recursal/Fanatic-Fandom huggingface dataset:
Subclass: School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most Elvhen see necromancers as unnecessary or even morally wrong, given the immortality of most within their society. But not all necromancers are evil, as Falon'Din himself rules over the domain of Death, and necromantic rituals are used frequently in his worship. The difference here? The Divinity of the Evanuris is justified– the scholarly interest of Arcanists is not.

## Necromancy Savant

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

## Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

## Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

* The creature's hit point maximum is increased by an amount equal to your wizard level.

* The creature adds your proficiency bonus to its weapon damage rolls.

## Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

## Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other Arcanists. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Subclass: The Fiend (EoE)

You have made a pact with a fiend from the Fade, whether it be a greater demon, such as Nightmare, or a creature birthed from perversions from the Fade, such as a Revenant Leader or Arcane Horror. Such beings desire the corruption or destruction of all things– even if you strive against these things– and ultimately includes you.

## Expanded Spell List

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

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 5th

## Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).

## Dark One's Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

## Fiendish Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

## Into the Abyss

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the deepest reaches of the Fade. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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

*"For you, dear love, I'll play a song so true*

*That the sky runs red and the rose bloom blue."*

— from "The Ballad of the Maid of Montsimmard"

An elegant rapier that once belonged to Étienne Vidal, The Blue Rose of Orlais and the Baron du Chateau Haine. It was forged in silverite, with a swept hilt and basket of blued steel. The pommel is sculpted into the shape of a blooming rose, with a sapphire set in its center.

The blade is light and flexible, and one might assume that it was fragile and delicate. Noelle has been cut by it: she knows better. This sword is as deadly as any battle-axe--deadlier still in the hands of a bard of Orlais.

* To Hit: 1d20 + Dex + proficiency modifier
* Requirements: at least one level of Bard
* Damage: 1d8 + STR/DEX piercing
* Properties: Finesse

#### **Features**

* *Chanteur's Parry*. When another creature damages you with a melee attack, you can use your reaction and expend one Bardic Inspiration to reduce the damage by the number you roll on your Inspiration die + your Dexterity modifier.
* *Élégie en Bleu.* If the One-String Lyre critically fails on a weapon attack, it restores one Bardic Inspiration. If it critically succeeds on a a weapon attack, it restores a Bardic Talent point.
Subclass: War Domain (EoE)

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, Andruil watches over her warriors and rewards them for the great deeds. The priests and priestesses who worship Andruil excel in battle, inspiring others to fight the good fight or offering acts of violence– such as hunting for sport– as prayers.

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## Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

## War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

## Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## Channel Divinity: Andruil's Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

## Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Apostate

*“Rather live like a poor beggar than a comfortable prisoner.”*

— Tita Valier

Technically all mages that practice magic outside the Circles of Magi in lands other than Tevinter are apostates. You, though, have lived on the fringes of human society for quite some time, guarding your freedom from the Chantry system that desires to strip you of it. You’ve always been careful to remain unnoticed, as the slightest slip-up could bring the Templars down on you. With the world in such chaos and the Templars off their leashes, perhaps the safest place is with the Inquisition.

### Class Options

Apostates can be Magisters, Spirit Healers, or Blood Mages. Tranquil Apostates can also be Runesmiths.

### Hide in Plain Sight

You’ve always had to conceal yourself and watch for trouble, because it usually arrives. You start with proficiencies in Perception and Deception.

### Self Taught

Without a Circle to tutor you, you’ve had to try and understand your magic on your own. This has allowed you some insight into understanding other magics. You have advantage on Investigation checks in response to magical effects. You also have proficiency with herbalism kits.

### Illegal Existence

As an Apostate, you should be careful to keep your talents hidden. Who knows if your association with the Inquisition would protect you if it is discovered by more socially conservative factions that you were never a part of the Circle.

### Starting Equipment

* 1d4 x 5 golden Double Griffons
* A set of simple linen and wool peasant clothes
* A journal or text comprising your magical study
* A rucksack for quick escapes
Rune List

Unless otherwise specified, the following runes all work the same as their namesake spells. However, you ignore all material, verbal, and somatic components, with the only requirement being the runes themselves.

# Cantrips

* Lesser Rune of Flame (Fire Bolt)
* Lesser Rune of Frost (Ray of Frost)
* Lesser Rune of Thunder (Thunderclap)
* Rune of Light
* Rune of Mending
* Rune of Resistance
* Smith's Rune
	+ The Smith's Rune is a rune of your own design that is used as an identifier. You may choose any single object, such as a weapon or article of clothing, and brand it with your Smith's Rune. You are indefinitely able to locate this object, knowing its distance, bearing, and motion relative to you. This branding takes one minute and can only be done to a single object at a time.
* Steadfast Rune (Spare the Dying)

# 1st Level Runes

* Lesser Rune of Alacrity (Expeditious Retreat)
* Lesser Rune of Force (Catapult)
* Lesser Rune of Healing (Cure Wounds)
* Lesser Rune of Shielding (Shield of Faith)
* Rune of Alarm
* Rune of Feather Fall
* Rune of Frost (Ice Knife)
* Rune of Sanctuary
* Rune of Snaring

# 2nd Level Runes

* Enduring Rune (Aid)
* Lesser Rune of Restoration (Lesser Restoration)
* Lesser Rune of True Sight (See Invisibility)
* Rune of the Bellows (Heat Metal)
* Rune of Entrance (Knock)
* Rune of Invisibility
* Rune of Sealing (Arcane Lock)
* Rune of Weightlessness
	+ Touch, one minute
	+ For the duration of the invocation, this rune causes a single object it comes into contact with to become weightless, provided the object weighs less than 500 pounds.

# 3rd Level Runes

* Rune of Alacrity (Haste)
* Rune of Flame (Fireball)
* Rune of Force (Pulse Wave)
* Rune of Healing (Revivify)
* Rune of Nullification (Counterspell)
* Rune of Shielding (Leomund's Tiny Hut)
* Rune of Warding (Glyph of Warding)

# 4th Level Runes

* Greater Rune of Frost (Ice Storm)
* Greater Rune of Shielding (Death Ward)
* Rune of the Elements (Elemental Bane)
* Rune of Stone Shape
* Rune of Stoneskin

# 5th Level Runes

* Greater Rune of Restoration (Greater Restoration)
* Greater Rune of Flame (Immolation)
* Greater Rune of Force (Telekinesis)
* Rune of the Paragon (Skill Empowerment)
Sins of the Father

**Side Quest - Completed**

### Session Twelve - 2021.01.10

Seeking to pursue their available leads, Luna attempted an infiltration of the Alfreya Mansion (her ancestral home) along with Vara and Akaraad, only to be caught by her sister, Aranea. Battle ensued, preventing them from pursuing any investigation, during which Luna was possessed once more by the Spirit of Guilt, striking down her own sister as she did so. Realizing that the death of the Alfreya heir would attract too much attention, Akaraad then called for them to retreat.

Vara would later return to investigate the mansion, and in so doing overheard a discussion between Jorvael and a woman in Chantry robes. They are apparently planning to try and use Kalen to reach Luna, and then eventually convince her to return to being the Alfreya heir.

### Session Sixteen - 2021.01.23

Seeking to apprehend Jorvael Alfreya (both to gain more information and to remove him as a threat to Kalen) Luna, Akaraad, and Vara returned to the Alfreya Mansion. With the help of Tallis, they were able to use Jorvael's own defenses against him, and an escaped wyvern was able to be wreak enough havoc for them to corner Jorvael in his study.

Luna then willingly allowed Guilt to overcome her, and in her abomination state killed Jorvael. Akaraad was able to find a series of ledgers and promissory notes, which he then pocketed, before he and Luna set fire to the Mansion.

They left it burning in their wake, having put an end to the Alfreya line.

*This quest was completed during Session Sixteen on 2021.01.23.*
Technician

Scientists and engineers of all types fit within the scope of this starting occupation.

As a technician, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Investigation and Perception.

### **Tool Proficiencies**

You are proficient with electrical tools and mechanical tools.

### **Technical Tap**

Electronic and mechanical devices just seem to work better when you’re around, but when they misbehave, sometimes all it takes is a swift kick in the right area to set things right.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 3 x 10
Sorcerer: Divine Soul (MoMT)

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

## Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

 Evil
 Law
 Chaos
 Neutrality

## Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

## Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

## Angelic Form

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly/butterfly wings for neutrality.

## Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

Once you use this feature, you can’t use it again until you finish a long rest.
Lex Imperia Abolitio

The **Imperial Law on the Abolition of the Institution of Slavery within Tevinter and its Tributaries,** called the **Lex Imperia Abolitio** for short, is a proposed law authored by Galen Verres and Dorian Pavus. If enacted, it would ensure a total and unilateral abolition of slavery within the Tevinter Imperium. The bill is considered incredibly radical and preposterous, opposed by both the traditionalist Prudencipes and supremacist Herrutati, only receiving support from the most ardent Lucerni advocates.

The intended goal of the Lex Imperia Abolitio is not necessarily to pass, but to force the issue of abolition into the conversation. However, even that has proved difficult, as one of its authors, Galen Verres, has seemingly retracted all support of it and disappeared from the public eye.
Manuscripts of Modern Thedas

*Manuscripts of Modern Thedas* is a conversion for Dungeons & Dragons 5th Edition to fit the setting of the Dragon Age games by BioWare. It is a loose collection of borrowed content and homebrew, adapted from the *Tales from Thedas* and *Excerpts of Elvhenan* systems*.* Through the cycle of homebrew, this guide undoubtedly now contains content by Gem, Gawain, Drew, and other DMs from the D&DA server.

## **Introduction**

***"Strangers are just friends you haven't met yet!" ~ Sally Wilson***

Welcome to the Player’s Handbook for Modern Thedas, friend! A sister guide to the “*Tales From Thedas: Player Handbook”*, and additionally *"Excerpts of Elvhenan:Player Handbook".* Both of which are conversions for the 5th Edition of Dungeons and Dragons for the Dragon Age setting. The “*Tales From Thedas: Player Handbook”*  was originally adapted from the campaign guide for Tantervale 9:21, a campaign DMed by Gem on the Dungeons and Dragon Age discord server. In turn, the Elvhenan handbook was adapted from the *“Tales from Thedas”* handbook as well. Now, finally completing the trilogy, we have *"Manuscripts of Modern Thedas".* A player handbook for the Future Thedas campaign! Adapted from both of the aforementioned handbooks!

The purpose of this handbook is to expand upon and supplement the rules of Dungeons and Dragons and the adaptations thereof to fit the setting of Modern Thedas– where the majority of humanity exists ignorant of the ancient history that once existed. Where they now live in a world where magic is not considered 'real' (as far as the general populous is concerned). The stories about dragons, elves, and ancient gods have now become merely myths and legends in humanity's minds. But their entire world will soon shake as new revelations come to light and their lives are threatened by things unfamiliar and forgotten...

Because the World of Modern Thedas is so different from Thedas in the age of Dragon, the world state and the rules built around it in “*Tales from Thedas”* and *"Excerpts of Elvhenan"* unfortunately *do not always* apply. While the original goal of this project was to create rules and classes for the Modern Thedas Campaign ran by Cam in the Dungeons and Dragon Age discord server, that goal was expanded upon, and this handbook was created instead– to provide a foundation for DMs and players to participate in a campaign set in the future of Thedas.
Antivan Crow

*"The Crows send their regards." - Zevran Aranai*

How you came to be a Crow might be a tragedy, or a gift. Are you seeking to free yourself? Or perhaps you enjoy being part of this murder of crows. After all, there is certain privileges when you walk amongst the shadows. But is the power worth your freedom?

### Master Assassin

Crows excel in chasing their prey from the rooftops, leaping over alleys silently, then disappearing after finishing their contract. You start with proficiency in Stealth and Acrobatics.

### Just Desserts

Crows started out as monks growing dangerous herbs for the Chantry. Since then, through their deadly reputation and exotic poisons, the Crows have practically come to rule Antiva. You start with proficiency in the Poisoner’s Kit. You may also double your proficiency bonus when using it.

### Far Reach

The Crows have contacts all over Thedas who can provide you information about targets, rumours or the local area. These people might act out of fear, or they hope to gain something from working with the Crows.

### **Starting Equipment**

* 3d4 x 10 gold pieces of a currency of your choice
* A set of Crow’s uniform
* A Poisoner’s Kit
* A tattoo depicting the House you belong to
Subclass: Beauty Domain (EoE)

Beauty can both bend minds and inspire hearts. It is the force that can strike awe into mere mortals and overtake them, but it can also awaken strength and determination to steel a forlorn heart. A priestess of Beauty can bring joy and hope to the world. They are the beacon of light that reminds us that some things are worth fighting for. These worshippers of Sylaise have found a unique sort of magic in beauty, and use it to inspire peace and amity among the People.

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## Beauty's Refuge

Starting at 1st level, your mere presence is enough to inspire hope and determination in others. When you complete a short or long rest, up to 10 allies of your choice gain temporary hit points equal to your Charisma modifier (minimum 1).

## Rebuke the Defiler

When you select this domain at 1st level, you gain the ability to rebuke those who lash out at you in violence.

As a reaction when a creature you can see within 30 feet of you inflicts damage, you force that creature to make a Wisdom save. On a failed saving throw, it takes psychic damage equal to the damage dealt. On a successful save, it takes half that damage.

If the creature made multiple attacks, select one attack to determine the damage dealt. If the creature used one or more effects that damaged multiple targets, choose the damage taken by one of those targets from one of the effects.

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

## Channel Divinity: Beauty's Truce

Starting at 2nd level, you can use your Channel Divinity to quell the flame of violence.

As an action, you force all creatures within 100 feet of you to make Charisma saving throws. Each creature that fails this save is charmed by every other creature that also failed the saving throw. This benefit lasts for one hour. While charmed by this ability, creatures consider all other creatures charmed by it to be their allies. They fight to defend them from attackers.

While this ability persists, absent any threat, creatures charmed by it will rest, talk among themselves, share stories of their lives, create a communal feast using food and drink they carry, and generally act as if they are old friends, long separated and brought together again for a joyous reunion.

## Superior Refuge

Starting at 6th level, the temporary hit points granted by your Beauty's Refuge ability increase to 5 + your Charisma modifier (minimum 1).

## Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Priest cantrip.

## Soul of Beauty

Starting at 17th level, you become an avatar of unearthly beauty. Your enemies attack with uncertainty, fearful of damaging the wondrous being they behold, while your magic draws upon your presence to augment its power.

As a reaction, you can impose a penalty on a creature's attacks against you or on its saving throws against your spells and abilities. This benefit lasts until the end of the current turn. The penalty equals your Charisma modifier (minimum 1).
Subclass: Way of the Long Death (EoE)

Adepts of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style. Though often considered a cruel practice, it is understandable why some elves would be fascinated with this path, given most elves immortality– though even a Dreamless may be fascinated, too, using this study as a way to come to terms with their own inevitable demise. Some followers of this path worship Falon'Din, God of Death, but most do not, walking this path with a mind for academics, not faith.

***Race Restriction: None.***

## Touch of Death

Starting when you choose this path at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your adept level (minimum of 1 temporary hit point).

## Hour of Reaping

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your embody the very shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

## Mastery of Death

Beginning at 11th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 energy point (no action required) to have 1 hit point instead.

## Touch of the Long Death

Starting at 17th level, your touch can channel the energy of death into a creature. As an action, you touch one creature within 5 feet of you, and you expend 1 to 10 energy points. The target must make a Constitution saving throw, and it takes 2d10 necrotic damage per energy point spent on a failed save, or half as much damage on a successful one.
Subclass: Forge Domain (EoE)

Priests who dedicate their lives to June follow the path of the Forge Domain, and are often artisans themselves– from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty artisan whose diamond-tipped arrows of mithral have felled aberrations and abominations alike. The God of Crafts teaches that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Priests of June may search for objects lost to the forces of strife and darkness, liberate mines overrun by monsters, and uncover rare and wondrous materials necessary to create potent magic items. These priests also take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

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## Bonus Proficiencies

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

## Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

## Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

## Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

* You gain resistance to fire damage.

* While wearing heavy armor, you gain a +1 bonus to AC.

## Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

* You gain immunity to fire damage.

* While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Creative

The creative starting occupation covers artists of all types who fan their creative spark into a career. Illustrators, copywriters, cartoonists, graphic artists, novelists, magazine columnists, actors, sculptors, game designers, musicians, screenwriters, photographers, and web designers all fall under this background.

As a creative, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Insight and Performance.

### **Tool Proficiencies**

Choose two of the following tools: computers, one type of artisan’s tools, or one musical instrument of your choice.

### **Body of Work**

You can always find a place to display your creations, usually in a gallery, but sometimes in private shows or at convention centers. 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 are on hand for the display. In addition, your creativity makes you something of a local figure. When strangers recognize you in an area where your creations have been showcased, they typically take a liking to you.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 2 x 10
Human Noble

*"We have coin, yes. And an estate, yes. And most certainly servants as well, yes. But the greatest boon and burden of your inheritance is your **name**—that is your legacy and your greatest treasure. Do not squander it."*

— Astinia Aster

You are born into a noble house, raised around wealth, prestige, and the weight of your inheritance. Your position offers you greater access to coin and high society, but you may find yourself less-than-welcome amongst the common folk, and you may be beholden to the responsibilities and travails of the rest of your noble family. Even in the lands far away from the golden courts at Minrathous and Val Royeaux, the Grand Game is still played, and you must play to win.

### Class Options

Human Nobles can be Champions, Berserkers, Rangers, Assassins, or Bards.

### Origin Class Switch (Assassin → Duelist)

Noble Assassins may instead choose the Duelist Class, finesse fighters more accustomed to dealing with their enemies out in the open and in fair combat, with the goal of accruing fame. More information is under the Assassin class section.

### Nobility Knowledge

All those hours in Etiquette class had to come in handy some time. You start with proficiency in Persuasion and History.

### Worldly Education

You've received tutelage in all the common trappings of nobility. You may choose proficiency in one additional human language, one instrument, and one additional Knowledge skill (Nature, Religion, Arcana, Medicine).

### Finery and Finance

While not especially notable, your family *is* noble. You start with an additional 20 guilders, and receive a monthly allowance from your family of the same value.

### Starting Equipment

* 5d4 x 10 golden guilders, plus 1d4 caprice coins
* A set of fine clothes in the colors of your noble house
* A signet ring bearing your personal coat of arms
* A riding horse as your personal mount
Adept: Way of Mercy (MoMT)

Adepts of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and the injured, to both man and creature. However, to those beyond their help, they bring a swift end as an act of mercy. Those who follow the Way of Mercy might be devout followers of a religion, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their town or community, while others might be masked bringers of macabre mercies.

Regardless, like others who have magical potential, they too must hide their power from the eyes of the public for their own safety.

## Implements of Mercy

When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit.

## Hands of Healing

At 3rd level, your touch can mend wounds. As an action, you can spend 1 energy point to touch a creature and restore a number of hit points equal to a roll of your Martial Arts die + your Wisdom modifier.

When you use your Flurry of Blows, you can replace one of the unarmed strikes with a use of this feature without spending an energy point for the healing.

## Hands of Harm

At 3rd level, you use your energy to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 energy point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn.

## Physician's Touch

Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause harm.

When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned.

When you use Hands of Harm on a creature, you can subject that creature to the poisoned condition until the end of your next turn.

## Flurry of Healing and Harm

Starting at 11th level, you can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of your Hands of Healing, without spending energy points for the healing.

In addition, when you make an unarmed strike with Flurry of Blows, you can use Hand of Harm with that strike without spending the energy point for Hands of Harm. You can still use Hands of Harm only once per turn.

## Hand of Ultimate Mercy

By 17th level, Your mastery of life energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 energy points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned.

Once you use this feature, you can't use it again until you finish a long rest.
Subclass: Path of the Spirit Guardian (EoE)

In the cultures of most Elvhen, Spirits are revered above all else. Regardless of where Berserkers of this path hail from, they know that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a berserker who follows this path rages, the berserker makes contact with the Fade and calls on these guardian spirits for aid.

Berserkers who draw on the spirit of a fallen warrior can better fight to protect their homeland and their allies. In order to cement ties to these fallen warriors, a berserker who follow this path may cover themselves in elaborate tattoos that celebrate their fallen warriors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.

***Race Restriction: None.***

## Spiritual 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 of the target’s attacks.

## 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 a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 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 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 warrior spirit 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 Spirits

At 14th level, the spirits that guard you 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 that your Spirit Shield prevents.
Agrippa Cicero Trenus

**Race:** Dwarf

**Origin:** Dwarf Criminal

**Class:** Reaver

**Level:** 5

**Player:** Liam

## Biography

Born into a noble house, Agrippa Cicero Trenus hated the idea of being a noble. The politics and strategy was the exact thing that drove him up the wall. It also was what drove him into a life of crime. His family were wealthy lyrium traders and had been for many generations. To Agrippa, the money, wealth, and influence his family held was a so aggravating to him. In his mind the price they charged for lyrium was outlandish. If it was a need to mages and templars, why charge such an outlandish price? It should be free for those that need it. In order to feel he was making a difference in his mind he began secretly trading it out to a criminal organization that "promised" to smuggle it out of the city and give it to those who needed it.

However, these smugglers turned around and sold the lyrium for higher and continued to use the man. It wouldn’t be another year before Agrippa found out about the backstabbing. In a rage of his betrayal, the reaver slaughtered the smuggling ring and reported the smugglers to the guards. Not realizing he had outed himself as scalping from the family business he was exiled. Now ten years later, a hardened criminal finds out his sister Cass now runs the family business. He hopes she will be a better owner and leader of it. Even though they haven't spoken since before his exile, he always held an odd relationship with his older sister. There was much that he has learned since his time on his own.

## Vox Neglecta

One of his new contacts, a stranger named Sienna, has hired him specifically to accompany her on this upcoming mission. His years as a hired muscle must have earned him a reputation. As he prepares for the upcoming journey to Tevinter, he is unaware that this "Sienna" is actually a pseudonym for his own sister Cass, seeking to bring him into a dangerous mission on behalf of the Lucerni, the exact nature of which is still unknown...
Elvhen (MoMT)

## **Elvhen**

The humans who bear this heritage have a certain air around them, as though they are naturally graceful. However, they seem to carry sorrow for reasons they can’t seem to place.

Humans with this ancestry gain the following bonuses:

Sources of dim-light are considered twice as big1

+1 Wisdom

+1 Charisma

-1 To an ability score of your choice

Proficiencies: Perception and Persuasion

```
*1 - Example: Normally a torch sheds bright light in a 20ft radius and 20ft dim light from the edge of the bright light radius. For these creatures the torch’s dim light would extend for 40ft from the edge of the bright light radius.*

```
Keeper Spell List

Spells available to the Keeper class.

# Cantrips

* Control Flames
* Create Bonfire
* Dancing Lights
* Druidcraft
* Frostbite
* Guidance
* Gust
* Infestation
* Mending
* Message
* Mold Earth
* Primal Savagery
* Produce Flame
* Shape Water
* Spare the Dying
* Thorn Whip
* Thunderclap

# 1st-Level Spells

* Animal Friendship
* Beast Bond
* Create or Destroy Water
* Cure Wounds
* Detect Magic
* Detect Poison and Disease
* Entangle
* Faerie Fire
* Fog Cloud
* Gift of Alacrity
* Grease
* Healing Word
* Ice Knife
* Jump
* Longstrider
* Purify Food and Drink
* Snare
* Speak with Animals
* Thunderwave
* Wild Cunning

# 2nd-Level Spells

* Animal Messenger
* Barkskin
* Beast Sense
* Darkvision
* Dragon's Breath
* Dust Devil
* Earthbind
* Enhance Ability
* Find Traps
* Flame Blade
* Flaming Sphere
* Gust of Wind
* Healing Spirit
* Heat Metal
* Hold Person
* Lesser Restoration
* Locate Animals or Plants
* Locate Object
* Moonbeam
* Pass Without Trace
* Protection from Poison
* Skywrite
* Spike Growth
* Warding Wind

# 3rd-Level Spells

* Call Lightning
* Conjure Animals
* Daylight
* Dispel Magic
* Erupting Earth
* Feign Death
* Flame Arrows
* Meld into Stone
* Plant Growth
* Protection from Energy
* Sleet Storm
* Speak with Plants
* Summon Fade Spirit (Summon Fey Spirit)
* Tidal Wave
* Wall of Water
* Water Breathing
* Water Walk
* Wind Wall

# 4th-Level Spells

* Blight
* Charm Monster
* Conjure Woodland Beings
* Control Water
* Dominate Beast
* Elemental Bane
* Freedom of Movement
* Giant Insect
* Grasping Vine
* Guardian of Nature
* Hallucinatory Terrain
* Ice Storm
* Locate Creature
* Polymorph
* Stone Shape
* Stoneskin
* Wall of Fire
* Watery Sphere

# 5th-Level Spells

* Antilife Shell
* Awaken
* Cloudkill
* Commune with Nature
* Contagion
* Control Winds
* Geas
* Greater Restoration
* Insect Plague
* Maelstrom
* Mass Cure Wounds
* Transmute Rock
* Wall of Stone
* Wrath Of Nature

# 6th-Level Spells

* Activate Eluvian
* Bones of the Earth
* Druid Grove
* Find the Path
* Heal
* Heroes' Feast
* Investiture of Flame
* Investiture of Ice
* Investiture of Stone
* Investiture of Wind
* Move Earth
* Primordial Ward
* Sunbeam
* Wall of Thorns

# 7th-Level Spells

* Fire Storm
* Forcecage
* Mirage Arcane
* Regenerate
* Symbol
* Whirlwind

# 8th-Level Spells

* Animal Shapes
* Antipathy/Sympathy
* Control Weather
* Earthquake
* Feeblemind
* Sunburst
* Tsunami

# 9th-Level Spells

* Foresight
* Mass Polymorph
* Shapechange
* Storm of Vengeance
Subclass: Oath to Andruil (EoE)

An Oath to Andruil calls to sentinels who seek glory in the hunt and in the subjugation of their enemies. It isn’t enough for these sentinels to kill for sport or establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into hunting lodges and enforce Andruil's will within her lands.

## The Way of the Three Trees

The tenets of Andruil's sentinels have been woven into a sigil, often tattooed on the arm.

***Vir Assan, the Way of the Arrow:*** fly straight and do not waver or alternatively, be swift and silent, strike true, and do not waver.

***Vir Bor'assan, the Way of the Bow:*** bend but never break or alternatively, as the sapling bends, so must you. In yielding, find resilience; in pliancy, find strength.

***Vir Adahlen, the Way of the Forest***, also known as the Way of the Woods: receive the gifts of the hunt with mindfulness.

## Oath Spells

You gain oath spells at the sentinel levels listed.

 3rd
 5th
 9th
 13th
 17th

## Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

* ***Conquering Presence.*** You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

* ***Guided Strike.*** You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

## Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your sentinel level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

## Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

## Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you become an avatar of conquest, gaining the following benefits for 1 minute:

* You have resistance to all damage.

* When you take the Attack action on your turn, you can make one additional attack as part of that action.

* Your melee and ranged weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

* **Skill Proficiencies** Animal Handling, Survival
* **Tool Proficiencies** One type of artisan's tools, vehicles (land)
* **Equipment** A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch
* Wealth: 2d4 + 1 x 10

### **Rustic Hospitality**

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

### **Specialty**

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

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