recursal/Fanatic-Fandom huggingface dataset:
Faceless

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more.

Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask.

###### Equipment

A disguise kit, a costume, a pouch containing 10 gp

### Feature: Faceless Persona

A faceless character adventures behind a mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game.

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### Feature: Dual Personalities

Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weakness, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.

### Suggested Characteristics

A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.

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Blade Mastery

You master the shortsword, longsword, scimitar, rapier, and greatsword. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.

* On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.

* When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Blah Blah Boy

Blah Blah Boy is a major protagonists in the series

## Character

Blah Blah Boy is a character that debuted in Series, however he speaks the Language "Blabonese" which is a language saying the word in his first line it's unknown if he said Truth or Dare, He just said Blah.

## Relationships

### Avery

When Avery asked Truth or Dare he replied "Blah

### Ash

He's had many less interactions with Ash although they've hung out before.

### Todd

They are best friends in the show although Todd toned down his bullying which happened in series six

### Cassie

Although Cassie toned down her crush on Avery ever since Stella debuted, she's had feelings for him.

## Friends

* T.J
* Ash
* Avery
* Cassie
* Stella
* Todd
* Angel
* Jackson

## Frenemies

* Victor
* T.J
* Zach

## Enemies

* Mean Pearson
* Devel
* Silicon
* Timmy
Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

* You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors.

* You have advantage on saving throws made to avoid or resist traps.

* You have resistance to the damage dealt by traps.

* You can search for traps while traveling at a normal pace, instead of only at a slow pace
Clan Crafter

The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today.

You are most likely a dwarf, but not necessarily- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

###### Languages

Dwarvish or one other of your choice if you already speak Dwarvish

###### Equipment

A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

### Feature: Respect of the Stout Folk

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

### Suggested Characteristics

Use the tables for the guild artisan background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. (For instance, consider the words "guild" and "clan" to be interchangeable.)

Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
Organisationen FR

A

Alyth (Familie)

Ashenwell (Familie)

B

Baldur's Mouth

Bannerless Legion

Bloomridge Dandies

Bormul House

Boulderstern (Familie)

C

Candulhallow

Council of Four

Cult of the Dragon

D

Danthelon (Familie)

Dead Three Cult

Drachenkult

E

Eighth Remnant

Eomane

F

Flaming Fists

G

Gilde des Meisters der Elemente

Goreguts Gang

Gravemakers

Gray Wavers

The Guild

H

Händlergilde Elturels

Harbourhands

Havanack (Familie)

Hellriders

Hhune

Honorable Order of Moneylenders

Horn (Familie)

I

Ironfist (Familie)

J

Jhasso

K

Knights of the Shield

Knucklebones

Kult der Drei

L

Platzhalter

M

Mournweaver (Familie)

N

Platzhalter

O

Order of the Gauntlet

P

Parliament of Peers

Puck-Süßwind (Familie)

Puffer Fishers

Q

Platzhalter

R

Der Rat der Vier

Right Pashas

Rillyn

S

Sewerkeepers

Sonnwinn (Familie)

Stonehammer (Familie)

T

Platzhalter

U

Platzhalter

V

Vanthampur (Familie)

W

The Watch

X

Platzhalter

Y

Platzhalter

Z

Platzhalter
Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

* You gain a +1 bonus to attack rolls you make with the weapon.

* Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can also knock the target prone if the lower of the two d20 rolls would also hit the target.

* Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

* If you use the Help action to aid an ally's melee attack while you're wielding the weapon, you knock the target's shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield
Soulreaper Wiki

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Chef

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

* Increase your Constitution or Wisdom score by 1, to a maximum of 20.
* You gain proficiency with cook’s utensils if you don’t already have it.
* As part of a short rest, you can cook special food, provided you have ingredients and cook’s utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
* With one hour of work or when you finish along rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
Fey Teleportation

Prerequisite: Elf (high)

Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

Increase your Intelligence or Charisma score by 1, to a maximum of 20.

You learn to speak, read, and write Sylvan

You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.
Kobold

Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.

## Kobold Features

• **Ability Score Increase.** Your Dexterity score increases by 2, and your Strength score is reduced by 2.

• **Age.** Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so.

• **Alignment.** Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

• **Size.** Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

• **Speed.** Your base walking speed is 30 feet.

• **Darkvision.** 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.

• **Grovel, Cower, and Beg.** As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

• **Pack Tactics.** You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

• **Sunlight Sensitivity.** You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

• **Languages.** You can speak, read, and write Common and Draconic.
Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits.

* You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

* You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Leonide

The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world.

## Leonin Features

• **Ability Score Increase.** Your Constitution score increases by 2, and your Strength score increases by 1.

• **Age.** Leonin mature and age at about the same rate as humans.

• **Alignment.** Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

• **Size.** Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

• **Speed.** Your base walking speed is 35 feet.

• **Darkvision.** 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.

• **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.

• **Hunter's Instincts.** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

• **Daunting Roar.** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

• **Languages.** You can speak, read, and write Common and Leonin.
Naturalist

Your extensive study of nature rewards you with the following benefits:

* Increase your Intelligence score by 1, to a maximum of 20.

* You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You learn the Druidcraft and Detect Poison and Disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Brangilm Mournweaver

Brangilm Mournweaver ist der ältere Bruder von Dagonet Mournweaver und ein entschlossener Priester des Helm.

## Familie

Brangilm stammt aus der Familie Mournweaver. Er ist der Sohn von Gunvedd Mournweaver und Selrin Mournweaver. Gralvor Mournweaver ist sein älterer, Dagonet Mournweaver sein jüngerer Bruder. Außerdem hat er eine jüngere Schwester Telra Mournweaver.
Tandem Tactician

Your presence in a scrap tends to elevate your comrades. You gain the following benefits:

* You can use the Help action as a bonus action.
* When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature within range when you use the Help action this way.
Leif Sonnwinn

Lein Sonnwinn ist der Spielercharakter von Björn. Er ist zusammen mit Nicodemo Fidelis Duron und Ontharr Frume zur Konferenz gekommen.

## Allgemeine Informationen

### Sprachen

Common
Dwarvish
Gnomish
Halfling
Thieves' Cant

## Vorgeschichte

Die Familie Sonnwinn ist ein kleiner Kreis erlesener Familienmitglier, die sich durch den Handel mit Gewürzen, das Praktizieren von Naturheilverfahren sowie das Deuten von Träumen einen Namen in Elturel gemacht haben. Der Ruf ihrer Guten Taten und immer gut zugesprochenen Worte für alles und jeden eilt der Familie voraus.
Aber auch die teils sehr fanatische Lebensweise ist anzumerken. Sie trinken z.b. keinen Alkohol und essen kein Fleisch. Sie riechen nach den Kräutern die sie verwenden. Komische Familie in Elturel!
Leif wuchs besonders behütet im Schutz des Sonnwinn Anwesens im Kreise der Familie auf. Es fehlte ihm an nichts und er bekam all die Aufmerksamkeit der Familie. Er merkte früh, dass die Sonnwinns alles Gute bewahren und schützen. Außerdem bemerkte er, dass er wohl etwas besonderes an sich hatte. Als einziger hatte er Hautmale und Zeichen am Körper. "Von der Sonne geküsst" hieß es.
Mit der Zeit zog es ihn aber immer wieder aus dem Sonnwinn Anwesen heraus in das Leben und das Treiben der Stadt Elturel. Erschrocken, dass es nicht immer nur gutes gibt, sondern die Versuchung dem Bösen zu unterliegen in jedem aufflammen kann, freundete er sich immer wieder mit Kindern des benachbarten Waisenhauses an. Er war Freund und Partner und erlebte in den Jahren viele Abenteuer.
Das Waisenhaus wurde sein zweites Zuhause und bis heute besteht eine Bindung dorthin und zu den Kindern, für deren gute Seele er arbeitet und kämpft.
Zuletzt suchten Leif aber immer wieder die selben Träume und Erinnerungen von einem Menschen Namens Nicodemo Fidelis Duron auf. Mit ihm waren die Abenteuer außerhalb des Waisenhauses immer etwas anders. Es gibt darin wohl etwas bedeutsames. Das spürt er nun. Leif versucht dies mit Hilfe seiner Großmutter zu deuten und sie offenbarte ihm folgendes. Am Tage deiner Geburt in Elturel wurdest du von der Sonne geküsst und gezeichnet. Sie sprachen: Der Staub deiner Ahnen und der Erde fließt durch dich hindurch und soll das Gute immer bewahren. Lasse nicht zu das der Staub in der Dunkelheit und dem Bösen verfliegt.
Was steckt dahinter? Leif muss erlernen die Dinge und die Zeichen zu deuten und deren Kraft zu nutzen. Weiß vielleicht dieser Nicodemo Fidelis Duron etwas? Immerhin gab es in der Kindheit eine Verbindung. Leif hörte das Duron wieder in Elturel sei. Er sucht ihn auf, vielleicht erinnert sich an die gemeinsame Zeit.
Marine

You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.

###### Equipment

A dagger that belonged to a fallen comrade, a folded Rag emblazoned with the symbol of your ship or company, a set of traveler's clothes, and a belt pouch containing 10 gp

### Feature: Hardship Endured

Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits your character.

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### Feature: Steady

You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

### Suggested Characteristics

Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant. marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

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Rassen

A

Aarakocra

Aasimar

B

Bugbear

C

Platzhalter

D

Dragonborn

E

Echsenwesen

Elf

F

Firbolg

G

Genasi

Gith

Gnom

Goblin

Goliath

Grung

H

Halbelf

Halbling

Halbork

Hobgoblin

K

Kalashtar

Kenku

Kobold

L

Leonide

Loxodon

M

Mensch

Minotaurus

O

Ork

S

Satyr

Shifter

Simic Hybrid

T

Tabaxi

Tiefling

Tortle

Triton

V

Vedalken

W

Wandelwicht

Warforged

Y

Yuan-Ti Reinblut

Z

Zentaur

Zwerg
Nicodemo Fidelis Duron

Nicodemo Fidelis Duron ist der Spielercharakter von Bernhard. Er ist ein friedliebender Kleriker des Helm und Mitglied des Order of the Gauntlet. Sein Vorgesetzter Ontharr Frume nahm Nico mit zur Konferenz.

## Allgemeine Informationen

### Sprachen

Common
Draconic
Dwarvish
Elvish

## Lebenslauf

„Ich habe das Böse gesehen und ich bin ihrer Versuchung erlegen. Nun bin ich bis in alle Ewigkeit verloren. Es tut mir Leid.“
Mit diesen Worten sprang mein Vater vom Dach des höchsten Gebäudes in den Tod. Ich war noch zu klein um zu verstehen, was vor sich ging. Bald war mir aber klar, was er damit meinte, als ein paar Häscher des Drachenkultes nach mir suchten. Sie töteten meine Mutter vor meinen Augen und brachten mich fort.
Doch dann kamen sie, der Orden des Panzerhandschuhs. In strahlender Rüstung kämpften die Paladine und die Kleriker zermalmten ihre Feinde mit ihrer Magie. In diesem Moment wusste ich, wohin mein Weg mich führt.
Nachdem ich befreit wurde, brachte man mich in ein Waisenhaus in Elturel. Immer wieder schlich ich mich fort, um den Paladinen beim Exerzieren zu zuschauen und die Übungen nachzumachen.
Mit 16 Jahren verließ ich dann das Waisenhaus und schloss mich dem Orden an und wie sich herausstellte, war ich magiebegabt, sodass man mich zu den Klerikern steckte. Ich beendete meine Ausbildung recht schnell und wurde auf Missionen geschickt, bei denen ich im Namen Helms das Böse in alle Variationen bekämpfte. Doch das Rätsel um mein Vater ließ mich nie los und Nachforschungen ergab, dass mein Vater dunkle Magie beherrschte und sich mit zwielichtigen Gestalten traf. Warum er sich dann umbrachte und warum es der Drachenkult auf mich abgesehen hat, fand ich nicht raus. Noch nicht. Eines Tages werde ich die Verantwortlichen zur Rechenschaft ziehen und mich von diesem Schmerz, der tief in mir verankert ist, befreien. Bis dahin werde ich weiter das Böse vernichten, um irgendwann einen weiteren Hinweis zu finden.
Heute kam mein Ausbilder und Anführer zu mir. Ich soll ihn zu einem Treffen begleiten. Um was es sich da wohl handelt?

## Familie

Sein Vater beging Selbstmord, als Nico noch sehr klein war. Sein Mutter wurde kurz darauf vom Drachenkult ermordet.
Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

* If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

* If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

* If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Tortle

What many tortles consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances.

## Tortle Features

• **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.

• **Age.** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.

• **Alignment.** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.

• **Size.** Tortle adults stand 5 to 6 feet tall and average 450 pounds. THeir shells account for roughly one-third of their weight. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

• **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.

• **Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

• **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.

• **Survival Instinct.** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.

• **Languages.** You can speak, read, and write Common and Aquan.
Backgrounds

A

Acolyte

Anthropologist

Archaeologist

C

Charlatan

City Watch

Clan Crafter

Cloistered Scholar

Courtier

Criminal

E

Entertainer

F

Faceless

Faction Agent

Far Traveler

Folk Hero

G

Gladiator

Guild Artisan

Guild Merchant

H

Haunted One

House Agent

Hermit

I

Inheritor

Investigator (Background)

K

Knight

Knight of the Order

M

Marine

Mercenary Veteran

N

Noble

O

Outlander

P

Pirate

S

Sage

Sailor

Soldier

Spy

U

Urban Bounty Hunter

Urchin

Uthgardt Tribe Member

W

Waterdhavian Noble
Grace Kelly

"The Amazing" Grace Kelly ist ein Waisenmädchen aus Elturgard, das unbedingt Scholarin in Candlekeep werden wollte.

## Allgemeine Informationen

### Sprachen

Common

Gleich auf der ersten Mission der Abenteurergruppe bestehend aus Leuten der Hellriders, des Orders of the Gauntlet und der Gilde des Meisters der Elemente traf die Gruppe auf Grace Kelly, als sie gerade von drei Wölfen auf einen Baum gejagt wurde.

Die Gruppe besiegte die Wölfe und Dagonet Mournweaver gab dem Mädchen die 5 Goldmünzen Einschreibgebühr für Candlekeep. Als Dankeschön überreichte sie jedem Gruppenmitglied einen regenbogenfarbenen Faden und versprach ihnen, sich zu revanchieren wenn sie erst einmal als Gelehrte in Candlekeep ist.

Ihr Esel heißt Besel.
Wonder Maker

Prerequisite: Gnome (rock)

You master the tinker techniques of your people. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.

When you make a device with your Tinker trait, you have the following additional options for what you make:

Alarm: This device senses when a creature moves to within 15 feet of it without speaking aloud a password chosen when you create it. One round after a creature moves into range, the alarm makes a shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.

Calculator: This device makes doing sums easy.

Lifter: This device can be used as a block and tackle, allowing its user to hoist five times the weight the user can normally lift.

Timekeeper: This pocket watch keeps accurate time.

Weather Sensor: When used as an action, this device predicts weather conditions in a 1-mile radius over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour
Fighting Initiate

*Prerequisite: Proficiency with a martial weapon*

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you gain a level, you can replace this feat’s fighting style with another one from the fighter class that you don’t have.
Candlekeep

Candlekeep ist eine Bibliotheksfestung an der Schwertküste. Candlekeep verfügt über die größte Sammlung an Schriften in ganz Faerûn.

## Aufnahme

Um als Gelehrter in Candlekeep aufgenommen zu werden, musste man 5 Goldmünzen bezahlen und eine Schrift mitbringen, über die die Bibliothek bisher nicht verfügt hatte.

## Story

"The Amazing" Grace Kelly wollte unbedingt in Candlekeep als Scholarin ausgebildet werden. Dagonet Mournweaver gab ihr das Geld für die Aufnahme. Als Schrift hatte sie einen Autor aus Baldur's Gate ins Auge gefasst, der bis dato noch unbekannt war.
Spell Sniper

*Prerequisite: The ability to cast at least one spell*

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

* When you cast a spell that requires you to make an attack roll, the spell's range is doubled.

* Your ranged spell attacks ignore half cover and three-quarters cover.

* You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Heavy Armor Master

*Prerequisite: Proficiency with heavy armor*

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.

* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
Tabaxi

Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.

## Tabaxi Features

• **Ability Score Increase.** Your Dexterity score increases by 2, and your Charisma score increases by 1.

• **Age.** Tabaxi have lifespans equivalent to humans.

• **Alignment.** Tabaxi tend toward chaotic alignments, as they let impulse and fancy guide their decisions. They are rarely evil, with most of them driven by curiosity rather than greed or other dark impulses.

• **Size.** Tabaxi are taller on average than humans and relatively slender. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Darkvision.** You have a cat's keen senses, especially in the dark. 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.

• **Feline Agility.** Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

• **Cat's Claws.** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

• **Cat's Talent.** You have proficiency in the Perception and Stealth skills.

• **Languages.** You can speak, read, and write Common and one other language of your choice.
Medui Bauglir SoaS

Medui Bauglir ist eine Gruppe, die die Gleichstellung der Anderlinge fordert und vorantreibt. Aufgrund ihres Aufbaus wird die Organisation auch als "Die Firma" bezeichnet.

## Grundregeln

* Missionsziele sind absolut zu erreichen. Versagen wird per Strafe gesühnt. Anfänglich Geldstrafen und bei Öfteren Versagen mit Züchtigung.
* Man ist stets respektvoll untereinander, auch wenn das Geschäft ein dreckiges ist, die Leute werden niemals ungut. Vor allem nicht wenn Gwynnestri in der Nähe ist.
* Die Bezahlung ist gut und die Preise beim alten Jenkins zumeist fair.
* Es gibt keinerlei Barrieren auszusteigen oder zu gehen. Nur darf niemals ein Wort über die Firma verraten werden. Niemals. Es gibt ein paar Geschichten von ausgerotteten Familien und Dörfern die von Mazoge der Weberin heimgesucht wurden. Lykophron weiß wenn er verraten wird. Er weiß es einfach.
* Auch wenn töten zum Geschäft gehört, wird nur ein Minimum an Leuten getötet. Wie sagte Lykophron bei seiner Ansprache: „Wir sind keine Menschen und werden nicht wie diese wahllos töten und schänden.“
* Auf Vergewaltigung steht die Todesstrafe. Gwynnestri findet dich und wird dafür Sorgen
Performer

You master performance so that you can command any stage. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid's Wisdom (Insight) check. If your check succeeds, you grab the humanoid's attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Zentaur

Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them.

## Centaur Features

• **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.

• **Age.** Centaurs mature and age at about the same rate as humans.

• **Alignment.** Centaurs are inclined toward neutrality.

• **Size.** Your size is Medium, yet you tower over most other humanoids.

• **Speed.** Your base walking speed is 40 feet.

• **Fey.** You are considered fey instead of humanoid.

• **Charge.** If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can use your bonus action to make a hoof attack.

• **Hooves.** Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d4 + your Strength modifier.

• **Equine Build.** You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

• **Survivor.** You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.

• **Languages.** You can speak, read, and write Common and Sylvan.
Shadow Touched

You learn how to bend shadows from your experience with the Shadowfell. You gain the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* You learn the Darkness spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish along rest. You can also cast these spells using spell slots you have of the appropriate level.The spells’ spellcasting ability is the ability increased by this feat.
Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

* When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

* As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Filibert Puck-Süßwind

Filibert Puck-Süßwind ist der Spielercharakter von Julian. Er kam zusammen mit Dagonet Mournweaver, Reya Mantlemorn und Gideon Lightward zum Treffen.

## Allgemeine Informationen

### Sprachen

Common
Halfling
Infernal

## Vorgeschichte

Filibert, der einzige Nachkomme des Hauses Puck-Süßwind. Der Sohn von Bertram und Filizitas Puck-Süßwind ist dazu verpflichtet das seit Generationen bestehende Theater der Puck-Süßwinds fortzuführen. So zumindest der Plan von Filis Vater Bertram, doch der störrische Junge hat sich einen etwas anderen Weg für seine Zukunft zurechtgelegt. Sein einziges Ziel ist es nämlich ein Hellrider zu werden und in weißer Rüstung, hoch zu Ross mit seinen Kameraden, Elturel vor allem Bösen zu verteidigen!

Fili wurde von seinen Eltern stets geliebt und umsorgt und auch Fili liebte seine Eltern und würde es niemals übers Herz bringen sein Desinteresse am Theater zuzugeben, geschweige denn zu beichten, dass er eigentlich nur ein Hellrider werden will und nichts mit dem Familientheater zu tun haben möchte.
Abgesehen davon ist Fili in Wirklichkeit völlig ungeeignet ein Theater zu führen, was unter anderem auch an seiner Erziehung liegt. Grenzen durfte er nämlich nie welche erfahren... Geht es nach seinen Eltern ist Filibert in seinen Fähigkeiten der direkte Nachkömmling seines Ur-Ur-Ur-Großvaters Perigrin Puck-Süßwind, der Gründer des Theaters. Objektiv gesehen ist Fili jedoch ein gutgläubiger Grünschnabel der einzig und allein die Behaarung an seinen Füßen mit Perigrin gemein hat. Seine musischen Fähigkeiten sind zumindest vorhanden, jedoch höchstens Durchschnitt, zumindest seine Wortgewandheit kann sich sehen lassen und auch die Tatsache dass er sein Herz am rechten Fleck trug und so gelang es dem jungen Fili auch eines Tages seinen Vater davon zu überzeugen auf Reise gehen zu dürfen, Erfahrungen zu sammeln, und dann mit dem nötigen Blick von außen zurückzukehren um schlussendlich das Familiengeschäfft zu übernehmen. Doch bevor er auf seine Reise aufbrach konnte er es sich nicht nehmen den Rapier seines Ur-Ur-Ur Großvaters aus der Familiengruft zu entwenden, er konnte ja nicht nur mit seiner Ukulele bei den Hellridern auftauchen und der alte Perigrin brauchte ihn ja wohl nicht mehr...

## Familie

Sein Ur-Ur-Ur-Großvater Perigrin gründete einst das Puck-Süßwind Theater in Elturel, das nun von seinen Eltern Bertram und Filizitas betrieben wird.
War Caster

*Prerequisite: The ability to cast at at least one spell*

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

* You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.

* When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Silver-Tongued

You develop your conversational skill to better deceive others. You gain the following benefits.

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour.
Slasher

You’ve learned where to cut to have the greatest results, granting you the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
* When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Goliath

At the highest mountain peaks dwell the reclusive goliaths, wandering a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.

## Goliath Features

• **Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.

• **Age.** Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

• **Alignment.** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

• **Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Natural Athlete.** You have proficiency in the Athletics skill.

• **Stone's Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

• **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

• **Mountain Born.** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.

• **Languages.** You can speak, read, and write Common and Giant.
Organisationen SoaS

A

Akademie der Magier

B

Platzhalter

C

Platzhalter

D

Platzhalter

E

Platzhalter

F

Platzhalter

G

Platzhalter

H

Hüter der Quelle

I

Platzhalter

J

Platzhalter

K

Kleriker des Einen

L

Platzhalter

M

Medui Bauglir

N

Platzhalter

O

Platzhalter

P

Platzhalter

Q

Platzhalter

R

Royalisten

S

Schwarze Kleriker

T

Tempelritter von Genosum

U

Platzhalter

V

Platzhalter

W

Platzhalter

X

Platzhalter

Y

Platzhalter

Z

Platzhalter
Fade Away

Prerequisite: Gnome

Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.
Soldier

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.

When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble's or merchant's private army, or a mercenary company.

###### Equipment

An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

### Feature: Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

 2
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 8

### Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization 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 soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

### Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

 2
 3
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 6
 7
 8

 2
 3
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 6

 2
 3
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 2
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 6
Metamagic Adept

*Prerequisite: Spellcasting or Pact Magic feature*

You’ve learned how to exert your will on your spells to alter how they function. You gain the following benefits:

* You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you gain a level, you can replace one of your Metamagic options with another one from the sorcerer class.
* You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.