recursal/Fanatic-Fandom huggingface dataset:
Potion of Heroism

*Level 3 Potion, Rare, 90gp market price*

This blue potion bubbles and steams as if boiling.   For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless*1st-level Enchantment*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
3+1/SL creatures can add 1d4 on every attack roll or saving throw during the duration spell (no concentration required).

*A creature skilled in Alchemy may craft this using 15gp of base materials and these special ingredients: 20gp Scroll of Bless, 10gp luminous cap dust*

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Starport Smuggler/summary

Every starport in the Astral Reach has an underbelly, and all underbellies create demand for smugglers, who shepherd illicit goods and criminals into and out of the city by secret routes. In some places, this activity is managed by a local underworld guild, taking its cut from sanctioned jobs and exacting punishment for independent jobs. Either way, you have contacts in the smuggling community who can help you slip into and out of the city unnoticed, for a price.

* **Skill Proficiencies**. Perception, Stealth
* **Languages**. One common language of your choice
* **Tool Proficiencies**. Forgery kit
* **Equipment**. A forgery kit, a set of common clothes, a belt pouch, and 5 gp
Potion of Diminution

*Level 2 Potion, Uncommon, 135gp market price*

The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.   When you drink this potion, you gain the 'reduce' effect of the Enlarge/Reduce*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) spell for 1d4 hours (no concentration required).

*A creature skilled in Alchemy may craft this using 30gp of base materials and these special ingredients: 100gp Scroll of Reduce, 5gp wrackwort bulbs*

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Tritons/culture

Learn more...

**Triton Cultural Traits**

   CHA +1

   Tritons tend toward lawful good. As guardians of the borders of the realms, their culture pushes them toward order and benevolence.

   Common, Aquan

    A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud*1st-level Conjuration*
**Casting Time:** 1 a
**Range:** 120 ft
**Components:** V,S
**Duration:** Conc, 1 h
20-ft+20-ft/SL rad fog that spreads around corners; heavily obscures; 10 mph wind disperses it with this trait. Starting at 3rd level, you can cast Gust of Wind*2nd-level Evocation*
**Casting Time:** 1 a
**Range:** 60-ft line
**Components:** V,S,M
**Duration:** Conc, 1 min
60-ft long 10-ft wide line of wind; crea starting turn in wind save or pushed 15 ft; see book with it, and starting at 5th level, you can also cast Wall of Water*3rd-level Evocation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
30×1×10ft (l×w×h) or 20-ft rad 20-ft high; dif. ter.; ranged wea dis.; Fire dmg halved; Cold dmg freezes with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

    Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Tieflings/ancestry

According to legend, the first tieflings were born of an interracial union between a fiend and an elf. Now, when a tiefling bears or sires a child, the offspring will always primarily inherit tiefling traits. In backwater, isolated places, or in highly religious communities, tieflings tend to be viewed as evil or suspicious characters, due to their resemblance to devilkin; for this reason, most tieflings prefer to live in highly populated areas, or in tight-knit cultural enclaves.
Learn more...
**Tiefling Ancestral Traits**

   Tieflings mature at the same rate as humans but live a few years longer.

   (Medium) Tieflings are about the same size and build as humans.

   30 ft.

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

    You have resistance to fire damage.
Eshhihij

Eshhihij's current location.

**Eshhihij** is an empire in the west of the galaxy center. It was formed 2,335. The capital is Waadu. The leader of Eshhihij is Bylada Plodnosjat. The official religion of Eshhihij is Pingoism. Eshhihij is known for being very focused on its industry.

## List of leaders.

**Plodnosjat Dynasty**

1. Bylada Plodnosjat (current)
Rogue Class/Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

*3rd-level feature*

 When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

*3rd-level feature*

 Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
 You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

*9th-level feature*

 Your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
 If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
 If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

*13th-level feature*

 You can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

*17th-level feature*

 Your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.
Warlock Class/Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Tabaxi

Tabaxi

Hailing from the alpine forests of Friskal, the tabaxi are humanoid felines that almost all share an insatiable curiosity and desire to explore. They can be obsessive, but they can also be fickle, finding joy more in the journey to a goal than the goal itself. Tabaxi hoard stories, relics, and unique or rare finds, treasuring each foreign artifact and the stories behind their acquisition. Many even go so far as to seek out the answers to such an item's history, wishing to know the stories behind its creation and existence.

## Tabaxi Traits

 ***Languages*** | Common, plus one other
Warlock Class/Seeker

Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore.

*1st-level feature*

 You can invoke the Seeker's power to protect you from harm. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier.
 Once you use this feature, you can't use it again until you finish a short or long rest.

*3rd-level feature*

 At 3rd level, a character dedicated to the Seeker can select this option instead of one of the warlock's existing Pact Boon options. The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. The exact form of this item might be different depending on your patron. While the chain is on your person, you know the Augury2nd-level Divination ***Casting Time:** 1 min
**Range:** Self
**Components:** V,S,Mƒ
**Duration:** Instantaneous (Ritual)
Omen about specific course of action you plan to take in the next 30 min (25gp)* *spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
 Additionally, you can invoke the Seeker's power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
 If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.*

**6th-level feature**

 *You gain the ability to step into an astral refuge. As an action, you disappear from the world for a brief moment and enter the Astral Plane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.*

**10th-level feature**

 *You no longer need to breathe, and you gain resistance to fire damage and cold damage.*

**14th-level feature**

 *You gain the ability to sequester yourself and your allies on the Astral Plane. By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the Astral Plane. You and those creatures gain the benefits of a short rest while sequestered on the Astral Plane. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.
 During this short rest, you and the creatures you sequester can make use of any options available during a rest that affect only you and the creatures you sequester.
 Once you use this ability, you cannot use it again until you complete a long rest.*
Tritons/ancestry

Modern tritons are descended from merpeople that long ago evolved to be amphibious, exchanging their aquatic tails for legs and webbed feet. Tritons retain their ancestors' swimming capabilities, and in general most individuals with triton ancestry feel more comfortable in the water than out of it. Many also inherit a love of singing and dance, which ancient merpeople prided themselves on.
Learn more...
**Triton Ancestral Traits**

   Tritons reach maturity around age 15 and can live up to 200 years.

   (Medium) Tritons are taller than humans, averaging about 7 feet tall.

   30 ft.

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

    You have a swim speed of 30 feet.

    You can breathe air and water.

    Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Potion of Gaseous Form

*Level 3 Potion, Rare, 150gp market price*

This potion's container seems to hold fog that moves and pours like water.   When you drink this potion, you gain the effect of the Gaseous Form*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 1 h
1 willing crea into a misty cloud with fly 10 ft, resist. to nonmagical dmg, adv. on Str/Dex/saves spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.

*A creature skilled in Alchemy may craft this using 15gp of base materials and these special ingredients: 50gp Scroll of Gaseous Form, 10gp Blue Toadshade*

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Phosphorescent Spread

*Level 1 Recipe, Uncommon, 50gp market price*

This thick liquid has faint particles in it, which shimmer slightly when its container is shaken.   This paint-like substance glows with a soft light, but only in darkness. In dim light or bright light, it is transluscent and almost completely invisible, only detectable with a DC 18 Investigation check. One batch can cover 5 square feet.

*A creature skilled in Alchemy may craft this using 5gp of base materials and these special ingredients: 20gp glow-slime mold*

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Potion of Climbing

*Level 1 Potion, Common, 90gp market price*

The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.   When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.

*A creature skilled in Alchemy may craft this using 50gp of base materials and these special ingredients: 20gp Elemental Earth*

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Rowan/Setting & Lore

+ The beasts of the world (mostly magical, but also lots of interest in nonmagical too)
	+ The truth behind the legends of druidic and pagan rites and traditions
* He kinda writes off Christianity as just a corrupt means to keep control of the populace, and their views on witchcraft haven't helped... though that may be a flawed perspective, if there's any truth to the satanistic practices of witches past...
	+ (idk if his family would have done much with that... at least, not recently)

Rowan's research into beasts started in Britain but gradually branched out. Mainland Europe is a logical next place to go, investigating the old growth forests there for any signs of faeries or werewolves or things like that. He's probably considering a trip to Greece, since Latin and a few translations from the Odyssey and Iliad were likely part of his classical education. He has a very academic approach to research. First he first reads a lot, then goes out and investigates, using magic and mundane means to track the patterns of the beasts he's trying to observe. Collecting bones/sheddings/fur/stool, making sketches and watercolors, talking to animals... Then, after such an excursion, he spends lots of time comparing his findings with the writings of other naturalists.

Beasts In Particular

* Terrestrial --- Unicorn, ogres, trolls, pixies, grindylows, goblins
* Aquatic --- Loch Ness Monster, Selkies, kelpies, draugr
* Undead --- Ghosts, banshees, draugr, vampires
* Flying --- Phoenixes, dragons, hippogriffs, griffons, ravens (as magical creatures)
* Fey? --- Pixies, elves, gnomes, boggles, brownies, phookas
Wizard Class/Evocation

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

*2nd-level feature*

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

*2nd-level feature*

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

*6th-level feature*

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

*10th-level feature*

 You can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

*14th-level feature*

 You can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.
 The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Phlan Insurgent

## Overview

The taking of Phlan by Vorgansharax is a clear memory in your mind. You were going about your everyday business when the green dragon's forces spilled out of the sewers and assailed your home. Many of Phlan's citizens, young and old alike, were captured, killed, or offered as tribute to the Maimed Virulence. You, yourself were one of those captured. But, either with the help of adventurers or through your own wits and sheer determination, you escaped.

Rather than flee the region, you've chosen to stay and fight. Finding refuge outside the town and the deadly thicket surrounding it, you strike out against the Tears of the Virulence and their monstrous allies. You've learned to survive in dire and desperate circumstances, with supplies running low and the arrival of reinforcements uncertain. You've grown accustomed to acting under the cover of night, dealing what blows you can to avenge the friends and family you lost within the currently occupied Phlan. You will drive Vorgansharax out, or you die trying.

* **Skill Proficiencies**: Stealth, Survival
* **Tool Proficiencies**: One type of artisan's tools, vehicles (land)
* **Equipment**: A bag of caltrops (20), a small trinket that connects you to the life you once had before the occupation of Phlan, a healer's kit, a set of dark common clothes that includes a cloak and hood, and a belt pouch containing 5 gp.
* **Lifestyle**: Poor

## Origin

Removed from your life as a townsperson, you’ve adapted to rough life in the wilds surrounding Phlan. The trade you practiced still influences your outlook, the manner in which you approach situations, and the way you contribute to the resistance movement against the Maimed Virulence. You can roll on the following table to determine what your occupation was before the fall, or choose one that best fits your character (select from either the general column or the specific column, but not both).

## Feature: Guerilla

You’ve come to know the surrounding forests, streams, caves, and other natural features in which you can take refuge--or set up ambushes. You can quickly survey your environment for advantageous features. Additionally, you can scavenge around your natural surroundings to cobble together simple supplies (such as improvised torches, rope, patches of fabric, etc.) that are consumed after use. **Note**: This feature is a variant of the Outlander feature.

## Suggested Characteristics

You have given up the life you knew as a citizen of Phlan. However, the Maimed Virulence’s invasion resonates deep inside you. Perhaps you have a few friends or family members who were able to escape with you. Or, perhaps, everyone you held dear either perished or went missing during the fall. You may know of someone who is, against all odds, surviving within the thicket and you long to liberate them from a life of peril within the town.

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Potion of Growth

*Level 2 Potion, Uncommon, 135gp market price*

The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.   When you drink this potion, you gain the 'enlarge' effect of the Enlarge/Reduce*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** Conc, 1 min
1 crea/object save or enlarged (Str adv. +1d4 weapon dmg), reduced (Str dis. -1d4 weapon dmg) spell for 1d4 hours (no Concentration required).

*A creature skilled in Alchemy may craft this using 30gp of base materials and these special ingredients: 100gp Scroll of Enlarge, 5gp ironwood heart*

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Races/Half-Elves

Half-Elves

Half-elves are incredibly rare, as a union between an elf and any other race is unheard-of. Elves believe in reincarnation, and that each new elven child is in truth the spirit of a deceased elf, come back for a new life. Siring a child with another race means that the elf's soul is split, or harmed, in their views. For this reason, half-elves are outcasts in the elven society, and are often persecuted or imprisoned on elven soil. Many other non-elven realms also view half-elves with distaste, though these are usually the more backwater realms.

To combat this racism, and to integrate with society, most half-elves quickly learn to disguise themselves as human, and many turn to illusion magic and starfaring to escape the xenophobic eyes of those cultures.

## Half-Elf Traits

 ***Languages*** | Common, Elvish, plus one other
Steel Defender

A steel defender is the construct companion of a Battle Smith Artificer. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

#### Commanding the Defender

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the def ender can take any action of its choice, not just Dodge.

If the Mending*Transmutation Cantrip*
**Casting Time:** 1 min
**Range:** Touch
**Components:** V,S,M
**Duration:** Instantaneous
Repair a single broken object no larger than 1 cu ft; can't restore magic to broken magic item spell is cast on the defender, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

#### Statistics and Leveling Up

Most of the defender's statistics are unchanging, but certain things should be updated as you gain levels in the Artificer class:

* ***Hit Points.***   The defender's hit point maximum is calculated based on your artificer level and your Intelligence modifier, as noted in the statblock here.
* ***Saving Throws and Skills.***   The defender is proficient in DEX and CON saves, proficient in Athletics, and double-proficient in Perception. The statblock assumes that the defender's proficiency is +2 and has calculated these bonuses accordingly, but you will need to increase them when you level up. Each of these statistics can be calculated as shown below. Your defender's proficiency bonus is always equal to yours.
	+ Saving Throw: [the ability's bonus] + [proficiency]
	+ Athletics: [STR bonus] + [proficiency]
	+ Perception: [WIS bonus] + [proficiency x 2]
	+ Passive Perception: 10 + [Perception bonus]
* ***Actions.***   As noted in the statblock, the defender's Force Empowered Rend uses your spell attack modifier for rolls to hit, and adds your proficiency bonus to its damage. The Repair ability also adds your proficiency bonus to the healing roll. Be sure to update these values when your own statistics change.
* ***Class Abilities.***   The defender gains additional abilities through the Arcane Jolt and Improved Defender features available to Battle Smiths.
Potion of Vitality

*Level 1 Potion, Common, 250gp market price*

The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.   When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend.

*A creature skilled in Alchemy may craft this using 100gp of base materials and these special ingredients: 150gp magical creature blood*

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Secret Identity

## Overview

Even though you are a non-human, despite Hillfar's Great Law of Humanity, you continue to live in the City of Trade. You do so by maintaining a secret identity, forging documents, and wearing a disguise. Few, if any, know you aren't human. If you're a halfling or gnome, you pass as a little person or a child. If you're a half-elf, half-orc, or genasi, you disguise your non-human features. Other races use a combination of disguise and concealing clothing to hide. Your reasons for doing so are your own. Perhaps you're a dissident or the agent of a foreign power. Maybe you have a relationship with someone you cannot bear to leave. Regardless, this way of life has taken a heavy toll on you.

* **Skill Proficiencies**. Deception, Stealth
* **Tool Proficiencies**. Disguise kit, forgery kit
* **Equipment**. A disguise kit, a forgery kit, a set of common clothes, a belt pouch, 5 gp
* **Lifestyle**. Modest

## Feature: Secret Identity

You have created a secret identity that you use to conceal your true race and that offers a covering explanation for your presence in Hillsfar. In addition, you can forge documents, including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

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

## Personality

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Port Merchant

## Overview

Before becoming an adventurer, you were a successful merchant operating out of Vendra City, Port Zigall, or some other port city of the Reach. Your family operated warehouses, organized caravans, managed stores, or owned a ship and has trade contacts throughout the Astral Sea. Perhaps they import ore, uncut gems, untreated furs, or grain, or they export fine cloth, faceted gems, fine furs, or Dragon's Breath, a brandy-like liquor. Regardless, you've largely given that life up for some reason and have chosen to seek adventure instead. Nevertheless, the training you received then, and perhaps the contacts you made, serve you well as an adventurer.

* **Skill Proficiencies**. Insight, Persuasion
* **Tool Proficiencies**. Vehicles (land) and vehicles (water)
* **Equipment**. A fine set of clothes, a signet ring, a letter of introduction from your family's trading house, and a purse containing 25 gp.

## Feature (choose one)

#### Feature: Factor

Although you’ve left the day-to-day life of a merchant behind, your family has assigned you the services of a loyal retainer from the business, a factor, husbanding agent, seafarer, caravan guard, or clerk. This individual is a commoner who can perform mundane tasks for you such as making purchases, delivering messages, and running errands. He or she will not fight for you and will not follow you into obviously dangerous areas (such as dungeons), and will leave if frequently endangered or abused. If he or she is killed, the family assigns you another within a few days. **Note**: This feature is a variant of the Noble Knight's Retainers feature.

#### Alternate Feature: Trade Contact

You and your family have trade contacts such as caravan masters, shopkeepers, sailors, artisans, and farmers throughout the Moonsea region and all along the Sword Coast. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distance between the two areas. **Note**: This feature is a variant of the Criminal Contact and Researcher features.

## Personality

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Wizard Class/Illusion

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

*2nd-level feature*

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

*2nd-level feature*

 You learn the Minor Illusion*Illusion Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** S,M
**Duration:** 1 min (D)
5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.
 When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

*6th-level feature*

 When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

*10th-level feature*

 You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
 Once you use this feature, you can’t use it again until you finish a short or long rest.

*14th-level feature*

 You have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
 The object can’t deal damage or otherwise directly harm anyone.
Sylvani/ancestry

Sylvani are rare sights among cities or populous places, and many assume that they are dryads or sylvan elves. They appear to be humanoid, but upon closer inspection seem rather to be complex plant-creatures which grow to mimic humanoid features. Regardless of their culture or profession, most sylvani share a love and protectiveness for nature, inherited from their wood spirit ancestors, and they have an innate understanding of the plants and beasts of the forest.
Learn more...
**Sylvani Ancestral Traits**

   Sylvani mature a little slower than humans and reach adulthood in their late 40s. After that point, the effects of age are very slow on them, and they live about to 750 years.

   (Medium) Sylvani range anywhere from 5 feet to over 6 feet tall and have slender builds.

   30 ft.

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

    As an action, you gain a +1 to your AC and a number of temporary hit points equal to your character level that last for 1 minute, but also gain vulnerability to fire damage for that duration. You regain the use of this ability when you complete a long rest.

    You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    You can communicate with plants as if you shared a language. You must be touching a plant to speak with it. You can also use this feature to speak to and understand plant-type creatures.
Abenteuer 29: Der Endspurt

## Ausgangssituation

Nachdem Ceres, Thoben, Tanin, Nia, Varg und Shae sich anscheinend im Totenreich wiedergefunden und dort gegen einen mythischen Fuchs gekämpft haben, wollen sie sich nun endlich in den Krater begeben.

- Am Anfang des Abenteuers haben wir die Geschenke bekommen

- Danach sind wir in die Tunnel rein

- Der erste Stopp war, soweit ich mich erinnern kann, eine etwas grössere Höhle mit einem Fluss, der durch die Mitte verläuft. Am Ufer befand sich eine Art Bootshaus, die Boote waren allerdings unbrauchbar. Nach einigen Überlegungen kamen wir auf den Plan, ein Seil über den Fluss zu spannen (zwischen zwei Metallstangen an jedem Ufer) und ein Boot zu flicken, um den Fluss wie mit einer Fähre zu überqueren. Die Gruppe fing also an das Haus und die Umgebung nach brauchbarem Material abzusuchen, während Varg sich bereit machte den Fluss auf magischem Weg zu überqueren. Der erste Versuch ging dabei schief (glaube ich?) und Varg landete im Wasser und musste wieder an Land gezogen werden. Beim zweiten Versuch schützte er sich mit einem Rankenkorb vor dem Sturz und schoss ein wenig über das Ziel hinaus. Er konnte das Seil auf der anderen Seite befestigen und machte eine Pause. Thoben kletterte über das Seil hinterher, während die anderen ein Boot mit Teer reparierten. Der Teer musste allerdings trocknen bevor es bereit war.

Während der Überquerung des Flusses, kam es beinahe zu einem Unglück, als eine der Metallstangen locker wurde. (Und ich meine es ist iwas schief gegangen)

Als alle am anderen Ufer waren konnte die Reise fortgesetzt werden.

- In den Tunneln wurde die Gruppe immer wieder von Halluzinationen geplagt (Wurzeln die nach Beinen greifen und Tunnel die plötzlich auf dem Kopd stehen) Das Schlimmste war das Gackern von Hühnern, so schlimm, dass Varg traumatisiert wurde.

Die Quelle der Hühnchengeräusche fand sich in der nächsten grösseren Hühle.

Dort war eine verlassenes Haus mit einem Hühnerstall. Die Hühner hatten sich an die Höhlenumgebung angepasst und deshalb keine Augen mehr. Sie waren allerdings immernoch essbar. Die Gruppe nutzte die Gelegenheit um zu rasten.
Potion of Animal Friendship

*Level 2 Potion, Uncommon, 100gp market price*

Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a small claw, or a squirrel hair.   When you drink this potion, you may cast Animal Friendship*1st-level Enchantment*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S,M
**Duration:** 24 h
1+1/SL beasts Int<4 save or charmed for the duration at will for 1 hour.

*A creature skilled in Alchemy may craft this using 50gp of base materials and these special ingredients: 50gp Animal parts (Beast)*

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Ticklebelly Nomad

## Overview

You were born into a nomadic tribe that called the Ticklebelly Hills home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel south into the Grass Sea and the Giant’s Cairn, north into the Dragonspine Mountains, and even occasionally east across the Stojanow River to the borders of the Quivering forest.

In your migrations, your people have come to know the stone giant tribes that populate the Giant’s Cairn. The dragon cultists came to the hills one day—magic-users wearing purple and riding horrid beasts, black-clad warriors wearing wicked masks, and even soldiers from the nearby town of Phlan. Then the dragon called Vorgansharax arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the wyrm. Eventually, the dragon moved on to attack Phlan, but life was never again the same for the nomads of the Ticklebelly Hills.

* **Skill Proficiencies**: Nature, Animal Handling
* **Tool Proficiencies**: Herbalism kit
* **Languages**: Giant
* **Equipment**: Herbalism kit, a small article of jewelry that is distinct to your tribe, a hunting trap, a set of common clothes, and a belt pouch containing 5 gp.
* **Lifestyle**: Poor

## Feature: At Home in the Wild

The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you. **Note**: This feature is a variant of the Folk Hero feature.

## Suggested Characteristics

Ticklebelly nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the stone giant tribes that populate the Giant’s Cairn. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe’s leaders.

### Personality Trait

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### Ideal

 2
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### Bond

 2
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### Flaw

 2
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Potion of Flying

*Level 3 Potion, Rare, 250gp market price*

This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.   When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.

*A creature skilled in Alchemy may craft this using 25gp of base materials and these special ingredients: 80gp Scroll of Fly, 20gp lodestone*

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Waterdhavian Noble

## Overview

You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerun for being eccentric, spoiled, venal, and, above all else, rich. Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means.

Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping zzar at a ball? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? Work with your DM to come up with the family you are part of - there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility.

* **Skill Proficiencies**: History, Persuasion
* **Tool Proficiencies**: One type of gaming set or one musical instrument
* **Languages**: One of your choice
* **Equipment**: A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp

## Feature: Kept in Style

While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feast halls you frequent are glad to record your debt and send an accounting to your family's estate in Waterdeep to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward.

## Suggested Characteristics

Use the tables for the noble 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 member of a Waterdhavian family. Like other nobles, you were born and raised in a different world from the one that most folk know- one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of your house.
Tritons

Tritons

Tritons are distant cousins of the elves that have exchanged most of their lifespan and way of life for an amphibious existence. Triton cities are often arranged like tidepools on the shoreline, with extensive sewer and canal systems to facilitate the flow of water. Rain and ocean fill the city with water, which drains with the tide and fills again when the tide returns. The tritons seldom build towers, instead keeping most of their buildings one- or two-storey.

Given the abundance of realms that are bordered by water, tritons are quite prevalent throughout the Astral Reach. Many trade routes dock at triton cities instead of going further inland, given the convenience and ease of access.
Wizard Class/Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

*2nd-level feature*

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

*2nd-level feature*

 Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
 Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

*6th-level feature*

 Casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

*10th-level feature*

 You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

* ***Darkvision.*** You gain darkvision out to a range of 60 feet, as described in chapter 8.
* ***Ethereal Sight.***  You can see into the Ethereal Plane within 60 feet of you.
* ***Greater Comprehension.***  You can read any language.
* ***See Invisibility.***  You can see invisible creatures and objects within 10 feet of you that are within line of sight.

*14th-level feature*

 The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.