recursal/Fanatic-Fandom huggingface dataset:
Bard Class/Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

*3rd-level feature*

 When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

*3rd-level feature*

 You learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

*6th-level feature*

 You can attack twice, instead of once, whenever you take the Attack action on your turn.

*14th-level feature*

 You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Alchemist's Fire

*Level 1 Misc, Uncommon, 25gp market price*

This sticky, adhesive fluid ignites when exposed to air.   As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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

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Cleric Class/Protection

The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.

*1st-level feature*

 You gain proficiency with heavy armor.

*1st-level feature*

 You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

*2nd-level feature*

 you can use your Channel Divinity to cloak your allies in radiant armor. As an action, you channel blessed energy into an ally that you can see within 30 feet of you. The first time that ally is hit by an attack within the next minute, the attacker takes radiant damage equal to 2d10 + your cleric level.

*6th-level feature*

 The healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

*8th-level feature*

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

*17th-level feature*

 You gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
 As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Monk Class/Sun Soul

Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

*3rd-level feature*

 Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
 When you take the Attack action on your turn and use this special attack as part of it, you can. spend 1 ki point to make the special attack twice as a bonus action.
 When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

*6th-level feature*

 You gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands*1st-level Evocation*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S
**Duration:** Instantaneous
3d6+1d6/SL Fire dmg; save halves; unattended flammable objects ignite spell as a bonus action.
 You can spend additional ki points to cast burning hands as a higher-level spell. Each additional ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

*11th-level feature*

 You gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
 Each creature in that 20-foot radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total cover that is opaque. You can increase the spheres damage by spending ki points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

*17th-level feature*

 You become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
 If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Distilled Sunlight

*Level 1 Misc, Uncommon, 25gp market price*

This liquid is kept in a dark glass bottle, and still shines with dim light even through the glass. The light brightens dangerously when the bottle is shaken.   As an action, you can throw this flask up to 20 feet, shattering it on impact and causing it to explode. Any creature within 10 feet of the explosion that is not averting their gaze must make a DC 14 Constitution saving throw or be Blinded for 1 minute. Blinded creatures may reattempt the save at the end of each of their turns, ending their blindness on a success.

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

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Alchemical Vigour

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

This potion is a pale orange-yellow, and sparkles faintly when shaken.   This potion fills you with energy. For 10 minutes after ingesting it, you start your turn with 5 temporary hit points.

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

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Entertainer/summary

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.

* **Skill Proficiencies**: Acrobatics, Performance
* **Tool Proficiencies**: Disguise kit, one type of musical instrument
* **Equipment**: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp
Cormanthor Refugee

## Overview

You are one of hundreds of refugees that were driven from Hillsfar or that fled the destruction of Myth Drannor and who now shelter in hidden camps under the northern eaves of the Cormanthor Forest. If you up grew in the camps, you have never been to a settlement other than the village of Elventree. As a guest of the elves, you have learned their ways and the ways of the forest. You are also a traumatized, as residual wild magic, energies released by the fall of Thultanar upon Myth Drannor, and the constant fear of raids hunting for nonhumans to fight in Hillsfar's Arena have taken their toll on you, as they have on everyone in the camps.

* **Skill Proficiencies**. Nature, Survival
* **Language Proficiencies**. Elven.
* **Tool Proficiencies**. One type of artisan's tools
* **Equipment**. A two-person tent, artisan's tools, a holy symbol, a set of traveler's clothes, a belt pouch, 5 gp
* **Lifestyle**. Poor

## Feature: Shelter of the Elven Clergy

The clerics of Elventree have vowed to care for the Cormanthor refugees. They will help you when they can, including providing you and your companions with free healing and care at temples, shrines, and other established presences in Elventree. They will also provide you (but only you) with a poor lifestyle.

*[Note: This feature is a variant of the Acolyte feature.]*

## Personality

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Dragon Casualty

## Overview

When the Maimed Virulence descended upon Phlan, you were one of the unfortunate casualties of war. Captured during the initial assault, you have spent the last year of your life as a plaything of a capricious and malevolent overlord. While many of your fellow prisoners fell to the dragon's insatiable fury over the coming months, you and your fellow "survivors" were spared only for a worse fate as one of the dragon's magical experiments, leaving you and those who survived the torture scarred and disfigured.

What reasons the dragon had for releasing you few survivors, nobody knows. You only fear that those who died under his terrible claw were the lucky ones, and you and your fellow Dragonscarred are doomed for a fate worse than death.

* **Skill Proficiencies:** Intimidation, Survival
* **Tool Proficiencies**: Special (see origin below)
* **Languages**: Draconic
* **Equipment:** A dagger, tattered rags, a loaf of moldy bread, a small cast-off scale belonging to Vorgansharax – the Maimed Virulence, and a pouch with 5 gp of various coins (salvaged during your escape from Phlan).
* **Lifestyle:** Wretched

## Origin

Prior to the coordinated attack by the Maimed Virulence and her rebel Black Fist supporters, you were once a citizen or visitor to Phlan. While the trauma of your recent ordeal has greatly altered your motivations and perception of the world, your former life still clings to you and colors your mannerisms, behaviors, and outlook on life. Choose one entry on the following table (or roll randomly) to determine your former occupation prior to your incarceration and torture. Your choice determines your tool proficiency from this background.

## Feature: Dragonscarred

Over a period of several months you were subject to magical and mundane torture at the claws of Vorgansharax and his minions. These experiments have left you horribly disfigured but mark you as a survivor of the Maimed Virulence. This affords you a measure of fame and notoriety, for those who know of your harrowing ordeal are keen to hear the tale personally but makes it difficult to disguise your appearance and hide from prying eyes.

You can parlay this attention into access to people and places you might not otherwise have, for you and your companions. Nobles, scholars, mages, and those who seek to ferret out the secrets of the Maimed Virulence would all be keen to hear your tale of survival, and learn what secrets (if any) you might possess, and/or study your affliction with great interest. However, you fear that your afflictions are not completely mundane and that the Maimed Virulence may as yet have some nefarious reason for allowing your escape, as your scars burn with acidic fury and seem to writhe beneath your skin at times. **Note**: This feature is a variant of the Far Traveler feature.

## Disfigurement (Optional)

In addition to extensive scarring, you may choose one of the following options to represent your disfigurement. This disfigurement is purely cosmetic, misshapen, and horrific to look upon.

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## Suggested Characteristics

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Auran Conclave

The Auran Conclave has a reputation for believing that magical research and practice should not be restricted by any law or moral code. While this is not entirely the case, the general idea remains the same. Founded by a group of talented tiefling mages long ago who were cast out from their society for their "demonic magic", the Auran Conclave now nurtures anyone who wishes to develop magical talents or innate abilities.

## Enlightened Guild

The first Conclave gathered on Aurus, one of the moons of Antok. In those early days, once their reputation had spread a little, they had no shortage of members seeking instruction and community away from the prejudiced institutes they came from. The idea that there was a society where pursuit of any magical talent was sanctioned, taboo or otherwise, was an attractive one. Soon members began to request that the Conclave leadership allow them to form new chapters in other realms. After much debate, the leaders gathered and formalized a set of rules and guidelines for this purpose. The document set forth minimum requirements for acceptance, and decreed that members who used their talents to harm sentient creatures would be punished and exiled from the Conclave.

## Higher Society

Gradually over the years the Conclave's membership and reputation grew, and institutes of magical learning across the realms began to relax their own moral codes. As this occurred, the attitude of Conclave members began to shift into one of entitlement and ambition. Now widely respected, Conclave mages could use their status as a tool among other societies, and viewed their membership in the Conclave as akin to an exclusive club. This attitude has only cemented itself with time; mages from the Auran Conclave often set themselves apart from other society when they enter it, because of their status -- ironically, considering the Conclave's origins.
Warlock Class/Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.

*1st-level feature*

 Your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

*6th-level feature*

 You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.

*10th-level feature*

 Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

*14th-level feature*

 You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
 Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.
Melya's Blessing

*Level 1 Misc, Common, 10gp market price*

Often used by university students as a study aid, this solution is a light lavender color at its purest, and is redder the lower its quality.   When you drink this potion, your mind seems to sharpen, and your focus quickens. You gain the following benefits for 8 hours:

* You may remove one point of exhaustion, which returns after the duration expires.
* You have advantage on Wisdom and Intelligence checks.
* You cannot be Surprised.
* You work twice as quickly when copying spells into a spellbook or inscribing scrolls.

 After the potion's duration expires, you suffer one point of exhaustion.

*A creature skilled in Alchemy may craft this using 3gp of base materials and these special ingredients: 2gp holy oil*

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Genasi/ancestry

Genasi blood originates from other planes, where genies such as djinni and efreeti roam and rule. These powerful elemental beings sometimes visit the Astral Reach, and during these travels a mortal might catch a genie's eye. Friendship forms, romance blooms, and sometimes genasi children result. These children inherit magical traits and an altered appearance based on what primal element their extraplanar parent embodied. Genasi can be born from genasi and humanoid parentage as well.
Learn more...
**Fire Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You have resistance to fire damage.

    You know the <Spell>Produce Flame</Spell> cantrip. Once you reach 3rd level, you can cast the <Spell>Burning Hands</Spell> spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

**Water Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can breathe air and water.

    You have a swim speed of 30 feet.

    You know the <Spell>Shape Water</Spell> cantrip. When you reach 3rd level, you can cast the <Spell>Create or Destroy Water</Spell> spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

**Earth Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can move across difficult terrain made of earth or stone without expending extra movement.

    You can cast the <Spell>Pass Without Trace</Spell> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.

**Air Genasi Ancestral Traits**

   (Medium)

   30 ft.

    You can hold your breath indefinitely while you’re not incapacitated.

    You can cast the <Spell>Levitate</Spell> spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.
Cleric Class/Forge

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by ores, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

*1st-level feature*

 When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

*1st-level feature*

 you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

*2nd-level feature*

 You can use your Channel Divinity to create simple items. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal Object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.
 The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.
 The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

*6th-level feature*

 Your mastery of the forge grants you special abilities. You gain resistance to fire damage, and while wearing heavy armor, you gain a +1 bonus to AC.

*8th-level feature*

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

*17th-level feature*

 Your blessed affinity with fire and metal becomes more powerful. You gain immunity to fire damage. Also, while wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Dwarves/culture

In the years since the Conflagration destroyed most dwarven cities, dwarven culture has struggled to survive intact amid the rest of the Reach. Several schools specializing in the dwarvish language and culture have been established in Vander, and the starports, in areas where dwarvish descendants are prevalent. Only Friskal has a surviving dwarvish city.

Dwarvish folk are honest and hardworking, and though they are long-lived, their work is always made with the intent to last generations. Most dwarvish people place high value in passing on their knowledge and craft, especially since the calamity. Their mastery of artisanry - especially architecture - is legendary. Traditional dwarvish stonework is still unrivaled for its durability and geometric perfection, and the secrets of the craft are closely-guarded secrets passed on from master to apprentice.
Learn more...

**Dwarvish Cultural Traits**

   CON +1

   What remains of dwarven society is well-ordered. The culture tends to promote lawful values, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

   Common, Dwarvish

    You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

    You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

    Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Folk Hero/summary

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

* **Skill Proficiencies**: Animal Handling, Survival
* **Tool Proficiencies**: One type of artisan’s tools, vehicles (land)
* **Equipment**: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp
Criminal/summary

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

* **Skill Proficiencies**: Deception, Stealth
* **Tool Proficiencies**: One type of gaming set, thieves’ tools
* **Equipment**: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.
Outlander

## Overview

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

* **Skill Proficiencies**: Athletics, Survival
* **Tool Proficiencies**: One type of musical instrument
* **Languages**: One of your choice
* **Equipment**: A staff , a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

## Origin

You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

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## Feature: Wanderer

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

## Suggested Characteristics

Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.

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Druid Class/Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

*2nd-level feature*

 When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

*2nd-level feature*

 You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

*3rd-level feature*

 Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
 Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

*6th-level feature*

 Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

*10th-level feature*

 You can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

*14th-level feature*

 Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
 The creature is aware of this effect before it makes its attack against you.
Wizard Class/Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

*2nd-level feature*

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

*2nd-level feature*

 You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

*6th-level feature*

 You add the Animate Dead*3rd-level Necromancy*
**Casting Time:** 1 min
**Range:** 10 ft
**Components:** V,S,M
**Duration:** Instantaneous
Turn corpses into 1+2/SL Skeletons or Zombies; control for 24h; bns a command within 60 ft spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate.
 Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature’s hit point maximum is increased by an amount equal to your wizard level.
* The creature adds your proficiency bonus to its weapon damage rolls.

*10th-level feature*

 You have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

*14th-level feature*

 You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
 Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Jasta's Infusion

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

This alchemical solution is violet and seems to swirl within its glass. It is often used as a starting point for alchemists seeking to create potions of longevity.   This infusion has most recently found use as a food preservative, though it leaves a slight herbal taste to the item. When a creature ingests this, their blood thickens and flows slower for a time; this can give a creature advantage on death saving throws for 1 minute after use. Repeated use has long-term ill effects.

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

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Khonnir’s Light

*Level 1 Misc, Uncommon, 60gp market price*

This mixture must be bottled in two separate chambers; the contents react in violent bright sparks when the container is smashed.   As an action, you can smash this vial on the ground at a point you can see within 20 feet. Until the start of your next turn, the mixture burns with the light of a tiny sun, casting magical daylight in a 60-ft radius, bright light for an additional 30 ft, and dim light for 30 ft beyond that. This effect casts shadows, but shadows within the effects' radius are considered one 'light level' less. The reaction also dispels any magical darkness within 60 ft.

*A creature skilled in Alchemy may craft this using 10gp of base materials and these special ingredients: 10gp petalite crystals, 10gp gold shavings*

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Archaeologist

**Archaeologist** was a background introduced in Tomb of Annihilation. Archaeologists study ancient cultures by looking at artifacts from the time period. They often travel around, seeking more knowledge.

## Basic Features

* **Skill Proficiencies:** History, Survival
* **Tool Proficiencies:** Cartographer's tools or Navigator's tools
* **Languages:** One of your choice
* **Equipment:** A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

## Feature

**Historical Knowledge:** When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.

## Characteristics

> *Main article: Characteristics*
>
>

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Guild Artisan/summary

You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.

* **Skill Proficiencies**: Insight, Persuasion
* **Tool Proficiencies**: One type of artisan’s tools
* **Languages**: One of your choice
* **Equipment**: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a belt pouch containing 15 gp
Mounts and Vehicles

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

**Barding**. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

**Saddles**. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

**Vehicle Proficiency**. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

**Rowed Vessels**. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

### Waterborne Vehicles

 Keelboat
 Longship
 Rowboat
 Sailing ship
 Warship

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Jasta’s Infusion

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

This alchemical solution is violet and seems to swirl within its glass. It is often used as a starting point for alchemists seeking to create potions of longevity.   This infusion has most recently found use as a food preservative, though it leaves a slight herbal taste to the item. When a creature ingests this, their blood thickens and flows slower for a time; this can give a creature advantage on death saving throws for 1 minute after use. Repeated use has long-term ill effects.

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

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Dwarven Ancestry

Dwarven Ancestry

Centuries ago, before the Conflagration, there existed a sixth material plane orbiting the Reach's sun. Legend has it that this plane was home to a prosperous and technologically advanced civilization, primarily made up of dwarves. Their people made many colonies in other material planes, though more have been found in Vander than in other realms. No-one is sure what happened to the dwarven empire and their plane, but their disappearance coincides with the Conflagration itself. No dwarven-built city survived the event, as far as anyone knows, but archeologists and explorers are constantly finding dwarven ruins and traces of that civilization, usually buried within the mountains and caves of the world. As for the people, most of the dwarves seem to have disappeared along with their plane.

Many descendants of the old dwarves still exist; dwarven bloodlines are hardy and usually dominant in children of mixed ancestry. Their physicality is short, broad, and solid, lending credence to the legend that the first dwarves were created by the gods out of mountain stone.

 ***Languages*** | Common, Dwarvish
Knight of the Order

## Overview

You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Though the term "knight" conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerun don't restrict their membership to such individuals.

The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren't limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the order's cause.

* **Skill Proficiencies**: Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order
* **Tool Proficiencies**: One type of gaming set or musical instrument
* **Languages**: One of your choice
* **Equipment**: One set of traveler's clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp

## Feature: Knightly Regard

You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community- whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

## Suggested Characteristics

Use the tables for the Soldier background in the *Player's Handbook* as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of your order. Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's order.
Brewer’s Acid

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

Commonly used to process and react with other ingredients in a laboratory, this powerful acid also sees use in the combat arsenals of more eccentric mercenaries and adventurers.   As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

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

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Performing

***Prerequisites:*** *A modifier of +1 or more in the Performance skill, or proficiency in a musical instrument.*

You have trained as a musician, dancer, actor, acrobat, street performer, or in some other similar talent. During downtime, you may use this proficiency according to the features described in this section, or in any other way that your DM allows.

### **Leveling Up**

You can level up this skill by performing with it. Your progress clock for leveling up this skill has 10 sections, instead of the usual number. You may fill a section of the clock after completing any performance that requires a downtime skill check, regardless of how well or poorly you roll. Refer to the Downtime page for the rules on downtime skill checks.

You must spend at least one short activity per week **practicing** this skill. Practicing in small quantities does not by itself count as training your skill; this is only the minimum requirement for maintaining your craft. For each week that you do not practice, you must erase or empty a section of your progress clock for leveling up this skill. This cannot reduce you to less than 1d8.

### **Staged Event**

You can make money as a performer, though how much you make depends on your level of skill and how much time you invest into advertising and preparing for your event. Decide how much time (short, day, or multi-day activity) you wish to spend preparing for the event. Some examples:

* **Short Activity** -- You walk into a bar, get the barkeep to agree to your performance, make the rounds advertising your performance to the current patrons, and begin right then and there.
* **Day Activity** -- You’ve been telling people about the performance all day, and telling those people to tell their friends, etc.
* **Multi-Day Activity** -- You’ve posted fliers, told bartenders, advertised to everyone you meet, and built a significant amount of hype. You may even be able to charge admission!

Once you’ve chosen how much time you want to invest, roll a downtime skill check with your Performance die and refer to the following table for the monetary results:

 Day Activity
 Multi-Day Activity

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