recursal/Fanatic-Fandom huggingface dataset:
Residuum

Residuum is a magical substance that is theorized to be "pure magical essence, distilled into a physical form". This substance is mined as greenish crystals that shimmer with a silvery glow, and is refined into a sparkling white-green dust to be used in enchantments.

In certain parts of the Astral Reach, residuum is used as currency, due to its high value-to-weight ratio. A single gram of residuum, about 1/4 of a teaspoon, is worth 1,000gp. A pound of the stuff is worth about 450,000gp.

### Obtaining Residuum

Residuum can be mined in its natural form, as small green clusters of crystals that grow near leylines throughout the Astral Reach - in particular, near nodes in the leystream where two or more leylines intersect. Small flakes of unrefined residuum can also be found coating the environment immediately around a rift between two planes.

The substance can also be refined from the magical elements of monsters, such as dragon teeth or scales, a manticore's quills, or a phoenix's feather.

Disenchanting a magical item can also produce residuum, though this tends to lose some of the residuum that went into crafting the item initially. It tends to produce an amount of residuum valued at about 1/5 of the item's cost.

### Refining Residuum

Natural residuum comes in three forms, each of which can be refined into residuum dust at different rates. The amount returned depends on the purity of the form. The process of refining residuum is extremely lossy - most of the mass of a crystal, however pure, is lost to the process.

 Imperfect Crystal (1 lb.)
 Flakes (1 lb.)

Refining takes time. Small operations or local artisans can refine it at about 10 lbs. per day, while larger companies usually refine batches of up to 100 lbs per day.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •
Gnomes/culture1

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**Starfarer Gnomish Cultural Traits**

   WIS +1

   The gnomish culture of the astral starports is similar to the enthusiastic, passionate ways of their plane-dwelling kin. Their values emphasize personal growth, seeking new experiences, and protecting their 'crew' or family unit. Those raised in gnomish society are generally good-hearted; even tricksters are more playful than vicious.

   Common, Gnomish, plus one extra

    You know the Dancing Lights*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft cantrip. Intelligence is your spellcasting ability for it.

    You are proficient with navigator's tools. When you make a check using these tools, or when you are rolling to helm a vessel, you have advantage on the ability check.
Character Creation: Backstory

Your character’s backstory reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

You should write a backstory for your character that fills at least half a page or more in 11pt font. Additionally, you should write in a reason for your character to become an adventurer, or a reason for them to be in the place and time where the adventure or campaign will begin. Ask your DM for any other requirements your backstory must fulfill.

Once you have a backstory written, you should show your DM; perhaps there are details that you can work together on, or NPC characters that can be incorporated into the campaign. Be advised: if you have done any major worldbuilding in your backstory, your DM may ask you to revise those elements. Worldbuilding is encouraged, but your work should not conflict with the DM's existing worldbuilding.

If you are having trouble coming up with details for your backstory, here are some prompts that may help you.

* What is your character’s name?
* How old is your character?
* What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
* What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
* Where was your character born? Where were you raised? By who?
* Who are your parents? Are they alive? What do they do for a living?
* Do you have any other family or friends?
* What is your character’s marital status? Kids?
* What is your character’s alignment? What about their moral code?
* Does your character have goals?
* Is your character religious?
* What are your character’s personal beliefs?
* Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
* Why does your character adventure?
* How does your character view his/her role as an adventurer?
* Does your character have any distinguishing marks (birth-marks, scars, deformities)?
* How does your character get along with others?
* What does your character think of magic? What about magical technology?
* What does your character think about their country of origin? Their laws? Crime?
* Is there anything that your character hates?
* Is there anything that your character fears?

## What Do I Write Down?

Your backstory doesn't need to be on your character sheet, because usually you don't need to refer to it when you're making dice rolls. Feel free to write out your backstory - or bullet point notes, or nothing at all - on the back of your sheet, or on a separate page or document.

 Classes
 Equipment
 Worldbuilding
Barbarian Class/Storm Herald

Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.

*3rd-level feature*

 When you select this path at 3rd level, choose one of the following options: desert, sea, or tundra. The environment you choose shapes the nature of the storm you conjure when you rage.
 While raging, you emanate an aura in a 10-foot radius. The effects of this aura depend on your chosen environment.

* ***Desert.*** Any enemy that ends its turn in your aura takes fire damage equal to 2 + your barbarian level divided by 4.
* ***Sea.*** At the end of each of your turns, you can choose a creature in your aura, other than yourself. The target must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. The target takes 2d6 lightning damage on a failed save, and half as much damage on a successful one. This damage increases to 3d6 at 10th level and to 4d6 at 15th level.
* ***Tundra.*** Any enemy that ends its turn in your aura takes cold damage equal to 2 + your barbarian level divided by 4.

*6th-level feature*

 At 6th level, your link to the power of the storm grants you additional abilities based on the environment you chose at 3rd level.

* ***Desert.*** You gain resistance to fire damage and don’t suffer the effects of extreme heat.
* ***Sea.*** You gain resistance to lightning damage and can breathe underwater.
* ***Tundra.*** You gain resistance to cold damage and don’t suffer the effects of extreme cold.

*10th-level feature*

 You learn to use your mastery of the storm to protect your allies. While you are raging, allies within your aura gain the benefits of your Storm Soul feature.

*14th-level feature*

 The power of the storm you channel grows mightier.

* ***Desert.*** The ground around you becomes like shifting sand. Any enemy that attempts to move more than 5 feet per turn on the ground while in your aura must make a Strength saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature’s speed drops to 0 until the start of its next turn.
* ***Sea.*** Roaring winds tear through the area around you. Any creature in your aura that you hit with an attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
* ***Tundra.*** The air around you coldly slows your foes. The area within your aura is difficult terrain for your enemies.
Mercenary Veteran/summary

As a sellsword who fought battles for coin, you're well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. For whatever reason, you're leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a different way.

* **Skill Proficiencies**: Athletics, Persuasion
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: A uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)
Humans

Humans

Humans are the mutts of humanoids, having formed from the mixed blood of every other humanoid race in some age long past. They tend to be more prideful than other humanoids, sometimes viewing themselves as the culmination of every quality that the other humanoids have. The human-peopled realms are among the oldest of the known realms, and very few settlers of other races dwell with them inland due to the humans' general xenophobia.

Most of the humans in this campaign setting dwell in the Vandrin Empire.

## Human Traits

 ***Languages*** | Common, plus one other

 Classes
 Equipment
 Worldbuilding
Auran Conclave/culture

The Auran Conclave is based on Aurus, the most famous (or infamous) moon of Antok. Centuries ago, an exiled cult of mages settled Aurus and created the Conclave as a society where magical arts shunned elsewhere (such as demon-summoning, necromancy, and blood magic) would be tolerated and even taught.

Since those early days, Aurus has grown into a nation of its own, and developed a strong culture that prides itself on its connection to the magical arts. The Auran Academy is widely regarded as the finest school of magic in the Reach, and the Conclave has established remote branches of the Academy in each of the starports of the Astral Reach. Pockets of the Conclave's culture can be found in and around the remote Academies, which are enclosed and isolated from the chaotic ports they are built in.
Learn more...

**Auran Conclave Cultural Traits**

   CHA +1

   Individuals raised in the Auran Conclave have a thirst for power which the culture itself nurtures. As a result, many conclave members tend towards narcissistic or selfish views, and their alignments skew neutral or evil rather than good, and chaotic rather than lawful.

   Common, Infernal

    You know the Thaumaturgy*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V
**Duration:** 1 min (D)
Minor wonder; your voice booms, flames flicker, tremors in the ground, ominous sounds, etc. cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke*1st-level Evocation*
**Casting Time:** 1 rea
**Range:** 60 ft
**Components:** V,S
**Duration:** Instantaneous
Cast when taking dmg, crea that dealt dmg 2d10+1d10/SL Fire dmg; save halves spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the Darkness*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,M
**Duration:** Conc, 10 min
15-ft rad darkness on point or object; darkvision doesn't work; only magical light of higher SL works spell once per day. Charisma is your spellcasting ability for these spells.

    You have proficiency in the Arcana skill.
Noble/summary

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries.

A noble title doesn’t stand on its own — it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

* **Skill Proficiencies**: History, Persuasion
* **Tool Proficiencies**: One type of gaming set
* **Languages**: One of your choice
* **Equipment**: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Goblins/ancestry

Goblin tribes are usually found in the wilderness, but sometimes goblin families or individuals can be met in cities as well. Goblinoid individuals are often shunned by others, judged for the wrongs that their savage kin often commit, but they can still integrate in the tolerant melting pot that is city society. This bias against them tends to support the ancient mistrust goblinkind holds for outsiders.
Learn more...
**Goblin Ancestral Traits**

   Goblins reach adulthood at age 8 and live up to 60 years.

   (Small) Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds.

   30 ft.

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

    When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

    You can take the Disengage or Hide action as a bonus action on each of your turns.
Izzet Engineer

## Overview

Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.

* **Skill Proficiencies**: Arcana, Investigation
* **Tool Proficiencies**: One type of artisan's tools
* **Language Proficiencies**: Choose one of Draconic, Goblin, or Vedalken
* **Equipment**: An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)

## Feature: Urban Infrastructure

The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture-primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.

## Feature: Izzet Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

 1st
 2nd
 3rd
 4th
 5th

Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles.

If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear.

The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature.

## Suggested Characteristics

Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.

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Carousing

***Prerequisites:*** *A modifier of +1 or more in either Persuasion or Deception.*

You are something of a socialite, and you have a natural ability to build a rapport with strangers. You can use this downtime activity to make friends or contacts who may do you favors at a later point. Usually this involves spending time at bars, pubs, or other establishments, and spending money buying drinks, food, or other services for patrons.

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

### Making Friends

Your **Carousing Die** starts at **1d8**. When you carouse, you must invest a considerable amount of time in forging bonds with your contacts. You must decide how much time you want to spend carousing, then you must roll a downtime skill check with your Carousing die. If you succeed, you gain **Social Points**. The maximum number of Social points you can have equals your Deception or Persuasion modifier (whichever is higher). Social points can be spent on other carousing features. Refer to the following table for results:

 Day Activity
 Multi-Day Activity

### Leveling Up

Though some days you may fail to gain influence with the locals, you can still walk away with tidbits and rumors that arm you for future attempts. You may fill a section of your Carousing die’s progress clock each time you fail a carousing check during a day activity or a multi-day activity.

### I Know a Guy

You may spend **1 or more Social Points** to utilize a connection you have. This can be used to call in small favors or to create weak bonds with NPC characters. The cost of using the ability depends on what you want to do with it. The limits of this ability are defined by your imagination and the DM’s discretion. See the table below for examples.

 **2 SP** | “I know this guard - they were making passes at me last night at the bar. They can’t say no to me.”
 **3+ SP** | “Someone I know has a safehouse nearby. I’ll owe them a favor, but we can shelter there.”
“I know the first mate on that ship, and they owe me one. They’ll give us free passage.”

### Local Expert

If you’ve spent a lot of time in a district, you become familiar with the ins and outs of its streets and social structures. After you have spent at least 2 days carousing in the same district of a city or town, you gain **+1d8** on any Carousing downtime skill checks made there. You gain an additional **+1d8** after you have spent a total of at least 10 days carousing there.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •
Meridia/culture

Meridia is the largest moon of Vander, and is the homeland of the aasimari. Boasting coastal towns, rolling hills, and three high peaks, the isle is a frequent stop for ships coming in and out of Vander itself. Despite this, few outsiders choose to settle in Meridia unless the strongly religious culture suits them. Meridian religion centers around Meril and her angelic Champions, and most aspects of their culture are based around these beliefs.
Learn more...
**Meridian Cultural Traits**

   WIS +1

   The Meridian people are a tight-knit community, with strong emphasis on family and tradition, and they are also almost all strongly religious. These traits mean most Meridians skew towards lawful and good alignments.

   Common, Celestial

    As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.

    You know the Light*Evocation Cantrip*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,M
**Duration:** 1 h (D)
1 obj up to 10-ft cube sheds bright light 20-ft rad and dim light 20-ft; cannot have multiple instances cantrip. Charisma is your spellcasting ability for it.
Goliaths/culture

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**Vandrin Goliath Cultural Traits**

   STR +1

   As with many cultures that began as nomadic people, the goliath culture emphasises family first, self-sufficiency, and personal accountability. Though those days are far behind them, goliath people still have a strong bent towards lawful alignments, and most individuals maintain a regular workout regimen to keep themselves in peak physical condition.

   Common, Giant

    You have proficiency in the Athletics skill.

    When you use your goliath heritage or cultural status as leverage, you have advantage on related Deception, Intimidation, and Persuasion checks.
Cloistered Scholar/summary

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the Reach's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems.

Perhaps you are staff at such a library, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world. Perhaps instead you were taken in by the scholars of some remote hermitage, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise.

* **Skill Proficiencies:** History, plus your choice of one from among Arcana, Nature, and Religion
* **Languages:** Two of your choice
* **Equipment:** The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp
Charlatan

## Overview

You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink coloured liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

* **Skill Proficiencies**: Deception, Sleight of Hand
* **Tool Proficiencies**: Disguise Kit, Forgery Kit
* **Equipment**: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

## Favorite Schemes

Every charlatan has an angle they use in preference to other schemes. Choose a favorite scam or roll on the table below.

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## Feature: False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

## Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct.
They reflect what people want to see, what they want to believe, and how they see the world.
But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

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Bezoar

*Level 1 Misc, Common, 5gp market price*

Typically, bezoars are pebbles of pumice or another similar stone, infused with magic and soaked in herbs. The remedy is ancient and traditional, though many modern herbalists and alchemists produce similar effects using vials of liquid or large pills.   To be effective, a bezoar must be sucked on or swallowed over the course of a short rest. A creature that does this is magically cured of the Poisoned condition and any poisons with lingering effects. The bezoar loses its magic after one such use.

*A creature skilled in Alchemy may craft this using 3gp of base materials.*

 Back to Alchemy Homepage
Point-Buy System

There are two methods to picking the actual scores for your character's abilities (Strength, Dexterity, Wisdom, and so on). With this method, you purchase scores from a table. Each player gets 61 points to spend - higher scores cost more points than lower ones do.

A score of 10 or 11 in an ability represents the perfect average score. A character with a Strength 10, for example, would get no bonus or penalty to rolls for Strength: their total for a Strength check would equal the value on the dice. Scores lower than 10 suffer a penalty to those checks, while scores above 11 gain bonuses to those rolls. Choose where you assign your scores carefully to get the most out of your abilities.

There is an interactive spreadsheet that you can use to pick and assign ability scores using this system! Ask the DM to get a link to it.
Favnir

### Worshipers

People of every occupation, especially dragonborn, kobolds, and those with leadership responsibilities

### Domains

Law, Peace, Redemption, Diplomacy, Order, Learning

### Cleric Domains

Knowledge, Life, Light, Protection

Favnir - known in dragonborn and some kobold communities as Bahamut - is the deity of law, justice, and diplomacy. He is typically depicted as male. Favnir is good-aligned, and of all deities is one of the most active in the affairs of mortals. He demands strict adherence to moral principles from his followers, and has created an order dedicated to keeping peace and punishing the wicked - the Platinum Justicars.

Favnir himself has been known to wander the mortal world at times in disguise, to experience the state of things for himself, aid the neglected, or to test the most faithful of his followers. Descriptions of his mortal guise change with each new telling of the legends, but it is said that his most favored form is that of an elf followed by seven canaries.

***Mount Celestia.*** Favnir's realm is a huge snow-capped mountain, atop which his lofty palace resides wreathed in clouds. Those who journey to his halls must make the climb past many tests of physical endurance and trials of faith and principles before reaching the silvery gates to Favnir's home. In that place, many of his most faithful paladins and other servants have found their eternal resting place.

## Tenets

Favnir values wisdom, knowledge, and order, and teaches that diplomacy and compassion should be used in place of the sword or an iron fist whenever possible.

* Justice and Good above all.
* Honor and Fealty to the Law of the Land.
* Righteous innocence is precious, and should be protected.
* Seek Correction for the enemies of Justice and Good.
* Honor and Forbearance for oneself.

## Religion

While becoming a Justicar is the ultimate commitment to Favnir and his tenets, many more worshipers serve him by upholding and living by those tenets in their day-to-day lives. Clerics of Favnir hold sermons and ceremonies in lofty churches wherever a community of faithful can be found (or built), preaching the tenets of Favnir and reading from sacred scriptures. Those religious that worship in this way are known as Silverists.

 Cleric Domains
Grave •
Forge •
Knowledge •
Life •
Light •
Nature •
Protection •
Tempest •
Trickery •
War
Halflings

Halflings

Pleasant and jovial, halflings are well-acquainted with the dangers of the world, but their steadfast optimism and determination has kept the race alive despite those dangers. Halflings have carved out a place for themselves in Seiyance, where they live in harmony with the rukk.

## Subraces

* Lightfoot Halfling
* Stout Halfling
Crafting

Any character can attempt to craft an item, though their aptitude at doing so will depend on how skilled they are in making the relevant check.

This system is used for each type of Artisan’s Tools, and serves as a template for Enchanting and Alchemy as well. You gain a Crafting downtime skill die, which starts at a d12. If you are proficient in the tools you are using, your die is a d8 (or a d6 if you are double-proficient). This die only applies to a single type of tool; you gain and track a different Crafting downtime skill for each type of tool you use, and they level up separately.

To make any crafting check, you must have the proper set of artisan’s tools, as well as appropriate facilities in your workspace (ex. A glassblower needs a kiln as well as their tools). Research these requirements or speak with your DM about them before beginning a project.

### **Leveling Up**

Each time you fail a crafting check, you use the failure as an opportunity to learn. You may fill a section of your Crafting die’s progress clock each time you fail a crafting check for that skill. Refer to Downtime Skill Checks for information on progress clocks.

### **Starting a Project**

Speak with your DM about the project you intend to start, and work together to determine the cost and the difficulty of the project. Use the table and the information below as a guide. For pricing on generic materials, see the Price Reference page.

 Major Project
 Construction Project

***Minor Project.*** Most crafting tasks can be classed as minor projects. These are defined as any task which would take an average artisan less than three days of full-time work to complete. For example, whittling a small totem or sculpture, sewing or fashioning a tunic, blowing a simple glass bottle, or forming a metal rod or fork.

***Major Project.*** These are defined as any task more complicated or time-consuming than a minor project, but which can still be completed without assistance. For example, carving a door with artistic reliefs, embroidering a dress, etching an expensive glass bowl, or forging a sword.

***Construction Project.*** These tasks are part of a large-scale plan, which could take weeks or months to complete with a crew of artisans and workers. Building an iron fence, townhouse, castle, or skyship would all be categorized here.

You can make one Crafting roll as a Short Activity, two for a Day Activity, and two per day for a Multi-Day Activity. For each project, track your total successes and failures. If you fail a number of rolls equal to half the total successes required for your project, the project is ruined and must be started over. Depending on the materials used, you may be able to recycle the failed attempt, at the DM’s discretion.
Aqua Vitae

*Level 1 Misc, Common, 5gp market price*

Usually used as an ingredient for other brews, this pale translucent solution has weak restorative properties.   As an action, you can administer this solution to an unconscious creature to stabilize them without needing to make any Medicine check.

*A creature skilled in Alchemy may craft this using 3gp of base materials.*

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Black Fist Double Agent

## Overview

You are an informant for the Tears of Virulence who now lord over Phlan, but are also a double agent for original town guard of Phlan, the Black Fists. For the Tears you’ve been tasked with ferreting out the secrets of Phlan's criminal underworld, insurgency, and the common peoples of Phlan. In exchange for reporting on the activities of dissenters, criminals, and other rebel elements, the Tears of Virulence leave you alone to conduct your affairs in peace.

In reality you work for the deposed Black Fists, sharing misinformation with the Tears of Virulence that often helps the Black Fists and other Phlan insurgents. Since the evacuation of Phlan, you are even busier today than you ever were previously, as the number of dissenters among the refugees grows daily, while you are afforded many opportunities to spy on the peoples of Mulmaster and Elventree, to the pleasure of your contact(s) within the Tears of Virulence.

* **Skill Proficiencies:** Deception, Insight
* **Tool Proficiencies:** Disguise Kit, and one type of artisan’s tools or gaming set
* **Equipment:** Disguise kit, common clothes, a Tears of Virulence emblem, a writ of free agency signed by the Lord Regent, a set of artisan’s tools or gaming set you are proficient with, and a pouch with 15 gp (payment for services rendered).
* **Lifestyle:** Moderate

## Feature: Double Agent

You have a reliable and trusty contact within the Tears of Virulence garrison in Phlan to whom you pass information and secrets. In exchange, you can get away with minor criminal offenses within the town of Phlan. In addition, your Black Fists contacts can help you secure an audience with the Lord Regent, the Lord Sage, members of the Black Fists, or deposed nobles and authority figures who are sympathetic to the Phlan refugees and insurgents. **Note**: This feature is a variant of the Noble feature.

## Personality

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Friskal/culture

Friskal is a harsh land in the wintertime, and its people band together in self-reliant clans and tribes to survive the hostile environment. Some choose to live near the shores and trade with other realms, like the Uthgard, while others prefer to live in remote valleys and survive as they always have, like the Shrinekeepers.

Regardless of circumstance, members of Friskal's society place a high value on personal responsibility, accountability, and honor, and prioritize survival of their tribe above all. All are accepted and welcome - if they can pull their weight.
Learn more...

**Friskallan Tribal Cultural Traits**

   STR +1

   The tribes that wander and rule Friskal value honor and community above all else. The strength of a tribe is in its members, and a member's strength is in their accountability and participation. Tribal individuals lean towards lawful or neutral alignments because of this.

   Common, plus one other

    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.

    When you are rolling to assist someone in a check, you may add an extra +2 to the roll.
Minstrel Class/Charming

*Charming (CHA save), up to [CHA score] creatures within 90 ft.*
 Fascination
 *Charming Melody, up to [minstrel lvl.] creatures within 90 ft.*
A charmed creature which is not engaged in combat spends each of its turns listening to the song. The only action it can make on its turn is to move closer to you.
 Suggestion
 *Prerequisite: Minstrel Lv. 6*
 Frighten
 *Unique melody, any targets within 30 ft.*
 Dirge
 *Charming Melody (CON Save).  Any creatures within 30 ft.*
At 6th level, you can use a bonus action while playing a Dirge to empower its effects against a target. Choose one target in range; the target must save or take 1 point of Exhaustion.  A target which has saved against this effect is not immune to Empowered Dirge.
Wizard Class/Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. 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, even to other planes of existence, in an instant.

*2nd-level feature*

 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.

*2nd-level feature*

 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.

*6th-level feature*

 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.

*10th-level feature*

 While you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

*14th-level feature*

 Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Harrada Extract

*Level 2 Recipe, Rare, 150gp market price*

A wonderful and highly prized mushroom to alchemists everywhere, Harrada is also called Potentia. Distillation produces very little of this magical extract, but even a few drops seem to aid and enhance the quality of almost any brew.   You may a half-batch of harrada extract to a single potion you are brewing (or two batches to a cauldron) to enhance the result. You must add the extract at the beginning of the brewing process. When you do, you may choose one of two benefits: either the potion or poison's Save DC increases by 1, or you may add 1d8 to all your Alchemy die checks for brewing this potion.

*A creature skilled in Alchemy may craft this using 25gp of base materials and these special ingredients: 40gp harrada, 10gp aqua fortis*

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Humor of Blood

*Level 1 Misc, Common, 50gp market price*

Vandrin rangers often carry this thick reddish syrup with them.   After drinking a vial of this humor, you gain advantage on saving throws against environmental effects, and on any ability check that relies on your physical fortitude. This effect lasts for 8 hours.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 5gp dried ephedra, 10gp aqua vitae*

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Foraging

***Prerequisites:*** *A modifier of +1 or more in Nature or Survival, or the Wanderer background feature.*

You are familiar with the wilder reaches of the world, and you know how to live off the land when necessary. You may use this skill to gather food, water, medicinal herbs, and potion ingredients from the flora and fauna of the terrain. Foraging has no Skill Die - instead this downtime activity relies on d20 Nature and Survival checks.

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

### Obtaining Food and Water

By spending a Short Activity, you can find food and fresh water for yourself and up to three other people each day, provided that the land offers berries, small game, water, and so forth. If you have the Wanderer background feature, you can instead find enough for yourself and five others.

### Gathering Natural Ingredients

Medicinal kits and potions share common natural ingredients that can be easily found in most biomes. As long as you are in terrain that has at least moderate plant life, you can take time to forage for these ingredients. To do this, you must spend a Short Activity wandering suitable terrain no smaller than 1 square mile, or a Day Activity wandering 5 square miles or more. You must then roll a Nature or Survival check. The result of your check determines how much base material you were able to find and gather, measured in GP:

 **Day Activity** | 5 gp

### Harvesting Monster Parts

Often, useful potion ingredients can be acquired from slain beasts, particularly magical beasts. When you wish to extract an undamaged sample from a slain monster, roll a Nature or Medicine check. The base DC is up to the DM, but some suggestions are shown below. On a success, you can extract 50 gp worth of material, or more at the DM’s discretion. Higher results should result in higher amounts of material extracted.

 **DC** | 10

### Using Gathered Materials

You may use gathered materials for potions, sell them in town to herbalists willing to buy them, or on the following items (see Equipment for details):

* **Healer's Kit.** Uses 5gp worth of herbs
* **Druidic Focus.** Uses 10gp worth of herbs

Because shopkeeps generally have their own methods of sourcing their ingredients, and they must still make a profit, you usually cannot expect full value for your gathered materials. When you sell your gathered materials to a shopkeep, you are paid half the GP value of your items. Circumstances or effective haggling may allow you to sell at a better price, if your DM permits.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •
Sorcerer Class/Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.
 Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

*1st-level feature*

 The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

*1st-level feature*

 You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

*6th-level feature*

 You gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

*6th-level feature*

 You gain the ability to subtly control the weather around you. If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
 If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

*14th-level feature*

 When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

*18th-level feature*

 You gain immunity to lightning and thunder damage.
 You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
Dimir Operative

## Overview

You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, of simply to spread fear.

As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.

* **Skill Proficiencies**: Deception, Stealth
* **Tool Proficiencies**: Disguise kit
* **Language Proficiencies**: One of your choice
* **Equipment**: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild

## Feature: False Identity

You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintences, and disguises that allow you to assume that persona and fit into the secondary guild.
Whenever you choose, you can drop this identity and blend into the guildless masses of the city.
Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you.

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## Feature: Dimir Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

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Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.

## Suggested Characteristics

Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.

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