recursal/Fanatic-Fandom huggingface dataset:
Subclass: Circle of the Fade (EoE)

Druids who are members of the Circle of the Fade tend to hail from areas strongly connected with the Fade, and may even have resided in the Fade itself for years. The druids’ guardianship of the natural world makes for a natural alliance between them and the spirits of the Fade, who also seek to coexist with the material world. These druids seek to fill the world with the dreamy wonder of the Fade. Their magic can mend wounds and bring peace and serenity to downcast hearts, and the places they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

## Balm of the Spirits

At 2nd level, you become imbued with the blessings of spirits. You are a font of energy that offers respite from injuries. You have a pool of fade energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain the expended dice when you finish a long rest.

## Heart of the Fade

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the peace and serenity of the Deep Fade. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

## Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways of the Fade to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

## Dream Walker

At 14th level, the magic you have grants you the ability to travel mentally or physically through the Fade.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Some of the Creator Gods– such as Elgar'nan, Andruil, and even Falon'Din– inspire their followers to pitch themselves into a ferocious battle fury. These berserkers are zealots – warriors who channel their rage into powerful displays of divine power. They can be fiercely loyal to the Evanuris they revere, or God-fearing servants to those they worship. Whatever ties these berserkers to the Evanuris, it is clearly displayed in their ferocity and prowess in battle.

***Race Restriction: None.***

## Divine Fury

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

## Warrior of the Gods

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

## Fanatical Focus

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

## Zealous Presence

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

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

## Rage Beyond Death

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

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

Priests who dedicate themselves to Falon'Din may choose the Death Domain as their practice, focusing their worship on the final moments of life and what comes after. While Falon'Din himself tends to be portrayed as a guide to the departed, his priests and priestesses can err on the side of macabre, taking euphoria in the violence and brutality of death. Many temples to Falon'Din can be found across Elvhenan, usually in close proximity to a temple of Dirthamen.

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## Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with martial weapons.

## Reaper

At 1st level, you learn one necromancy cantrip of your choice from any spell list. When you cast a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

## Channel Divinity: Touch of Death

Starting at 2nd level, you can use Channel Divinity to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice your Priest level.

## Inescapable Destruction

Starting at 6th level, your ability to channel negative energy becomes more potent. Necrotic damage dealt by your Priest spells and Channel Divinity options ignores resistance to necrotic damage.

## Divine Strike

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

## Improved Reaper

Starting at 17th level, when you cast a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.
Adept: Way of the Shadow (MoMT)

Adepts of the Way of Shadow follow a path that values stealth and subterfuge. These adepts might be called Shadowdancers or Shades, and they serve as spies and assassins. Sometimes Shades are family members, forming a clan sworn to secrecy about their arts and missions, and rightfully so in the current state of the world.

## Shadow Arts

Starting when you choose this path at 3rd level, you can use your energy to duplicate the effects of certain spells. As an action, you can spend 2 energy points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

## Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

## Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light

## Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Emergency Services

Rescue workers, firefighters, paramedics, hazardous material handlers, and emergency medical technicians fall under this category.

As an emergency services provider, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Athletics and Medicine.

### **Vehicle Proficiencies**

You are proficient with civilian ground vehicles (Survival checks)

### **First Responder**

You have a rank from your career as a emergency services provider. Active and former emergency services personnel still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other personnel and requisition simple equipment for temporary use. You can also usually gain access to events and locations where your rank is recognized.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 2 x 10
Subclass: Mastermind (EoE)

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

***Race Restriction: None.***

## Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

## Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

## Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

* Intelligence score

* Wisdom score

* Charisma score

* Class levels (if any)

At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.

## Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

## Soul of Deceit

Starting at 17th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
The Sword of the Knight Herself

**Miscellaneous Quest - Completed**

The legendary Aveline of Orlais was said to have received a blade forged by her clan, so that she might prove her skill and might. What became of that blade is uncertain, but Akaraad has drawn up plans for another that might be its equal.

After days of work, Akaraad completed the silverite dar'misaan, and presented it to Trevyan. Trevyan, seeking a name for it, asked Kayar for the translation of the word "Redemption" into elvhen—and so named his blade "Yviras". May the rescue of the Book of Ri be the first step in the making of its legend.

### Akaraad's Modifications

* Silverite - does full damage to spirits
* Versatile - 1d10
* Masterwork - +1 to attack and damage rolls

*This quest was completed in Session Twenty-Three, on 2021.03.21.*
Subclass: Order Domain (EoE)

Those who serve as priests and priestesses of Andruil, the Huntress and Lady of Fortune, value battle prowess and power above all else. As headstrong as their Goddess, these priests strictly believe that only the Order and Discipline taught by Andruil can ensure their survival and prosperity. Many of Andruil's priestesses are skilled huntresses and warriors because of this intense devotion to their goddess. Within the hierarchy of Andruil's temple, there is a fierce competition and desire to out do each other– often leading to constant restructuring and feuding, despite their dedication to the Orderliness of Andruil.

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## Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

## Voice of Authority

Starting at 1st level, you can invoke the power of Order to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

## Channel Divinity: Order's Command

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

## Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.

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

## 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Andruil's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.
Subclass: Circle of the Land (EoE)

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

## Bonus Cantrip

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

## Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

## Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Void – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

## Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

## Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or spirits, and you are immune to poison and disease.

## Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.
Noble

* **Skill Proficiencies** History, Persuasion
* **Tool Proficiencies** One type of gaming set
* **Languages** One of your choice
* **Equipment** A set of fine clothes, a signet ring, a scroll of pedigree, and a purse
* **Wealth** 2d4 + 4 x 10

## Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Subclass: School of Chronurgy

Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the foundational principles of how time flows in the deepest reaches of the Fade, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

## Chronal Shift

At 2nd level, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended use when you finish a long rest.

## Temporal Awareness

Starting at 2nd level, you can add your Intelligence modifiers to your initiative rolls.

## Momentary Stasis

When you reach 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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

## Arcane Abeyance

At 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the cast for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest.

## Convergent Future

Starting at 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.
Spy

* **Skill Proficiencies:** Choose two from: Acrobatics, Deception, Perception, Sleight of Hand, or Stealth
* **Tool Proficiencies:** Thieves Tools, Forgery Kit
* **Equipment:** A set of thieves tools, a dagger, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, and a small pouch
* **Wealth:** 2d4 + 2 x 10

## Mission

What were you looking for when you were spying? or what are you looking for? if it's the last one you can just create something yourself.

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## Echo of the Great Game

Years of stealth and trickery has taught you how to not draw attention to yourself. The way you walk, talk and move are deliberately forgettable, and utterly unextraordinary. While you are wearing clothes appropriate to the area you are in, no one can remember your face nor any features about you, unless they actively make an effort to do so.

In addition, you know how to write in a special code that can only be read by people trained in deciphering it.
Subclass: The Great Old One (EoE)

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the realm of the Void, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.

## Expanded Spell List

The Great Old One 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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## Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

## Entropic Wards

At 6th level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

## Thought Shield

Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

## Create Thrall

At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a Remove Curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Avvar Barbarian

*“Don’t get these lowlanders. Pray to a god that doesn’t answer? Where’s the sense in that?”*

— Setri An Felri O Pallespek.

You are a member of the tribes of the Avvar, residing in the Frostback Mountains. Considered to be uncivilized savages by most human nations, your people’s culture and society is nonetheless just as complex as that of the lowlands. Rejecting the authority of the Chantry and the Maker, the Avvar worship their own gods, just as their forebears did. Your people value kin, strength, and independence. Joining the Inquisition may be your chance for a legend-mark of your own!

### Class Options

Avvar can be Sellswords, Berserkers, Reavers, Spirit Warriors, Assassins, and Rangers.

### Mountain Tongue

You know one of the tribal dialects of the Avvar. You also know a smattering of Dwarven phrases.

### Might of Korth

Having spent your life in the mountains, you’re no stranger to hardship and the necessities of survival. You start with Proficiency in Survival and Athletics.

### Breath of Hakkon

You’ve endured cold in the Frostbacks that Lowlanders never see. You have advantage on saving throws and ability checks involving cold damage.

### Starting Equipment

* 1d4 x 5 Fereldan sovereigns
* A set of fur clothes
* A totem of a particular Avvar deity
* A necklace or tattoo signifying what tribe you come from.
* A jar of war-paint
Dilettante

Dilettantes usually get their wealth from family holdings and trust funds. The typical dilettante has no job, few re­sponsibilities, and at least one driving passion that ­occupies his or her day. That passion might be a charity or philanthropic foundation, an ideal or cause worth fighting for, or a lust for living a fun and carefree existence.

As a dilettante, you gain the following benefits.

### **Daddy’s Money**

While you have significant financial resources of your own, you can also draw on your family’s resources in a pinch. However, this assistance is rarely without strings attached.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 7 x 10
Qunari/Kossith (MoMT)

## **Qunari/Kossith**

Strong, but also intimidating. It’s not uncommon for people with this heritage to become famous athletes, bodyguards, or use their strengths to join some kind of criminal system. Humans with this ancestry gain the following:

Sources of dim-light are considered twice as big1,

Strength +1

Constitution +1

To an ability score of your choice -1

*Proficiencies: Intimidation and Athletics*

```
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.

```
Subclass: Gloom Stalker (EoE)

Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such hunters often prowl in the Deep Roads, keeping it safe for the Elvhen who operate Lyrium mining expeditions, but they will go any place where evil lurks in the shadows.

## Gloom Stalker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a hunter spell for you, but it doesn't count against the number of hunter spells you know.

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## Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

## Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

## Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

## Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

## Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.
Hope of the Harillemir

Trevyan Ghantour has agreed to do his best to fulfill the ancient oath of Aveline Harillemir by winning the Grand Tourney and returning the champion's chalice to the Clan Harillemir. In order to do so, he has agreed to be trained by the various members of his *hella'ghilan,* or Noble Guides, as the Keeper would have it. For Trevyan to claim the chalice, he must face some of the toughest competition that Thedas must offer. Best prepare him well!

**Training**

* 4th of Bloomingtide — Trevyan trains with Nadia
* 10th of Bloomingtide — Trevyan trains with Kayar and Nicodemus
* 11th of Bloomingtide — Trevyan trains with Akaraad
* 13th of Bloomingtide — Trevyan trains with Vara and Akaraad
* Weeks after the Battle on the Rushriver Bridge
	+ Trevyan trains with Akaraad
	+ Trevyan trains with Mordayne

### Session Thirty-Two

During the banquet in advance of the Grand Tourney, Trevyan formally re-adopted the name he was born with, choosing to enter the Tourney as Avelas Trevyan Ghantour.

*The Grand Tourney begins today, the 8th of Justinian!*

*This is as far as this quest has progressed.*
Two For Joy

### Session Thirty-Six [2021.09.11]

In her quest to investigate the Mantillons, Noelle uncovered evidence of another bard working for the Marquis. At the Spindledowne Manor, she discovered this bard to be Clementine, an acquaintance from her time in Val Royeaux. She was apparently being coerced to work for the Mantillons in exchange for the freedom of another bard going by the nom-de-guerre of Tamarind.

Noelle convinced Clementine to flee with them in exchange for a promise to help free Tamarind. Unfortunately, Clementine was killed in the battle with the Fortune-Teller, leaving Noelle with her strange golden mask and an obligation that is hers to fulfill...or leave behind. Perhaps Sabine might have heard something of this Tamarind...

*This is as far as this quest has progressed.*
The Wanderer Stone

**Main Quest - Completed**

Two refugees from Tevinter made their way across the Silent Plains, fleeing different pasts but seeking similar futures. An unseasonal storm broke early, and a stray lightning bolt set the fields of grass aflame, chasing these refugees to the shelter of a large standing stone. It was at this stone that Vara met Minhra, and where another bolt of lightning sent fragments of rock flying at both mages. Minhra escaped unharmed, but the spray of stone did open a cut on Vara's brow, sending blood down her face.

The blood appeared to attract the attention of strange wisps and spirits, who proceeded to pursue Vara even as she and Minhra made an attempt at escaping the slowly encroaching flames. The movement of the spirits called to the Keeper Paral Harillemir, who sent the ranger Iselan to investigate. Iselan tracked the spirits to where Vara and Minhra were undergoing a desperate defense under the shadow of the standing stone.

While Iselan and Vara distracted the now-hostile wisps, Minhra was able to study the rocky outcropping, and identified it as a Wanderer Stone, a site of magic and ritual. She determined a splatter of Vara's blood had landed upon the Stone, activating it, and suggested that the only way to be rid of the spirits would be to heal the wound. The moment Vara did so, the spirits vanished.

Iselan, seeking aid for the newly-discovered mages, summoned her keeper by way of a halla horn. Paral arrived in the form of a heron, and upon returning to their elven form, proceeded to shatter the Wanderer Stone to prevent it from causing additional harm. Then they offered shelter to both Vara and Minhra, in exchange for a simple task.

Vara and Minhra would agree, and would be sent (along with Iselan) the next day to retrieve a certain Trevyan Ghantour, known to the keeper as Paral Harillemir.

*This quest was completed at the end of the Prologue Session, 2020.10.14.*
Investigative

There are a number of jobs that fit within this background, including investigative reporters, photojournalists, private investigators, police detectives, criminologists, criminal profilers, espionage agents, and others who use their skills to gather evidence and analyze clues.

As an investigative, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Investigation and Insight.

### **Connected**

When you attempt to learn or recall a piece of information, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from an anonymous informant, a law enforcement agency, or criminal contacts. Your GM might rule that the information you seek is almost impossible to get out of your sources, or that it simply cannot be found.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 2 x 10
Subclass: Life Domain (EoE)

Priests and Priestesses of Mythal the Protector, All-Mother, and goddess of love, tend to focus on the vibrant positive energy that sustains all life. Mythal urges her followers to promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Though the All-Mother is often seen as a kind and compassionate Goddess, she does also represent Motherhood and Justice, and there is a strict hierarchy in her temples that revolve around earned respect and obedience.

 1st
 3rd
 5th
 7th
 9th

## Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

## Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.

## Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your priest level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

## Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

## 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Lucerni (Vox Neglecta)

The **Lucerni** ("Enlightened") are a political party representing the progressive bloc of the Magisterium, the upper house of the Tevinter Imperial Senate. The Lucerni advocate for better treatment of the lower castes, stronger ties with the southern nations, peace with the Qunari, and the abolition of slavery. The current leader of the Lucerni is Maevaris Tilani, although the infamous Dorian Pavus may be its most well-known figure.

### Membership

* Maevaris Tilani
* Dorian Pavus
* Galen Verres
* Dorthea Pellinar
* Octavian Veranius
Subclass: Assassin (EoE)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their sworn Evanuris. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

***Race Restriction: None.***

## Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

## Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

## Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a merchant clan from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

## Impostor

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

## Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Subclass: School of Divination

Unlike most other schools of magic, as a diviner you look *past* the Fade and instead, study the stars and constellations. 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.

## Divination Savant

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.

## Portent

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.

## Expert Divination

Beginning at 6th level, 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.

## The Third Eye

Starting at 10th level, 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 short or long rest.

***Darkvision.*** You gain darkvision out to a range of 60 feet.

***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.

## Greater Portent

Starting at 14th level, 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.
Subclass: Wild Magic (EoE)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, through a chance encounter with some cosmic force from the Deep Fade, or the Void. Perhaps you were blessed by a powerful creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

## Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

## Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

## Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

## Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

## Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Escaped Slave

"*The Dog chases the Wolf*

*To keep the Wolf away.*

*But the Wolf lures the Dog*

*To lead the Dog astray."*

— from a Tevinter nursery rhyme

The Free Marches lay across the Minanter River, near the vague border with the Tevinter Imperium. If a slave wished to be free of their yoke, they might try the long journey across the Silent Plains. Few survive that journey. You did. And after you arrived at that beautiful river, waters tasting of liberty, the first free city you laid your eyes on was Tantervale. Is this just the next stop in your flight away from the Imperium, or could this be your new home?

### Class Options

Escaped Slaves can be Champions, Templars, Berserkers, Rangers, Assassins, Bards, Magisters, Spirit Healers, or Blood Mages.

### Origin Class Switch (Templar → Magekiller)

Any Escaped Slave that takes the Templar class is automatically switched to Magekiller. You were once bodyguard to your masters, and in the Imperium, learning to fight means learning to fight mages. You were forced to learn techniques that granted you control over lyrium, although the process was more brutal than that which any Andrastian Templar might have suffered. Now, out from under your masters/ thumb, that power serves your needs, not theirs. More information can be found under the Templar class section.

### Unbroken

No matter what life throws at you, you’ve suffered worse. Any pain you endure is worth the price of freedom. You gain +1 to CON, and proficiency in Survival.

### Words of Bondage

If you could forget the language of your former masters, you would. But you can’t. You are fluent in Tevene.

### Starting Equipment

* 1d4 x 5 Imperial tesserae
* Slaves' rags
* A map of the Free Marches
March of the Grey

From conversations and after spending time with them, you have become aware that the Tevinter Wardens intend to march in force into the Deep Roads to try and stem what they believe to be an impending Blight. The Warden-Commander Eruvinia Tyraldus has expressed an intention to cull the darkspawn numbers and potentially even slay an archdaemon if she can manage it. To this end, she is gathering allies and recruits, including your friend Nadia.

She has stated an intent to leave shortly after the Grand Tourney.

*This quest has not yet progressed enough to be tracked.*