recursal/Fanatic-Fandom huggingface dataset:
Criminal

## Overview

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.

## Criminal Specialty

There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

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## Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

## Variant Criminal: Spy

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

## Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

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That will never happen again.

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Tortle

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

Your racial traits are as follows:

* **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Age.** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
* **Alignment.** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
* **Size.** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Languages.** Aquan and Common
* **Claws.** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Hold Breath.** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* **Natural Armor.** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense.** You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Survival Instinct.** Proficiency in the Survival skill.
Path of the Berserker

*For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the Berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.*

### Frenzy:

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

### Mindless Rage:

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

### Intimidating Presence:

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

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

### Retaliation:

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

Scartoof is a half-orc slave who is forced to fight in the Ellander Proving Grounds for his master's, Lord Rigel Avercomb, benefit. Though he has become very skilled and has won the championship series, slaves are legally prevented from achieving knighthood in Silabar and so he is forced to continue to fight in tournament after tournament, winning coin for his master.
SHiFT

SHiFT is a Battle For Bikini Bottom And Super Mario Sunshine speedrunner from the state of New Jersey.He has world record in 4 categories of BFBB and has a 1:33 in SMS.He hates The SpongeBob Squarepants Movie and has 2nd place in ROTFD 100% next to Bazralian.He is the finder of Camper Skip and The Goo Lagoon Grinding Spot.
Duke Petyr Carlisle

The former duke of Ducal Isle. When his sons were born, he was so drunk that he does not in fact remember which one is technically his eldest son. To hide this fact, he decided that they should share the title and he split the island into two counties where there was previously only really one. He gave each son a county to rule over when he turned 60 to pursue a sort of early retirement. He is now 63 and happily enjoys the spoils of nobility.
Lady Emelia Ashford

Lady Emelia is the 13 year old orphaned daughter of Lord Maxim Ashford and Lyarra Ashford. She is the sole inheritor of the Ashford fortune and lives in the Ashford estate with her loyal pet bear, Fluffy, her butler, Lewis Brindley, and a few other servants. She is also frequently visited by one of her father's old party members, Kwee, who likes to bring her gifts and impress her with his magic. She has been sort of adopted by the nobility of Duskendale. She is invited to every ball and dinner party. At first, this was out of pity, but the nobility, and normal citizens alike, have grown to really value her company and almost compete for her attention. Her annual birthday ball is one of the most popular events every year. She is very interested to find out what happened to her father and researches the island he went to tirelessly.
Mephisto Subrace

## Mephisto Bloodline

* **Ability Score Increase:** Your Intelligence score increases by 1.
* **Legacy of Cania:** You know the Mage Hand cantrip. When you reach 3rd level, you can cast the Burning Handsspell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Path of the Zealot

*Some deities inspire their following to pitch themselves into a ferocious fury. These barbarians are zealots-warriors who channel their rage into powerful displays of divine power.*

### Path of the Zealot Features:

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### Divine Fury:

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

### Warrior of the Gods:

At 3rd level, your soul is marked for endless battle. If a spell, such as *raise undead*, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

### Fanatical Focus:

Starting at 6th level ,the divine power that fuels your rage can protect you. If you fail a saving throw while you're raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

### Zealous Presence:

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

### Rage beyond Death:

Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.
Lord Tenebris Coldsnap

63 years old. The former royal magic advisor and Arch-Mage of the Order of the Divergence. He is the president of the centuries old Royal Mage College and the Coldsnap family. He has been in charge of the Order of Divergence until recently. When Cainhurst XIX took Loriella Firebrandt as his wife, he instated Olsen Firebrandt as the new Arch-Mage. Olsen also convinced the young king to transfer a large portion of the funding that the Royal Mage College would receive to the Firebrandt Mage College and to command the Royal Mage College to give up a large portion of its library.
Mage Hand

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
Lagiacarus

Lagiacarus is a roughly 50 ft. long, 4 legged sea monster. It can use the barbs along its back and tail to emit powerful surges of electricity that do not effect itself. It has been reported to be able to go on land for at least short durations. It patrols the waters of the Southern Daerael Sea and is rather smart, having been able to trick some ship captains in the past. Lagiacarus is several thousands of years old, the earliest reports of it appear in elven lore and pre-date Cainhurstian history by roughly 1,500 years.
Inheritor

## Overview

You are the heir to something of great value- not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you- by force, if need be.

* ***Skill Proficiencies***: Survival, plus one from among Arcana, History, and Religion
* ***Tool Proficiencies***: Your choice of a gaming set or a musical instrument
* ***Languages***: Any one of your choice
* ***Equipment***: Your inheritance, a set of traveler's clothes, any items with which you are proficient, and a pouch containing 15 gp

## Feature: Inheritance

Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

***INHERITANCE*:**

**d8**

1. Object or Item
2. A document such as a map, a letter, or a journal
3. A trinket (see "Trinkets" in chapter 5 of the Player's Handbook)
4. An article of clothing
5. A piece of jewelry
6. An arcane book or formulary
7. A written story, song, poem, or secret
8. A tattoo or other body marking

## Suggested Characteristics

Use the tables for the folk hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor. Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
Elrand Yranna

Elrand is a 562 year old high elf. He was born in Siranill, a sizable port on the eastern coast of Arn Imlerith. He has a twin sister, Elrohir. Together they ran a successful tailor/enchantress boutique in Pinksidan for 43 years before the attack by Victarion the Skypirate in 744 AM which also claimed Elrand's life.
Ser Brynden Redwater

At 28 years old, he is one of the most feared swordsmen in the human kingdom. Knighted for his outstanding successes in competitions and in stopping bandit and orc raids. Having come up from nothing, he is very humble and charismatic, however some nobles look down on him for his “New Money” aspect. He is deadly with his two longswords, Reaver and Eldersbane, the latter of which is enchanted with moonstones, a gift from King Cainhurst XVIII, for whom he had an undying loyalty for. He has a hatred for the Elder Races who historically enslaved his people.
Protector Aasimar

Protector Aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that urge to stand against evil.

### **Radiant Soul:**

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
Linya

Linya is the southwestern county in the 4-county duchy of Angren. The Duke of Agren, Duchess Ingred Everheart, is also the count for this county. The seat of the county is in the town of Coldridge-by-the-Sea on the western coast of Linya.

### Cities and Towns

* Coldridge-by-the-Sea
* Greenstone
* Laketown
* Trice
* Varrenport
Sevran

Sevran is a southern Duchy of Silabar. Aside from the mountains, it is mostly sunny and flat. The land tends to be dominated by nobles’ retreats and vineyards while the coastal cities make for popular resorts and getaways. Some of the less popular cities are densely populated with the workers of the vineyards and plantations. The economy of Sevran is a lot of tourism and wine. Many nobles purchase palaces or estates here for summer getaways and vineyards dot the landscape almost as much as common farms do. The more south you get, usually the more expensive and upper class the homes and cities get, with the slummy worker villages mostly near the north of the duchy and the touristy cities on the southern coast. Sevran is ruled by Duke Julius Praia whose seat is in the city Brightshore in the county of Mallen.

### Counties

* Brynden
* Dunwaith
* Galena
* Kared
* Lossen
* Mallen
Mending

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Oxenfurt

Oxenfurt sits in the Northern Midlands of Iloris. Its geography is that of luscious green plains with rolling hills. The sea breeze keeps the climate very satisfying. The Southeastern quarter of Oxenfurt is more or less taken up by Karanen Lake. Oxenfurt is governed by Count Floris Sutherland who sits in office in the city of Fort Cainhurst.

### Cities

* Duskendale
* Fort Cainhurst
* Port Olisar
Silverkeep

Silverkeep is the seat of Vanis and home to Count Stuart Carlisle. It began as a fort and naval base, but grew massively thanks to its proximity to Ryze. Even with the massive civilian population, the size of the fort calls for enough troops so that the population is still about 30-70 in favor of civilians. The fishing trade is especially popular here. Many exotic varieties can be found which attracts many members of high society. The populace is so reliant on the fishing trade that every year, on the first of Sunpeak, there is a festival that lasts 3 days which is dedicated to fish.
Dispater Subrace

## Dispater Bloodline

* **Ability Score Increase:** Your Dexterity score increases by 1.
* **Legacy of Dis:** You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Westwatch

Westwatch, like most of the cities on Ducal Isle, began its life as a naval base. However, unlike most other cities on Ducal Isle, its population is still mostly military sailors. There is a just enough of a civilian population to manage the necessary businesses in town and support the city, but for the most part, Westwatch is a fort meant to be the first defense against any seaborne invaders.
Cloistered Scholar

## Overview

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerun's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home, not to abandon it, but to quest for new lore to add to its storehouse of knowledge. The most well known of Faerun's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence.

You might be one of Candlekeep's own, 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 the Vault of the Sages or the Map House in Silverymoon, 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. You might be one of the few who aid Herald's Holdfast, helping to catalog and maintain records of the information that arrives daily from across Faerun.

* **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

## Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical,or secret to permit anyone immediate access.You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.

## Suggested Characteristics

Use the tables for the Sage 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 cloistered scholar. Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth- perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Prince Uriel Balasaar

Prince Uriel is the twin to Prince Urion. They are both 204 years old and the youngest of the Balasaar Princes. They share charge of the city of Isenor. It is quite uncommon for dragonborn to have twins so Urion and Uriel receive more attention than would be normal. They are both more scholarly individuals as opposed to the usual combative and militaristic manner of most dragonborn, focusing on cultivating their and their race's knowledge and developing public infrastructure to support it.
Count Isaac Granville

Count Isaac is a kind old Count of 66 who governs the county of Granville. His ancestors founded their homestead where now lies the seat of the county, also named Granville. He spends his days mostly managing his famous exotic garden and enjoying the calm social climate of the area. While he holds the title of Count, his son, Oleander Granville, performs many of the day to day actions required of his father. While he may seem very easy-going and harmless, he hides a dark secret. He came into possession of a corrupted Bloodrose which cursed him into undeath and vampirism. His wife, Lily Granville, died tragically in childbirth as is common when humans give birth to vampires when he was 33.
Entertainer

## Overview

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 humor 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

## Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines.
Choose one to three routines or roll on the table below to define your expertise as an entertainer.

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## Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

## Variant: Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment—perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.

## Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities.
They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

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Asher de Gaudreau

Asher (y Caligari)

## Trasfondo

*Nacido fuera del matrimonio de su padre, Asher de Gaudreau es el primogénito del heredero de la casa Gaudreau, y como tal, está por delante de la línea sucesoria de las riquezas de su padre, gracias a su abuelo, Anton de Gaudreau, que insistió en que el muchacho fuera tratado como uno de sus nietos legítimos, ya que tras la muerte inesperada y algo extraña de la madre del bastardo, se quedó literalmente solo.*

*Y así fue, durante casi veintitrés años de existencia del chico, siempre bajo el cuidado y la protección de su abuelo paterno, hasta que Anton falleció, por causas naturales, dejando a su nieto en una situación bastante precaria en su propio hogar. Su madrastra quería por todos los medios deshacerse del bastardo que ocuparía el lugar que les correspondería por derecho a sus propios hijos, y todo el mundo en el castillo sospechaba que había tenido mano en la repentina muerte de la madre del joven Asher cuando era apenas un infante.*

*En algún punto de su infancia, comenzó a desarrollar cierta afinidad hacia el hielo, revelándose como un hechicero del caos, ya que no había antecedentes algunos de magia en su familia, ni paterna, ni materna.*
*Tras una cacería con su hermano menor, cuando el hechicero tenía veinticuatro años, Asher comenzó a sentirse en peligro, de alguna retorcida manera, y no se sorprendió demasiado cuando alguien le atacó en los establos, alguien a quien Asher no tuvo más remedio que matar para salvar su propia vida, forzando a que el chico huyera de su casa, "abandonando" a su familia, y provocando que su madrastra pusiera precio a su cabeza.*

*Desde entonces, el muchacho ha vagado por aquí y por allá, en solitario, con la única compañía de su familiar, Caligari, y el anillo de su abuelo paterno alrededor de su cuello.*

## Información del personaje

### Habilidades

#### Caligari

La clase Hechicero no dispone por defecto del hechizo Encontrar Familiar.

## Referencias

1. ↑ Subclase homebrew que extiende la magia salvaje añadiendo magia de sangre y una mecánica de corrupción.
Bugbear

Your Bugbear character has the following racial traits.

### **Alignment:**

Bugbears endure a harsh existence that demands each of them to remain self-sufficient, even at the expense of their fellows. They tend to be chaotic evil.

### **Size:**

Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.

### **Darkvision:**

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

### **Fury of the Small:**

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.

### **Nimble Escape:**

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

### **Languages:**

You can Speak, Read, and Write Common and Goblin.
Gundren Buscarrocas

Fuente

## Biografía

En algún momento anterior al inicio de la campaña, los hermanos de Gundren consiguieron dar con la entrada a Cueva del Oleaje, dentro de la cual se encontraba la mística Forja de Conjuros. Habiendo recibido de estos un mapa indicando como llegar a la Cueva, Gundren contrató a un grupo de aventureros para que escoltasen provisiones y materiales a la cercana ciudad de Phandalin mientras él se acercaba a inspeccionar la cueva.

Sin embargo, la Araña Negra se enteró del descubrimiento de los enanos, y contrató un clan de goblins, dirigidos por Klarg, para que atacasen al enano y a su guardaespaldas, Sildar Hallwinter y le enviasen al Castillo Bocapeñasco.

Si bien esta parte del plan fue realizada exitosamente, el grupo de aventureros, siguiendo los pasos de Gundren, consiguió liberar a Sildar y atacar el Castillo, eliminando al lider del clan, el Rey Grol, y salvando a Gundren y su mapa.

A salvo por el momento, el enano decidió partir hacia la Cueva para asegurarse de que todo iba bien, dejando el mapa a cargo del grupo, con la promesa de volver a reunirse dentro más tarde.
Karanen Lake

Karanen Lake is located in the Southeastern quarter of Oxenfurt. It is known for it's scenery and relaxing nature which help solidify its spot as one of the most popular vacation spots on Silabar. Back during the days of The Rebellion, Karanen Lake was the sight of a brutal slaughter of elven forces, giving it its name, which translates to Red Waters in elvish.
Mathias Rayburn II

At 20 years old, Mathias is the young heir to house Rayburn. He is a mighty warrior, while lithe and agile, he is strong and hits as hard as any other man. He is famed for his successes in multiple recent consecutive melees. He frequently faces off with his rival and soon-to-be brother in law, Ser Brynden Redwater.
High King Soren Auralian

King Soren is the current king of the High Elves of Arn Imlerith. He is considered young for an elf, especially for a king, at 328 years old. He inherited the throne at 273 years old after his uncle, the former High King Estris Auralian was accused of violating the Treaty of Cainhurst by directly supporting The Faceless and was promptly exiled. He is a noble and responsible king, however he subscribes to the more conservative school of thought of believing in the superiority of elves over humans and other lesser Elder Races. He is fascinated with magic, and so liberally supports the efforts of high elven mages. His Court of Mages has grown immensely under his rule and he has established The Aurelius, a mage college strictly for high elven mages.
Urban Bounty Hunter

## Overview

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerun's great metropolises, such as Waterdeep, Baldur's Gate, or a less populous location, perhaps Luskan or Yartar - any place that's large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

* **Skill Proficiencies**: Choose two from among Deception, Insight, Persuasion, and Stealth.
* **Tool Proficiencies**: Choose two from among one type of gaming set, one musical instrument, and thieves' tools.
* **Equipment**: A set of clothes appropriate to your duties and a pouch containing 20 gp.

## Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

## Suggested Characteristics

Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Cyrodil

Cyrodil is the center of the kingdom in nearly all aspects except the literal one. The capital and seat of the kingdom is in Ryze. Cyrodil contains many of the most developed cities on Silabar thanks to its location on the coast. Cyrodil is said to be where the elder races first landed and established their own ports to ship the spoils of human slavery back to Arn Imlerith.

### Cities

Ryze

Ashborne

Braedon
King Cainhurst I

Cainhurst was originally just a normal man in the time when the elder races still enslaved humans. He was born into slavery, but driven to pursue freedom by an wise and old slave who had experienced life before the invasion. He dreamed of a free life for himself, his family, and all of mankind. Finally, he was stirred into rebellion when his parents were sent to work in the mines of the Hyforq Peaks. After years of separation, his father managed to escape and find him. He explained how his mother had been killed at the hands of their elder race masters. Shortly after, however, his father was caught and executed as well. Enraged, Cainhurst took up what arms he could find and led his fellow men to sack the lumber camp at which they worked. From there, Cainhurst led and increasingly large army to victory after victory, thus The Human Rebellion began. Despite no military background, his bravery, and what he claimed to be the blessings of the gods, allowed him to defeat famous Elven generals, and veteran Dragonborn flight commanders. Finally, where modern-day Ryze now stands, the final battle of the rebellion took place. Dragonborn, Elves, and Dwarves fought together, but still fell to the might of the seemingly inferior humans. Cainhurst himself led every charge wielding only the massive lumber-axe he learned to effectively swing during his time as a slave. The war ended with a vicious face-off between the Elven regent in charge of oversight of Silabar. Although the battle was long and arduous, eventually Cainhurst gained the upper hand and ended The Human Rebellion swinging the same axe he began it with. In the aftermath, the populace begged him to continue to lead them as King of the Free Men and Protector of the Realm. He humbly accepted the position, but, not being one for politics or formalities, quickly appointed trusted advisers and governors to oversee the various machinations of his new kingdom.
Gnome

### Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

#### Age

Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

#### Alignment

Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

#### Size

Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

#### Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

#### Gnome Cunning

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

#### Languages

You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

### Subrace

#### Deep Gnome:

Dour and serious, the deep gnomes, also known as svirfneblin, of The Underdark are a stark contrast to their surface-dwelling kin.

#### Forest Gnome:

As a forest gnome, you have a natural knack for illusion and inherent quickness and stealth. In the world of Monalein, forest gnomes are rare and secretive. They gather in hidden communities in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected.

#### Rock Gnome:

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
Path of the Battlerager

*Known as Kuldjargh (literally "axe idiot" in Dwarvish), battleragers are dwarf followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.*

### Restriction:

*Dwarves Only*. Only dwarves can follow the Path of the Battlerager. The battlerager fills a particular niche in dwarven society and culture.

### Battlerager Armor:

You gain the ability to use spiked armor (see the "Spiked Armor" sidebar) as a weapon.While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage.

You use your Strength modifier for the attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

### Spiked Armor:

Spiked armor is a rare type of medium armor made by dwarves.

It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Cost: 75 gp

AC: 14 + Dexterity modifier (max 2)

Stealth: Disadvantage

Weight: 45 pounds

### Reckless Abandon:

Beginning at 6th level, when you use Reckless Attack while raging, you also gain hit points equal to your Constitution modifier (min. 1). They vanish when your rage ends.

### Battlerager Charge:

Beginning at 10th level, you can take the Dash action as a bonus action while charging.

### Spiked Retribution:

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.
Prince Galrix Balasaar

Prince Galrix is the fourth son of King Solex Balasaar. The omens favored Prince Galrix's birth. He was prophesized to be an invincible warrior who would bring glory and honor to dragonborn everywhere, so he was named after the Dragon King Galrix. He was awarded lordship over Toril, the third largest dragonborn city. He is rather young, but he has so far lived up to his destiny, even at the young age of only 238.
Path of the Ancestral Guardian

*Some barbarians hail from cultures that revers their ancestors. These tribes teach that the warriors of the past linger in the world as might spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardians spirits for aid.*

### Path of the Ancestral Guardian Features:

Level
 6th
 10th
 14th
Spirit Shield (4d6)

### Ancestral Protectors:

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors. which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

### Spirit Shield:

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage b 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

### Consult the Spirits:

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the *augury* or *clairvoyance* spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of *clairvoyance* invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

### Vengeful Ancestors:

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage your Spirit Shield prevents.
Nyma

Nyma is governed by Countess Gwyneth Charmaine, a strict and stubborn 47 year old widow who runs her county efficiently. The county's main export is lumber, as well as skilled carpenters thanks to the numerous lumber mills by Lake Charmaine and the surrounding forest. The county is ruled from its seat in Old Mill which, as the name suggests, used to be a lumber camp before it was turned into a city and a new mill was established down the river.

### Towns and Cities

* Old Mill
* MIllerton
* Haverton
Elf

* **Age:** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
* **Size:** Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Keen Senses:** You have proficiency in the Perception skill.
* **Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can't put you to sleep.
* **Trance:** Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
* **Languages:** You can speak, read, and write Common and Elvish.

### Subraces:

#### Avariel:

The Avariel are winged elves. These rare creatures were more common when the worlds of the multiverse were young, but frequent conflicts with dragons much reduced the winged elves’ number.

#### Dark Elf (Drow):

The Drow were banished from the surface world for following the Prime Evils down the path of evil. These dark-skinned elves have now built their own civilization in The Underdark.

#### Eladrin:

Eladrin are elves native to the Feywild, a realm of beauty, unpredictable emotion, and boundless magic. An Eladrin is associated with with one of the four seasons and has coloration reminiscent of that season which can also affect the Eladrin's mood.

#### Grugach:

The grugach of the world of Monalein shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion.

#### High Elf:

As a high elf, you have a keen mind and a mastery of at least the basics of magic. High Elves are haughty and reclusive, believing themselves to be superior to non-elves and even other elves.

#### Sea Elf:

Sea Elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, the sea elves navigated the deepest currents and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows.

#### Shadar-Kai:

Sworn to The Raven Queen, the mysterious Shadar-Kai venture into the material plane from the Shadowfell to advance her will. Eladrin and Shadar-Kair are like reflections of each other, one bursting with emotion and life, the other stuck in a strange state between life and death, nearly devoid of emotion.

#### Wood Elf:

As a Wood Elf, you have keen senses and intuition. Your fleet feet carry you quickly and stealthily through your native forests. In Monalein, Wood Elves tend to be reclusive and distrusting of non-elves.
Duke Mathias Rayburn

Mathias Rayburn is the honorable Duke of Ellander and the Minister of the Sword at 53. In his youth he was a mighty warrior and a feared commander, but now he is in charge of Ellander and Celon and of raising his 3 kids, Alistar, Mathias II, and Patricia. He is an honorable and noble duke who tends to be stern and commanding. He values adept and honorable fighters and so is ready to name Ser Brynden Redwater his heir to the dismay of Mathias II.