recursal/Fanatic-Fandom huggingface dataset:
Golgari Agent

## Overview

You are a member of a teeming horde-one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.

* **Skill Proficiencies**: Nature, Survival
* **Tool Proficiencies**: Poisoner's kit
* **Language Proficiencies**: Choose one of Elvish, Giant, or Kraul
* **Equipment**: A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins

## Feature: Undercity Paths

You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you can companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe.

## Feature: Golgari Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Golgari 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.)

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Golgari magic is often accompanied by a sickly green glow and a rotting stench.

## Suggested Characteristics

Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach.

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Monk Class/Drunken Master

The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic tumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

 A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.

*3rd-level feature*

 When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

*3rd-level feature*

 You learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

*6th-level feature*

 You can move in sudden, swaying ways. You gain the following benefits:

* ***Leap to Your Feet.***  When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.
* ***Redirect Attack.***  When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

*11th-level feature*

 You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

*17th-level feature*

 You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Gnomes/ancestry

Gnomes have spread far and wide throughout the Astral Reach, and people of gnomish descent can be found in almost any settlement large or small. Intelligent, long-lived, and gifted with natural dexterity, gnomes have an innate talent for innovation. This, combined with their natural curiosity and restlessness, means gnomish descendants are often mages, gypsies, scholars, and starfarers. It is rare for a gnomish person to live in the same place - or even have the same career - for all their lives.
Learn more...
**Gnomish Ancestral Traits**

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

   (Small) Gnomes are between 3 and 4 feet tall and average about 40 pounds.

   25 ft.

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

    You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Barbarian Class/Berserker

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

*3rd-level feature*

 Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

*6th-level feature*

 You can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

*10th-level feature*

 You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
 If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

*14th-level feature*

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

You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.

* **Skill Proficiencies:** Insight, Religion
* **Languages:** Two of your choice
* **Equipment:** A holy symbol, a prayer book or wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp
Gnomes/culture2

Learn more...

**Vandrin Gnomish Cultural Traits**

   INT +1

   Despite the individualist values of the Vandrin culture as a whole, gnomish culture in the plane of Vander still centers around kindness and harmony with larger society. Gnomish people apply their talents to better their fellows, often working as scholars, researchers, inventors, minstrels, or artisans. People raised in gnomish society are most often good-aligned, as a result of this.

   Common, Gnomish

    Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

    You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. When you create a device, choose one of the options shown in the Devices table.
Panacea

*Level 1 Misc, Uncommon, 5gp market price*

The term 'panacea' refers to a cure-all remedy; this bitter mixture of herbs fortifies a creature's natural immune response when chewed, making it suitable for a large variety of minor ailments.   Chewing this herbal mixture aids swift recovery. When rolling for the Recovering downtime activity, a character using a panacea gains a +5 to their roll, and may re-roll any natural 1 result.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 1gp Hyacinth Nectar*

 Back to Alchemy Homepage
Firbolgs/ancestry

Firbolgs are supposedly descended from a now-extinct race of sylvan giants, and modern firbolgs can be most often encountered in countryside settlements or woodland villages. They retain some of the druidic magic their elusive ancestors possessed, adapted to blend in with their surroundings innately. Individuals of firbolg descent tend to be solitary and gentle creatures, finding comfort in day-to-day monotony where other people might be bored or frustrated. No matter their culture of origin, most firbolg descendants have an affinity for animals, particularly land-dwelling ones.
Learn more...
**Firbolg Ancestral Traits**

   As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

   (Medium) Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds.

   30 ft.

    You can cast <Spell>Detect Magic</Spell> and <Spell>Disguise Self</Spell> with this trait, using Wisdom as your spell casting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of Disguise Self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

    As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Boros Legionnaire

## Overview

As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set
* **Language Proficiencies**: Choose one of Celestial, Draconic, Goblin, or Minotaur
* **Equipment**: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2gp (Boros-minted 1-zino coins)

## Feature: Legion Station

You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment of temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of metics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures.

## Feature: Boros Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Boros 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.)

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Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire.

## Suggested Characteristics

The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work.

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Barbarian Class/Zealot

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

 A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.

*3rd-level feature*

 Starting when you choose this path at 3rd level, you can channel divine fury when you start to rage. If you do so, you become cloaked in an aura of divine power until the rage ends. At the end of each of your turns for that duration, each creature within 5 feet of you takes damage equal to 1d6 + half your barbarian level. The damage is necrotic or radiant; you choose the type of damage when you gain this feature.

*3rd-level feature*

 Your soul is marked for endless battle. If a spell would have the sole effect of restoring you to life (but not undeath), the caster does not need material components to cast the spell on you.

*6th-level feature*

 The divine power that fuels your rage can shield you from harm. If you fail a saving throw while raging, you can instead succeed on that saving throw as a reaction. However, doing so immediately ends your rage, and you can’t rage again until you finish a short or long rest.

*10th-level feature*

 You learn to channel divine power to inspire zealotry in others. As an action, you howl in fury and unleash a battle cry infused with divine energy. Every ally within 60 feet of you gains 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.

*14th-level feature*

 The divine power that fuels your rage allows you to shrug off fatal blows. While 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.
Cadmia

*Level 1 Misc, Uncommon, 5gp market price*

This fine tin-colored powder has a wide variety of applications in fabrial construction, and is mostly used as an ingredient for other recipes.   Cadmia powder is magically conductive. A small bag can be used in a number of ways:

* As an action, you can sprinkle a pinch of the powder onto an object or surface; the powder will begin to glow a soft orange if the object or surface beneath is enchanted or otherwise containing magical energy. The intensity of the glow indicates the enchantment's strength.
* Over the course of a minute, you can spread the contents of the bag in a trail, pattern, or area along the ground. This can cover a 10-foot square, or create a line up to 30 feet long. When you cast a spell targeting the cadmia, the spell's effects are conducted such that the entire covered area is affected. This renders the powder inert after one use.

*A creature skilled in Alchemy may craft this using 2gp of base materials and these special ingredients: 1gp adamantium*

 Back to Alchemy Homepage
Aqua Fortis

*Level 1 Misc, Common, 5gp market price*

Usually used as an ingredient for other brews, this pale translucent solution is also used as a pain reliever by physicians.   After being ingested by a living creature, this brew takes 10 minutes to take effect. Once that time elapses, the creature gains 10 temporary hit points, which last 10 minutes.

*A creature skilled in Alchemy may craft this using 3gp of base materials.*

 Back to Alchemy Homepage
Gunslinger Class/Sniper

These fighters value marksmanship over firepower or speed. They are deadliest when striking their foes from great distances, and excel at felling their targets without ever being seen.

GUERILLA FIGHTER

* Starting at 3rd level, you gain the following features:
	+ You may Hide and Dash as a bonus action.
	+ When wielding a two-handed firearm that deals piercing damage, you may double the weapon’s first range increment.
	+ You may spend 1 grit point to ignore half cover or three-quarters cover on a single shot.

DEADEYE

* Starting at 6th level, you learn the following options for your Targeting feature:
	+ **Warning Shot.** You shoot dangerously close to a creature to give advantage on the next Intimidation check against it. This shot does not require an attack roll to hit.

SCOPE

* By 9th level, you have engineered focusing lenses that allow you to target creatures from incredible distances. You may affix a scope to any two-handed firearm that deals piercing damage. While looking through a scope, the ranges of your normal vision and darkvision are doubled.

BANKING SHOT

* Also starting at 9th level, you learn the following option for your Targeting feature:
	+ **Ricochet.** You may attempt to bank a shot off of a wall or similar sturdy surface if you have a decent angle (DM’s discretion) to ignore full cover.

PIERCING SHOT

* Starting at 13th level, you learn the following option for your Targeting feature:
	+ **Piercing shot.** Your shot travels in a 60 foot line. All creatures in the line must make Dexterity saving throw or take the full damage of the attack.

BATTLE FOCUS

* By 17th level, you focus real good n’ stuff.
Forester's Powder

*Level 1 Recipe, Common, 20gp market price*

The ground-up caps of a certain mushroom have a funny, earthy scent to them. Soon after smelling it, the brain seems to ignore any scents from the nose at all.   You can dust this powder on the soles of your shoes as you travel to make tracking you and your group by scent impossible. The powder loses potency one hour after application.

*A creature skilled in Alchemy may craft this using these special ingredients: 10gp Calmcap*

 Back to Alchemy Homepage
Clan Crafter

## Overview

The Stout Folk are well known for their artisanship and the worth of their handiwork, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours, and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. You are most likely a dwarf, but not necessarily -- particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races.

If you aren't a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin's favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recommendation.

* **Skill Proficiencies**: History, Insight
* **Tool Proficiencies**: One type of artisan's tools
* **Languages**: Dwarvish or one other of your choice if you already speak Dwarvish
* **Equipment**: A set of artisan's tools with which you are proficient, a maker's mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler's clothes, and a pouch containing 5 gp and a gem worth 10 gp

## Feature: Respect of the Stout Folk

As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

## Suggested Characteristics

Use the tables for the guild artisan background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words "guild" and "clan" to be interchangeable.) Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craftsmanship.
Cleric’s Ward

*Level 1 Misc, Uncommon, 10gp market price*

This golden oil is often considered sacred due to its association with clergy.   This oil has three uses. You may spend one use to spread a bit on your forehead and the backs of your hands. When you do this, you have advantage on saving throws against charm, possession, and sleep effects for 1 hour.

*A creature skilled in Alchemy may craft this using 3gp of base materials and these special ingredients: 2gp wisp stalks*

 Back to Alchemy Homepage
Kobolds

Kobolds

The small cousins of the lizardfolk, Kobolds are a bit closer to the dragonborn heritage than their jungle-dwelling kin. Inquisitive, greedy, and cunning, they dwell in large clans as a custom leftover from days when they had no civilization to speak of, when they were safer in overwhelming numbers. Much like gnomes, Kobolds enjoy exploring and traveling, though they almost always do this out of a desire to bring back material wealth or power when they return to their clan.

Kobolds have lost any distinctive culture of their own, since their centuries-old integration into larger society. Instead, kobolds usually adopt the culture which they are immersed in.

## Kobold Traits

**Kobold Ancestral Traits**

   Kobolds reach adulthood at age 6. They can live up to 120 years, but rarely do so.

   (Small) Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds.

   30 ft.

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

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

    You can cast the Color Spray*1st-level Illusion*
**Casting Time:** 1 a
**Range:** 15-ft cone
**Components:** V,S,M
**Duration:** 1 rnd
6d10+2d10/SL hp of crea blinded, starting with the lowest current hp crea spell once with this trait, requiring no material or somatic components. You regain the ability to cast it this way when you finish a long rest. Charisma is your spellcasting ability for this spell.
Archaeologist/summary

**Archaeologist** was a background introduced in Tomb of Annihilation. Archaeologists study ancient cultures by looking at artifacts from the time period. They often travel around, seeking more knowledge.

* **Skill Proficiencies:** History, Survival
* **Tool Proficiencies:** Cartographer's tools or Navigator's tools
* **Languages:** One of your choice
* **Equipment:** A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp
Minotaurs/ancestry

A stoic but proud race, minotaurs come from a long line of warriors that fought in many wars ages ago. They place a strong emphasis on tradition, reason, and logic, and are as a whole very down-to-earth. Once stirred to anger however, a minotaur is like an unstoppable force of nature. Minotaur individuals can be found most commonly in the cities and nomadic tribes of Friskal, but have also spread to every realm at one time or another.
Learn more...
**Minotaur Ancestral Traits**

   Minotaurs reach adulthood around 20 years old, and can live up to around 80 years old.

   (Medium) Minotaurs are between 6 and 8 feet tall and weigh between 300 and 400 pounds. Most have horns between 1 and 2 feet long.

   40 ft.

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

    You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    You can make an attack with your horns, causing 1d8 piercing damage plus your Strength modifier. If the target is a creature of the same size or smaller, it must succeed on a DC 12 Strength saving throw or be 5 feet away and knocked prone.

    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.
Outlander/summary

You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

* **Skill Proficiencies**: Athletics, Survival
* **Tool Proficiencies**: One type of musical instrument
* **Languages**: One of your choice
* **Equipment**: A staff , a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp
Custom Background

You are unique, a real trend setter. You can't be described by the achievements of those that have already lived. So you'll have to make your own background. You have 8 points to spend on any of the Skill Proficiencies, Tool Proficiencies, or Languages available in D&D. The point cost of gaining any of these traits is listed below. You may also choose equipment up to a total value of 100 gold pieces. You do not keep any unspent gold, you do however start with an additional 15gp. You choices should reflect the type of life your character has lived, and who they have become in the world.

* **Skill Proficiencies:** 3 points
* **Tool Proficiencies:** 1 point
* **Languages:** 1 point
* **Equipment:** (100gp)+15gp

### Feature: Custom

Most importantly is your background's feature, this is where you get to be creative. Work with your DM to come up with an ability your character has access to that connects them to the world; A deck of cards that allows you to tell fortunes, an uncanny sense for nearby secret passages, a familiarity with the fire service so that your fireballs can be put out before they run amok. The feature should reflect your character's story, and give it a mechanical tangibility. It is recommended to look at other backgrounds for a sense of how to scale your feature, and ideas!
Backgrounds

## Every Story Has a Beginning

Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity.

The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

## Proficiencies

* Each background gives a character proficiency in two skills.
* Skills are described in chapter 7 of the PHB.
* In addition, most backgrounds give a character proficiency with one or more tools.
* Tools are detailed in chapter 5 of the PHB.
* If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.

## Languages

* Some backgrounds also allow characters to learn additional languages beyond those given by race.

## Equipment

* Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coins on gear, you do not receive the starting equipment from your background.

## Suggested Characteristics

* A background contains suggested personal characteristics based on your background.
* You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

## Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coins on gear as described in chapter 5. (If you spend coins, you can't also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one.

## List of Backgrounds

An "AL"-marked background refers to content that was not released in the source listed. Rather, it was created and introduced by the Adventurers League. While they are still legal backgrounds, you may wish to check with your DM before using any of them.

Additionally, any source that starts with "PS" is part of the Plane Shift series and is not inherently allowed. As always, please check with your DM before using it.
Languages

Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another.
Cheers! Delicious Party♡Precure

**Mofurun a remarqué que cet article manque de contenu ou a de la grammaire et des informations inadéquates. Elle dit que vous pouvez aider en modifiant cette ébauche!**

**Cheers! Delicious Party♡Precure** (Cheers！デリシャスパーティ♡プリキュア, ***Cheers! Delicious Party♡Precure***?) est la chanson thème de début pour la série de *Delicious Party♡Precure*. Elle est interprété par Machico et la chanson fait son début dans l'épisode 1, le 6 février 2022.

## Paroles

### Version courante

* Romaji
* Kanji
* Français

### Version longue

* Romaji
* Kanji
* Français
Mechromancer Grafts/Original

The original Mechromancer class can be found at the following link. These grafts are copied from that version of the class. https://www.dandwiki.com/wiki/Mechromancer\_(5e\_Class)

####  Arms

Two arm grafts can be equipped one to the "on hand" and one to the "off-hand". Some Grafts have a prerequisite on needing an "on hand" or "off-hand", if no prerequisite is named than the graft can be equipped to any hand you choose.

####  Back

  Winglets  | *Enhancement* | Gain a fly speed of 10 feet.

####  Chest

  Regenerative Metal  | *Enhancement* | Heal your mechromancer level \* 2 worth of hit points at the end of every encounter.

####  Head

  Language Modulator  | *Enhancement* | Upon hearing a language spoken that you do not understand, make an intelligence save above 10, a pass allows you to fully speak the language.

####  Legs

  Gravity Anchor  | *Enhancement* | Gains advantage rolls on any knock back or falling saves.
Fighter Class/Brute

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 Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

*3rd-level feature*

 You’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

*7th-level feature*

 Your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

*10th-level feature*

 You can choose a second option from the Fighting Style feature.

*15th-level feature*

 When you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

*18th-level feature*

 You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Inquisitor

## Overview

Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn’s absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland. They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn’s madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.

* **Skill Proficiencies**: Investigation, Religion
* **Tool Proficiencies**: Thieves’ tools, one set of artisan’s tools of your choice
* **Equipment**: A holy symbol, a set of traveler’s clothes, and a belt pouch containing 15 gp

## Feature: Legal Authority

As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry
out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.

## Suggested Characteristics

Inquisitors are often driven by zeal, plagued with suspicion, and haunted by self-doubt. They are all too susceptible to human failings, and their judgment is
not always divinely inspired.

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House Agent

## Overview

* **Skill Proficiencies**: Investigation, Persuasion
* **Tool Proficiencies**: Two tools by house:

* **Languages**: None
* **Equipment**: A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp.

## Role

You are always gathering information for your house. But when the barons come to you with a specific mission, what sort of work do you usually do? Choose your role or roll on the table below.

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## Feature: House connections

As an agent of your house, you can always get food and lodging for your friends at a house enclave. When the house assigns you a mission, it will usually provide you with necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house and you may encounter one of them when you interact with a house business. As a Lyrandar agent you may know the captain of an airship; as a Ghallanda agent you know a lot of innkeepers and bartenders. The degree to which such acquaintances will be willing to help you out will depend on your current standing in your house.

## Suggested Characteristics

House agents are a diverse lot. Consider the house you serve and the type of work you do in developing or selecting characteristics.

### Personality Traits

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### Ideals

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### Bonds

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### Flaws

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Elixir of Restoration

*Level 3 Potion, Rare, 60gp market price*

The clear red liquid of this potion has tiny bubbles of light in it.   Any diseases and any of the following conditions afflicting you are cured, unless inflicted by a curse: blinded, deafened, paralyzed, or poisoned.

*A creature skilled in Alchemy may craft this using 5gp of base materials and these special ingredients: 25gp Scroll of Lesser Restoration*

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Barbarian Class/Ancestral Guardian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger on in the world as mighty spirits who can guide and protect the living. When barbarians who follow this path rage, they cross the barrier into the spirit world and call on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians fight to protect their tribes and their allies. With the spirits’ help, they can hinder their foes even as they strike powerful blows against them.

In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell epic sagas of victories against terrible monsters and other fearsome rivals.

*3rd-level feature*

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

*6th-level feature*

 The guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

*10th-level feature*

 You gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury*2nd-level Divination*
**Casting Time:** 1 min
**Range:** Self
**Components:** V,S,Mƒ
**Duration:** Instantaneous (Ritual)
Omen about specific course of action you plan to take in the next 30 min (25gp) or 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, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can't use this feature again until you finish a short or long rest.

*14th-level feature*

 Your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage on an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
Batfolk/ancestry

Batfolk are known to live in enclaves in the jungles and sinkhole caves of Seiyance, often living in honeycomb tunnel networks entered from the underside of a rocky shelf. They are ingenious but short-lived compared to other folk of the Reach, and their culture places strong emphasis on the dangers that land-dwellers face.

Rumor has it that these batfolk have long-sundered kin that dwell in the shadow realm - creatures long in limb and sharp of tooth, which feed on the blood of mortal beings... but these stories are mostly heard in Vandrin households, as tales to scare children away from the dark.
Learn more...

**Batfolk Ancestral Traits**

   Batfolk reach maturity by age 5, and usually don't live longer than 40 years.

   (Small) The tallest of batfolk are 5 feet tall, but most individuals tend to be 3 to 4 feet tall. Your body is wiry and lightweight, between 30 and 70 pounds. Your size is Small.

   25 ft.

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

    While you are not wearing medium or heavy armor you have a flying speed of 40 feet. While flying in this way, your hands are unavailable to hold objects, make melee weapon attacks, or perform somatic components for casting spells.

    Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier.

    As a bonus action, you can emit a high frequency sound in all directions. Until the end of your turn you gain Blindsight out to a distance of 30 feet. You can't use this feature while you are Deafened.

    You have advantage on Wisdom (Perception) checks that involve listening.
Daylight’s Strength

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

This golden potion glows like a lit candle, and it warms the bottle like a cup of hot tea.   When you drink this potion, you gain the following benefits for 1 hour:

* Cold weather and climate does not affect you, and you have resistance to cold damage.
* Any sickness or disease afflicting you with chills or fever as symptoms has its remaining duration reduced by 3 days.
* You may re-roll any fire and radiant damage rolls once each.

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

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Bard Class/Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

*3rd-level feature*

 When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

*3rd-level feature*

 You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

*6th-level feature*

 You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.

*14th-level feature*

 When you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Melya’s Blessing

*Level 1 Misc, Common, 10gp market price*

Often used by university students as a study aid, this solution is a light lavender color at its purest, and is redder the lower its quality.   When you drink this potion, your mind seems to sharpen, and your focus quickens. You gain the following benefits for 8 hours:

* You may remove one point of exhaustion, which returns after the duration expires.
* You have advantage on Wisdom and Intelligence checks.
* You cannot be Surprised.
* You work twice as quickly when copying spells into a spellbook or inscribing scrolls.

 After the potion's duration expires, you suffer one point of exhaustion.

*A creature skilled in Alchemy may craft this using 3gp of base materials and these special ingredients: 2gp holy oil*

 Back to Alchemy Homepage
Criminal

## Overview

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

* **Skill Proficiencies**: Deception, Stealth
* **Tool Proficiencies**: One type of gaming set, thieves’ tools
* **Equipment**: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.

## Criminal Specialty

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

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## Feature: Criminal Contact

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

## Variant: Spy

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

## Suggested Characteristics

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

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