identify the person who first put out a hit on Trevyan in the first place. Volka recognized the location she mentione as being the Cicada House, a high-end inn famous for its refinement and infamous for its discretion. On the way there, you stopped by Vendat's Curios, purchased a few magical items, and had its proprietor, the eponymous Audara Vendat, identify the vial of poison as the Ichor of a Nightmare, a toxin only found amongst demons born of corrupted somniari. Audara's reaction to this vial was to chase you out of her store, where the seven of you now find yourselves, on the broad and open boulevard of Gilivhan's Avenue.

*This quest was completed partway through the second session, on 2020.10.24.*
Subclass: Path of Rage (EoE)

For some berserkers, rage is a means to an end – that end being violence. The Path of Rage is a path of untrammeled fury, slick with blood. As you enter your berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

***Race Restriction: None.***

## Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

## Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

## Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

## Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
Templar Spell Table

* 1st Level
	+ Bless
	+ Compelled Duel
	+ Cure Wounds
	+ Detect Magic
	+ Divine Favor
	+ Heroism
	+ Searing Smite
	+ Shield of Faith
	+ Thunderous Smite
	+ Wrathful Smite
* 2nd Level
	+ Aid
	+ Branding Smite
	+ Lesser Restoration
	+ Prayer of Healing
	+ See Invisibility
	+ Silence
* 3rd Level
	+ Aura of Vitality
	+ Counterspell
	+ Crusader's Mantle
	+ Dispel Magic
	+ Remove Curse
* 4th Level
	+ Aura of Life
	+ Aura of Purity
	+ Banishment
	+ Death Ward
	+ Locate Creature
	+ Staggering Smite
* 5th Level
	+ Banishing Smite
	+ Circle of Power
	+ Destructive Wave
	+ Dispel Evil and Good