recursal/Fanatic-Fandom huggingface dataset:
Folding Glider

Though gliders have been a known technology for many decades, they are mostly used in Antok and Seiyance as recreational vehicles. This "paraglider" model, created by Lissandra of Varros'kal, innovates on some of those designs. Her model is smaller and more portable, using enchantments to bolster the otherwise weak lifting power.

## Rules

A glider requires two hands to use; letting go with either hand may cause you to fall or spin out of control. While gliding, you use the following rules instead of your normal movement rules (unless under the effects of Fly*3rd-level Transmutation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 10 min
1+1/SL willing creatures gain fly 60 ft speed, Levitate*2nd-level Transmutation*
**Casting Time:** 1 a
**Range:** 60 ft
**Components:** V,S,M
**Duration:** Conc, 10 min
1 crea/obj up to 500 lb save or rise vertically, up to 20 ft; 1 a (move a if self) move up/down 20 ft, or a similar effect):

* ***Max. Movement:*** glide50 ft.
* ***Min. Movement:*** 10 ft, at least 5 ft. down.
* ***Turn Radius:*** 30 ft.

When gliding, you may angle your flight downwards, but not upwards, or end your flight early by moving into contact with the ground (no fall damage).

While flying with the wind (as long as it is a "strong" wind) you move an additional 5 feet for every 5 feet of movement in that direction (±30°) you spend. The opposite holds true if you are flying against the wind (±30°).

***Starting a Glide.***  You must use your action to unfold and deploy the glider before you can use it. This will break a midair fall, decelerating you uncomfortably. Once the glider is deployed, you may then may move up to the glider's normal speed through the air.

If a supernatural wind is assisting you by lifting you straight upwards, you may instead use any movement you have on your turn to move into the wind and directly upwards with it. Due to the effects of gravity, you do not benefit from flying with the wind for this upward movement.

If you can through some means fully control the wind's direction and strength (such as through Control Winds*5th-level Transmutation*
**Casting Time:** 1 a
**Range:** 300 ft
**Components:** V,S
**Duration:** Conc, 1 h
100-ft cube of air either gusts, downdraft, or updraft; affects flying/jump/ranged; 1 a change; see book), your movement changes while gliding:

* ***Max. Movement:*** 100 ft, at most 25 ft. up
* ***Min. Movement:*** 15 ft.
* ***Turn Radius:*** 5 ft.
* If you choose to move straight upwards, you may move 50 feet.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Training  •  Aiko's Mushroom Lore  •
Potion of Superior Healing

*Level 3 Potion, Rare, 225gp market price*

This potion is a deep cherry color, and seems to sparkle in light   A creature that drinks this regains 8d4 + 8 hit points.

*A creature skilled in Alchemy may craft this using 45gp of base materials and these special ingredients: 30gp wild sageroot, 10gp dried ephedra, 25gp Scroll of Cure Wounds*

 Back to Alchemy Homepage
Humans/ancestry

Humans are the mutts of humanoids, having formed from the mixed blood of every other humanoid race in some age long past. At their best, humans have an innate curiosity that drives them to innovate and explore in whatever their chosen profession. At their worst they tend to be more prideful than other humanoids, sometimes viewing themselves as the culmination of every quality that the other humanoids have. Human people are common in every realm.
Learn more...
**Human Ancestral Traits**

   Humans reach adulthood in their late teens and live less than a century.

   (Medium) Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.

   30 ft.

    Your natural curiosity leads you to dabble in a variety of activities. You gain proficiency in a skill of your choice, as well as with an artisan tool of your choice.
Ranger Prestige Class: Arcane Archery

Some rangers turn to arcane study to bolster their instinctual connection with wild magic. Of these warriors, those that choose to focus their training on the use of ranged weapons can modify their attacks, seeming to cast spells from their bows instead of loosing arrows.

*This prestige class functions as a sort of skill tree, with the player being able to take a level in the class when they gain a character level, if they meet the prerequisites. Some of the abilities are free, but others replace ranger abilities. It is up to the player how far they wish to progress through the class.*

 ***Arcane Arrows.*** You learn one evocation cantrip from the wizard spell list. Wisdom is your spellcasting ability for it. Once per round, when you make an attack roll with a ranged weapon, you may instead cast this cantrip. You learn another cantrip that can be used in this way when you reach Lv.3 in this prestige class.
Potion of Elemental Breath

*Level 4 Potion, Very Rare, 75gp market price*

This potion's multicolored liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.   After drinking this potion, you can use a bonus action to exhale an elemental energy at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 damage of the element's type on a failed save, or half as much damage on a successful one. The effect ends after you exhale three times or when 1 hour has passed.
 When this potion is brewed, one of the following elements is chosen as the potion's type: acid, cold, fire, lightning, poison.

*A creature skilled in Alchemy may craft this using these special ingredients: Dragon blood, Silver Hibiscus*

 Back to Alchemy Homepage
Ranger Class/Swarmkeeper

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, kccping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

*3rd-level feature*

 A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.
 Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes ld6 piercing damage from the swarm.
* The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice.
* You are moved by the swarm 5 feet horizontally in a direction of your choice.

*3rd-level feature*

 You learn the cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.
 You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

*7th-level feature*

 You can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

*11th-level feature*

 Your Gathered Swarm grows mightier in the following ways:

* The damage of Gathered Swarm increases to 1d8.
* If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

*15th-level feature*

 You can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.
 You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Initiate

## Overview

You are an initiate, on the path to completing the trials of the five gods in the hope of earning a glorified death in the final Trial of Zeal. Some combination of your natural aptitude, your crop’s needs, and your teachers’ assessment while you were an acolyte led you to focus your training in one particular area of specialization—hand-to-hand combat, long-range combat, or spellcasting. But only a well-rounded initiate can be called truly worthy of the afterlife.

If you are a hand-to-hand specialist, consider the barbarian, fighter, monk, paladin, or rogue classes. As a long-range combat specialist, you might be a fighter, a ranger, or a rogue. If you are a spellcasting specialist, you might be a bard, sorcerer, or wizard. And beyond this initial choice, you might consider multiclassing or using feats to round out your skills in all three areas.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set, vehicle (land)
* **Equipment**: A simple puzzle box, a scroll containing the basic teachings of the five gods, a gaming set, a set of common clothes, and a belt pouch containing 15 gp. If you have completed any trials before the start of the campaign, you also have any cartouches you have earned.

## Feature: Trials of the Five Gods

Your life is oriented around your participation in the five trials that will determine your worthiness in the afterlife. While you prepare for and undergo those trials, you have constant access to training. A comfortable place to live and regular meals are provided to you by servitor mummies (the anointed) under the supervision of viziers. You can enjoy these benefits only as long as you obey the societal norms of Naktamun—training for the trials (with or without your crop), obeying the orders of the gods, and following the instructions of their viziers. If you violate these norms, you risk being treated as a dissenter. See “Trials of the Five Gods” for more information about undertaking the trials and their rewards.

## Suggested Characteristics

An initiate’s life is focused on the trials, but it doesn’t need to be all about the trials. Though some initiates are highly focused on their training, most undergo that training while also experiencing joy, sorrow, love, loss, anger, jealousy, hope, faith, delight—the whole range of mortal emotions and experience. The afterlife might be a constant presence in every initiate’s mind, but it is the culmination of a life well-lived—not a replacement for it.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Wizard Class/Graviturgy

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

*2nd-level feature*

 As an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).
 While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.
 Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

*6th-level feature*

 Whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

*10th-level feature*

 When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type. Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.
 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.

*14th-level feature*

 As an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.
 Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Potion of Healing

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

This potion is a deep cherry color, and seems to sparkle in light   A creature that drinks this regains 2d4 + 2 hit points.

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

Back to Alchemy Homepage
Rogue Class/Mastermind

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.

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 within 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 succeeding on 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.
Urban Bounty Hunter/summary

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

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives - but on the other hand, you can take down much more formidable targets with the help of your companions.

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

*Level 2 Potion, Uncommon, 75gp market price*

This potion is a deep cherry color, and seems to sparkle in light   A creature that drinks this regains 4d4 + 4 hit points.

*A creature skilled in Alchemy may craft this using 60gp of base materials and these special ingredients: 10gp wild sageroot, 5gp dried ephedra*

 Back to Alchemy Homepage
Races/Yuan-Ti Purebloods

Yuan-Ti

It is said that the Yuan-Ti originated in a realm far from any of the commonly traveled realms of the Astral Reach. Indeed, colonies of them can be found throughout the Reach, on distant remote islands or in dense jungles, but their denizens are most often hostile and cruel. Yuan-Ti culture is strange and alien to most other sentient creatures - they worship snake-deities and have a rigid caste system. Often members of their society pray to their gods and undertake bloody rituals to petition them: if the gods are pleased, they bestow the acolyte with their blessing - a partial (or rarely a complete) transformation into a snake-like monstrosity. The more complete the transformation, the higher the caste a yuan-ti belongs to.

The lowest caste (apart from slaves) is that of the Purebloods. Possessing only minor snake-like features, such as slitted eyes, a forked tongue, or patches of scales, they look human unless one examines them closely. These creatures can integrate with society if they so choose, though they rarely do so without disguising their distinguishing traits - their purposes in doing this are rarely clear.
Sylvani/culture

Learn more...

**Sylvani Cultural Traits**

   WIS +1

   Sylvani are shy, elusive people, often living as hermits. They feel little need for the companionship of others, and their culture values connection to nature (and protecting it) above all other things, which makes them seem xenophobic to outsiders. Because of this, most people raised as sylvani tend towards neutral alignments.

   Common, Sylvan

    You know the Druidcraft*Transmutation Cantrip*
**Casting Time:** 1 a
**Range:** 30 ft
**Components:** V,S
**Duration:** Instantaneous
Small nature effect; predict weather, expedite small plant growth, snuff light, harmless sensory effect cantrip. Wisdom is your spellcasting ability for it.

    You ignore difficult terrain that is part of a tree, underbrush, or some other forest growth.

    You have proficiency in the Nature skill.
Training

***Prerequisites:*** *None*

You have decided to work towards broadening your skillset, training towards mastery of a specific skill or technique. Perhaps you are learning to play a musical instrument, or practicing techniques with a longsword or halberd. During downtime, you may train to progress towards your goal using the rules described below.

### **Training EXP**

When you decide to train a skill, you track your progress with Experience Points, or EXP. This downtime system is completely independent of any other experience systems; if your DM grants EXP for defeating monsters or other milestones, it is tracked separately and cannot benefit your training in any way (or vice versa).

### **Downtime Training**

You can gain EXP for a skill as a downtime activity. Decide how much time you wish to spend training. Once you finish your session, roll a d20 ability check, using the ability that is most applicable to the skill you are training for. (For example, someone training in Performance would roll a Charisma check, and someone training in the use of heavy armor would roll Strength.) If you are uncertain which skill would be applicable, speak with your DM about it.

Refer to the following table for the amount of EXP gained based on the result of your roll.

 Day Activity
 Multi-Day Activity

### **Milestones**

Your training grants you certain benefits when you reach certain "milestones" in your proficiency with a skill. These milestones and their benefits are described here.

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Recovering  •  Aiko's Mushroom Lore  •
Sorcerer Class/Wild Magic

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, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey 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.

*1st-level feature*

 Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

*1st-level feature*

 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.

*6th-level feature*

 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.

*14th-level feature*

 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.

*18th-level feature*

 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.
Sorcerer Class/Favored Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a favored soul, 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.
 Favored souls, with their natural magnetism and strong personalities, are often seen as threats by traditional religious hierarchies. As outsiders who command the power of the gods, these sorcerers can undermine the existing order and claim a direct tie to the divine.
 In some cultures, only those who can claim the power of a favored soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

*1st-level feature*

 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, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

*1st-level feature*

 The blessing of the gods grants you enhanced durability. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

*1st-level feature*

 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.

*6th-level feature*

 Your divine essence causes you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of one of the following qualities (your choice): beautiful, youthful, kind, or imposing. Whatever your choice, if your proficiency bonus applies to a Charisma check, double that bonus.

*14th-level feature*

 You become immune to disease, poison damage, and the poisoned condition.

*18th-level feature*

 You gain the ability to overcome grievous injuries. As a bonus action when you have less 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.
Caravan Specialist/summary

You are used to life on the road. You pride yourself at having traveled every major trade way in the region, including the best backroads and shortcuts. When traveling these roads, you know where the best inns, campsites, and water sources are located, as well as potential locations of danger such as ambush. Having worked the roads as long as you have, you have made many acquaintances and find it easy to pick up information and rumors floating from town to town. You are skilled with beasts of burden and handling and repairing wagons of all kinds.

* **Skill Proficiencies:** Animal Handling, Survival
* **Tool Proficiencies:** Land Vehicles
* **Languages:** One of your choice
* **Equipment:** A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.
Ranger Class/Gloom Stalker

Gloom Stalkers are at home in the darkest places: 1 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 rangers are often found in the Underdark, but they will 3 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 ranger spell for you, but it doesn't count against the number of ranger spells you know.

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 weapons 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.
Verdigris

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

This powdery substance is a teal green, like the oxidized copper that forms its base.   When sprinkled on a metal weapon or piece of armor, one-third of a vial of verdigris will corrode it, applying a -1 penalty to its AC or Attack Bonus. This can stack up to three times.
 Alternatively, a vial can be thrown in combat, targeting a 5-ft cube within 30 ft. Creatures in the cube must make a DC 14 Dexterity save. On a failure, any metal weapons or armor they carry suffer a -2 penalty; on a success, this penalty is -1 instead.
 The penalty to an affected object is permanent until it is repaired. An object with a -3 penalty from verdigris cannot be repaired. Verdigris has no effect on metals or alloys that do not corrode.

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

 Back to Alchemy Homepage
Potion of Climate Endurance

*Level 1 Potion, Common, 40gp market price*

This potion's liquid is slow-flowing, and looks like a powdered stone suspension.   When a creature drinks this potion, they gain advantage on all saving throws made against extreme weather conditions, and suffer no discomfort from being in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius). This does not protect against fire or cold damage, nor against other environmental hazards, and does not negate penalties imposed by difficult terrain and other natural features.

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

 Back to Alchemy Homepage
Rakdos Cultist

## Overview

You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets-this is what you live for.

You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance.

* **Skill Proficiencies**: Acrobatics, Performance
* **Tool Proficiencies**: One type of musical instrument
* **Language Proficiencies**: Choose either Abyssal or Giant
* **Equipment**: A Rakdos insignia, a musical instrument (one of your choice), a costume, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torches, a set of common clothes, and a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice

## Feature: Flair for the Dramatic

Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes, and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred style of performance.

 2
 3
 4
 5
 6
 7
 8

## Feature: Fearsome Reputation

People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.

## Feature: Rakdos Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

 1st
 2nd
 3rd
 4th
 5th

Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face.

## Suggested Characteristics

Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Starport Smuggler

## Overview

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

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

## Feature: Secret Passage

You can call on your contacts within the smuggling community to secure secret passage into or out of Hillsfar for yourself and your adventuring companions, no questions asked, and no Red Plume entanglements. Because you’re calling in a favor, you can’t be certain they will be able to help on your timetable or at all. Your Dungeon Master will determine whether you can be smuggled into or out of the city. In return for your passage, you and your companions may owe the Rogue's Guild a favor and/or may have to pay bribes. **Note**: This feature is a variant of the Sailor feature.

## Personality

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Potion of Clairvoyance

*Level 4 Potion, Very Rare, 480gp market price*

An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.   When you drink this potion, you gain the effect of the Clairvoyance*3rd-level Divination*
**Casting Time:** 10 min
**Range:** 1 mile
**Components:** V,S,Mƒ
**Duration:** Conc, 10 min
See or hear a familiar place; 1 a to switch between seeing and hearing (100gp) spell.

*A creature skilled in Alchemy may craft this using these special ingredients: Eyeball (Rare), Cosmos Glond*

 Back to Alchemy Homepage
Player Classes

This page is a compilation of all player classes I have used, allowed players to use, or made available for use in D&D 5th Edition campaigns.

## Vanilla Classes

column placeholder

* Barbarian
	+ Berserker
	+ Totem Warrior
	+ (XG) Ancestral Guardian
	+ (XG) Storm Herald
	+ (XG) Zealot
* Bard
	+ College of Lore
	+ College of Valor
	+ (XG) College of Glamour
	+ (XG) College of Swords
	+ (XG) College of Whispers
* Cleric
	+ Life
	+ Light
	+ Nature
	+ Tempest
	+ War
	+ (DMG) Death
	+ (XG) Forge
	+ (XG) Grave
	+ (UA) Protection
* Druid
	+ Circle of Land
	+ Circle of Moon
	+ (XG) Circle of Dreams
	+ (XG) Circle of the Shepherd
* Fighter
	+ Champion
	+ Battlemaster
	+ Eldritch Knight
	+ (XG) Arcane Archer
	+ (XG) Cavalier
	+ (XG) Samurai
	+ (C) Blademaster
* Monk (Revised)
	+ Way of the Open Hand
	+ Way of the Four Elements
	+ Way of Shadow
	+ (XG) Way of the Drunken Master
	+ (XG) Way of the Kensei
	+ (XG) Way of the Sun Soul
* Paladin
	+ Oath of Devotion
	+ Oath of the Ancients
	+ Oath of Vengeance
	+ (DMG) Oathbreaker
	+ (UA) Oath of Conquest
	+ (UA) Oath of Redemption
	+ (UA) Oath of Treachery
* Ranger
	+ Hunter Conclave
	+ Beast Master Conclave
	+ (XG) Deep Stalker Conclave
	+ (XG) Monster Slayer Conclave
	+ (XG) Plane Walker Conclave
* Rogue
	+ Thief
	+ Assassin
	+ Arcane Trickster
	+ (SCAG) Swashbuckler
* Sorcerer
	+ Draconic
	+ Wild Magic
	+ (XG) Favored Soul
	+ (UA) Phoenix
	+ (XG) Stone
	+ (UA) Storm
* Warlock
	+ Archfey Patron
	+ Archfiend Patron
	+ Old One Patron
	+ (XG) Hexblade Patron
	+ (UA) Raven Queen Patron
* Wizard
	+ Abjuration
	+ Conjuration
	+ Divination
	+ Enchantment
	+ Evocation
	+ Illusion
	+ Necromancy
	+ Transmutation
	+ (SCAG) Bladesinger

## Custom Classes

* Artificer (DMsGuild)
* Bladesinger
* Gunslinger
	+ Musketeer
	+ Sniper
* Summoner
Trade Sheriff

## Overview

You are one of the many people that make sure the trade routes are clear at ALL times. You assure that the Great Law of Trade is followed at all costs. You work by yourself or in groups to quell bandits and brigands who might stop trade routes from going through. You investigate potential ambushes and possible rumors as to someone wanting to rob or stop caravans. You are as much an investigator as you are law enforcement. You are able to go into a town/village around the Hillsfar area and find a contact that is willing to give you information from rumor to fact. This sometimes comes at a cost of a minor bribe of 1-9 silver pieces.

* **Skill Proficiencies**. Investigation, Persuasion
* **Tool Proficiencies**, Thieves' Tools
* **Languages**. Elven (or +1 Language of your choice)
* **Equipment**. Thieves' Tools, a gray cloak, Sherrif's insignia (badge) a set of fine clothes, and 17 gp.
* **Lifestyle**. Moderate

## Feature: Investigative Services

You are part of a small force outside of Hillsfar You have a special way of communicating with others and they seem to be at ease around you. You can invoke your rank to allow you access to a crime scene or to requisition equipment or horses on a temporary basis. When you enter a town or village around Hillsfar you can identify a contact who will give you information on the local rumors and would help you simply because of your desire to get answers and information for anyone wanting to disrupt trade. **Note**: This feature is a variant of the soldier feature.

## Personality

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6
Centaurs/culture

Despite modern marvels of technology and infrastructure, centaurs have kept a similar way of life to their ancestors, wandering the rolling hills of Antok. Three major tribes inhabit Antok's interior: the Dyami in the plains, the Awni in the wooded coastal hills, and the Caddo in the arid canyons and prairies. Though they are mainly hunters and gatherers, some groups choose to settle as farmers or ranchers in fertile locations.

Centaurs lead nomadic lifestyles. Each tribe maintains many "camps" and throughout a year they will migrate from camp to camp depending on the availability of wild game and foraging in each area. When a group moves on, they take their tent cloths, tools, utensils, and personal belongings, leaving tent poles neatly stowed and posts standing bare for next time.
Learn more...

**Centaur Cultural Traits**

   CON +1

   Most centaur tribes are nomadic to some degree; as a result they have a strong oral tradition, and are an open and accepting people. Their free and wandering nature causes most individuals to skew towards chaotic alignments.

   Common, Sylvan

    You have proficiency in the Survival skill.

    When you are under the effects of one or more points of Exhaustion, you treat the effects as 1 point less severe.
Recovering

If a character is seriously wounded or has suffered exhaustion, they need to spend time recovering from their condition in order to regain their faculties. In particular, this is used to heal **injuries** and reductions to a character's hit point maximum, as described in the Wounds and Injuries rules.

To gain the benefits of Recovering, a character must choose how much downtime to spend recovering, then roll a Constitution saving throw, referring to the table below for results. If the character has any points of Exhaustion, they can remove one point for every day spent recovering regardless of the result of their roll (unless the Exhaustion is caused by a disease, curse, or other such effect). Note that recovering cannot heal diseases, curses, or conditions other than Exhaustion.

 Day Activity
 Multi-Day Activity

 Rules
 Equipment
 Downtime | Researching  •  Sparring  •  Carousing  •  Enchanting  •  Alchemy  •  Foraging  •  Managing a Business  •  Performing  •  Training  •  Aiko's Mushroom Lore  •
Syra/culture

Most of the humanoids of Seiyance are part of or influenced by the Syran culture. Syra, the oldest and greatest of the city-states that grew in the Broken Plane, has long been a beacon of civilization in the wilderness, and is the primary trade hub for Seiyance. Hanging on the cliff wall of one of the highest floating landmasses of Seiyance, Syra is almost entirely inaccessible to the predators and monsters of the jungle, while being safe for skyships to dock with.

Other cities follow in the footsteps of Syra, making safe places for themselves and their populace wherever Seiyance offers a defensible vantage point. The people of these cities may seem normal upon meeting them for the first time - perhaps friendlier, or more stern than humanoids of other planes - but underneath, they are all tough and capable in their own right. Every individual knows the mercilessness of nature raw and untamed, and is mentally prepared to fight for survival whenever necessary.
Learn more...

**Syran Cultural Traits**

   CON +1

   Born from people who had to carve their home from the wild plane of Seiyance, the Syran culture still values fitness, hard work, and community. Stoic and proud, individuals raised in Syra tend towards neutrality and law in their alignments.

   Common, Orc, Halfling

    You have advantage on saving throws against being frightened.

    When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Poisoner’s Ward

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

This oil is essential for any work with deadly materials; when applied, it causes a creature's skin to feel rubbery and smooth.   A creature can apply this oil to their arms and hands, or to their feet and legs, or some similar surface area, over the course of a minute. When so applied, the creature is immune to contact poisons, acid, and similar substances which target or contact the covered body parts. This immunity lasts for 1 hour, or until the oil is scrubbed off over 10 minutes.

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

 Back to Alchemy Homepage
Centaurs/ancestry

Centaurs are half-humanoid, half-horse, originating from Antok. No matter what culture they come from, centaurs seem born with some degree of wanderlust; they love open spaces and the freedom to travel. Centaur oral tradition speaks of days when their tribes roamed across oceans of grass and hill, in a mythic time before the Stormwall blocked off the northern part of Antok.
Learn more...
**Centaur Ancestral Traits**

   Centaurs mature and age at about the same rate as humans, but live to be around 200 years old.

   (Large) Centaurs range in size from around 4 and a half to 6 feet at the highest part of their equine body, and their humanoid body is on average slightly larger than a human's.

   50 ft.

    If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest.

    Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.

    When you make a running Long Jump, the maximum distance you can jump in feet is equal to 1.5x your Strength score, and you spend 2 feet of movement for every 3 feet in the air during such a jump. Additionally, any climb that requires hands and feet is especially difficult for you because of your hooves; when you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. Finally, a Medium or smaller creature can ride on your equine back if you allow it. In such a situation, you continue to act independently, not as a controlled mount.

    You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.
Rogue Class/Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

*3rd-level feature*

 You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

*3rd-level feature*

 When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

*9th-level feature*

 You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

*13th-level feature*

 You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

*17th-level feature*

 You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.