recursal/Fanatic-Fandom huggingface dataset:
Sorcerer Class/Stone

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.
 Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

*1st-level feature*

 Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the Stone Sorcery table, 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*

 Your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
 As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

*6th-level feature*

 Your command of earth magic grows stronger, allowing you to harness it for your allies’ protection. As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 4. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.
 In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

*14th-level feature*

 Your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

*18th-level feature*

 When you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.
Urchin

## Overview

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

* **Skill Proficiencies**: Sleight of Hand, Stealth
* **Tool Proficiencies**: Disguise kit, thieves' tools
* **Equipment**: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

## Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

## Suggested Characteristics

Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly.

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Mohana

## Deity

### Titles

The Wavesong, The Astral Tide, The Lady of the Tide, The Ruler Beneath, The Voice of the Deep

### Symbols

A multicolored fish or whale, a sea serpent, a harp surrounded by a rolling wave

### Worshipers

People who live and work on or near the sea and other bodies of water, especially tritons

### Domains

Water, Life, Music, Art, Illusion, Beauty

### Cleric Domains

Life, Nature, Trickery

Mohana is the deity of the sea and of the arts, especially of music. She is also revered in some places as the goddess of illusion and visions. She is traditionally referred to as female. Mohana is good-aligned, though she is not as selfless as Favnir or Meril. She prefers praise and worship through song, dance, and art, and in fact demands such offerings from any who wish to visit her court or gain her favor.

***Mohana's Realm.***  Drifting in the Heavens there is a horseshoe-shaped island protecting a beautiful cove, all ringed by a coral reef teeming with every kind of underwater life. Seabirds roost on the island's crags, said to truly be sea dragons in the guise of seabirds, guarding the sanctum of their mistress. Mohana herself makes her home in the cove, and her songs echo beautifully off the cove's walls filling the air with sound. The faithful that spend eternity in her service make their homes in the walls of the cove, both above and below the surface.

## Tenets

Mohana's clerics teach that for every push, there is a pull. Nature is a balance made of constant war between chaos and order, and those that seek to follow Mohana should be an instrument of this force. To those that have faith in this principle, and have great strength of character and conviction, Mohana often grants her blessings.

## Religion

The merpeople and tritons of the Astral Reach have a long tradition of worshiping her, and have a rich cultural history full of art and music dedicated to her and the world around them. Mohana seems not to care what the subjects of these works are, so long as the works themselves are beautiful and meaningful. Particularly in Seiyance and Antok, most performances of any sort begin with a brief dedication to her,

 Cleric Domains
Grave •
Forge •
Knowledge •
Life •
Light •
Nature •
Protection •
Tempest •
Trickery •
War
Ranger Class/Horizon Walker

Horizon walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse – especially benevolent dragons, fey, and elementals – that work to preserve life and the order of the planes.

*3rd-level feature*

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

*3rd-level feature*

 You gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest.

*3rd-level feature*

 You learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

*7th-level feature*

 You learn to step through the Ethereal Plane. As a bonus action on your turn, you can cast the Etherealness*7th-level Transmutation*
**Casting Time:** 1 a
**Range:** Self
**Components:** V,S
**Duration:** 8 h (D)
1/SL willing crea go to Ethereal Plane; move there, but able to perceive 60 ft into the normal plane spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

*11th-level feature*

 You gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
 If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

*15th-level feature*

 Your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Witch's Wit

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

This mushroom-herbal tea sharpens the mind, but without the detrimental effects of other brews.   A creature that drinks this tea while Researching as a Short or Day activity gains +1d8 to their Researching downtime checks during that time. This bonus could also apply to similar downtime activities involving high mental activity or stress.

*A creature skilled in Alchemy may craft this using 15gp of base materials and these special ingredients: 10gp amanita*

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Abenteuer 01: Zahltag

Im ersten Abenteuer treffen die Helden Bengt, Helsing, Feline und Tom zum ersten Mal aufeinander. Sie werden von einem Wirt erpresst, illegale Waren für ihn zu überbringen und geraten mit dem Wache der Stadt aneinander.

Es fing damit an, dass wir von einem Typ der Stadtwache einen Auftrag erhalten haben, einen Gegenstand zu transportieren, nachdem wir mit ihm aneinandergeraten sind (Jan Helsing? hat mit ihm diskutiert und Bengt hat sich selbst über den Tisch gezogen). Wir sind dann nach draussen und wir haben versucht den richtigen Weg zum Kolosseum zu finden, Jan hat dabei gepatzt und uns über einen Umweg geführt. Auf dem Weg sind an der Hinrichtung (Für Diebstahl) eines Sklaven vorbeigekommen und haben dabei die Frau getroffen, die mit ihm fremd gegangen ist. Wir habne ihre Halskette erhalten und sind dann zu ihrem Ehemann, der sie lieber in Person haben wollte. Er hat uns die Kette wenig erfreut aus der Hand gerissen.Weiterhin auf dme Weg sind wir an der Gasse vorbei gekommen in der einige mehr oder wneiger lebendige Garlandi lagen. Feline hat den letzten Überlebenden umgebracht (aus Versehen natürlich). Wir sind dann weiter zum Kolosseum und Bengt hat dort den Stein als Feuerstein erkannt, von dem Goblins angeblich ihre Feuerkräfte bekommen. Wir haben den Stein abgegeben und sind dann wieder zurück. Es stellte sich heraus, dass der Wachanführer uns die Beute nicht freiwillig geben wollte. Er hat uns in einen Hinterhalt in dem Lagerhaus des Gasthauses gelockt. Wir haben die Wachleute fertig gemacht und TomTom hat enem armen fliehenden Wachmann ein tödliches Beinchen gestellt. Wir haben den korrupten Wachmann überliefert und die Aufgabe bekommen uns in der Nähe der Stadt im Wald umzusehen.

Siehe auch: Epos, Kapitel 1,
Vetra

Vetra is a deity of wind, rain, and storms. She is traditionally referred to as female, and sometimes as nonbinary, but it is unclear whether the deity prefers any particular pronoun. Vetra is neutrally aligned, and generally aloof and inscrutable even for a deity. Traditionally, hurricanes and tornadoes were attributed to her power, as signs of her passing or her anger; while most scientists dispute this, saying there are less divine reasons for the gathering of the winds in this way, these calamities are still generally believed to be Vetra's influence by commoners and religious folk alike. Likewise, rainbows are interpreted as signs of Vetra's joy or contentment, and are regarded as blessings from the god of storms.

***Vetra's Realm.***  No living mortal has ever seen the interior of Vetra's realm, but they have seen it as if from afar - a vast hurricane drifting through the heavens, waxing and waning but never weakening in its intensity.

## Tenets

Vetra's clerics teach that for every push, there is a pull. Nature is a balance made of constant war between chaos and order, and those that seek to follow Vetra should be an instrument of this force. To those that have faith in this principle, and have great strength of character and conviction, Vetra often grants her blessings.

## Religion

Interestingly, Vetra seems to form relationships with individual followers seemingly at random. There are many devoted of Vetra, each with different personal values and moral standards depending on personality and culture, and yet the Rainbringer does not seem to favor one type more than another. This means that few have been successful in gathering any number of powerful Vetra devotees to establish an organized religion or cult.

Despite this, Vetra-worship is not rare by any means. Farmers and sailors in Antok usually prefer to pray to her over other nature-domain deities, and sailors everywhere are at the very least aware of her, if not her most faithful devotees. In most realms is typical for at least one sailor aboard a ship to lead an informal prayer to Vetra before setting sail, beseeching her for favorable winds free of storms. This practice has become rather UN-popular with Vandrin sailors due to the general populace's recent fascination with scientific explanations for natural or magical phenomena (unverified as these explanations may sometimes be).

 Cleric Domains
Grave •
Forge •
Knowledge •
Life •
Light •
Nature •
Protection •
Tempest •
Trickery •
War
Selesnya Initiate

## Overview

You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds-with military force if necessary.

* **Skill Proficiencies**: Nature, Persuasion
* **Tool Proficiencies**: One type of artisan's tools or one musical instrument
* **Language Proficiencies**: Choose one of Elvish, Loxodon, or Sylvan
* **Equipment**: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)

## Feature: Conclave's Shelter

You are a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort.
In addition, as a guild member you can receive free healing and care as a Selesnya enclave, though you must provide any material components needed for spells.

## Feature: Selesnya Guild Spells

Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Selesnya 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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Members of the Selesnya Conclave refer to their magic as "doruvati", a Sylvan word meaning "gift". When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells.

## Suggested Characteristics

Most members of the Selesnya Conclave are true believers-the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful-unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.

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Sorcerer Class/Sea Custom

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
 Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

*1st-level feature*

 Your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

*1st-level feature*

 When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse. Once per turn when you cast a spell, you can trigger an additional effect if the spell deals cold damage, knocks a creature prone, or forces it to move. Doing so subjects all targets of the spell to the appropriate additional effect below (you choose the effect to use if more than one effect applies):

* ***Cold Damage.***  If an affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. This effect stacks with any other effect reducing the target's speed.
* ***Knocked Prone.***  If the affected target is knocked prone by the effects of your spell, the target must use all of its movement to stand up.
* ***Forced Movement.***  If the target is moved by your spell, increase the distance it is moved by 15 feet.

*6th-level feature*

 You gain resistance to fire damage.
 You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your sorcerer level plus your Charisma modifier, and then you can move up to 30 feet without provoking opportunity attacks.

*14th-level feature*

 You gain the ability to enter a liquid state while moving. When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.
 On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

*18th-level feature*

 Your being is altered by the power of the sea. You gain the following benefits:

* You no longer need to eat, drink, or sleep.
* A critical hit against you becomes a normal hit.
* You have resistance to bludgeoning, piercing, and slashing damage.
Wizard Class/Bladesinger

Blade singers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

 In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

*2nd-level feature*

 You gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice. You also gain proficiency in the Performance skill if you don't already have it.

*2nd-level feature*

 You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
 You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
 While your Bladesong is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Intelligence modifier (minimum of +l).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

 You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

*6th-level feature*

 You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

*10th-level feature*

 You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

*14th-level feature*

 You can add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.
Sylvani

Sylvani

Half-dryads, also known as Sylvani, are incredibly rare, with most originating in the Feywild and finding their way to the Astral Reach through various means. Elusive and solitary, most inherit the love of nature that their wood spirit mothers all share, and have an innate understanding of the plants and beasts of the forest.
Rogue Class/Scout Revised

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world.

SKIRMISHER

* Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

PRECISION STRIKE

* Starting at 3rd level, you can target your opponent's weaknesses to hamper them in combat. When you roll Sneak Attack damage on a target, you may choose to halve the damage your Sneak Attack would do to add one of the following effects to the hit:

SUPERIOR MOBILITY

* At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

AMBUSH MASTER

* Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

SUDDEN STRIKE

* Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.
Soldier/summary

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp
Warlock Class/Pact of the Chain

You learn the *find familiar* spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
Potion of Resistance

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

This potion looks like swirling, molten metal of many colors, and is heavier than expected.   When you drink this potion, you gain resistance to one type of damage for 1 hour. The brewer (or the DM) chooses the type or determines it randomly from these options: Acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.

*A creature skilled in Alchemy may craft this using 15gp of base materials and these special ingredients: 50gp dragon blood, 10gp metal powder (aspect dependant)*

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Restorative Paste

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

This nut-brown paste looks (and smells) a bit disgusting, but its healing effects are undeniable.   To be effective, this paste should be applied before a long rest and remain undisturbed for the duration of that rest. When used in this way, the paste can heal shallow scars, warts, sunburn, and other skin-surface ailments. One batch is enough for three such applications.

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

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Rogue Class/Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter - these are just a few of the roles that Scouts assume as they range the world.

SKIRMISHER

* Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

SURVIVALIST

* When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

SUPERIOR MOBILITY

* At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

AMBUSH MASTER

* Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

SUDDEN STRIKE

* Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.
Warlock Class/Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Rukk/ancestry

It is said that the first rukk were descended of a great orc chieftain, who defied her bloodthirsty, untameable brother and led her tribe to become peaceful hunter-gatherers. To this day, humanoids with rukk ancestry have the tough, thick build of their ancestors, but are just as capable and jovial as any other humanoid (if perhaps a bit hotter-tempered). Rukk people can be found most commonly in their homeland of Seiyance, but have also spread to every other realm.
Learn more...
**Rukk Ancestral Traits**

   Rukk mature a little faster than humans, reaching adulthood around age 17. They also age noticeably faster and rarely live longer than 75 years.

   (Medium) Rukk are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall.

   30 ft.

    When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Port Merchant/summary

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

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

## Overview

*"Hurry Thuorvellt, We need to leave, now!”*

Those words still haunt your dreams at night. When everyone was fleeing Phlan, you choose to stay. Whether out of an emotional attachment, or pursuit of riches, you made the decision that would affect the rest of your life.

Food became scarcer for those without connections. You became a beggar and to stay alive you bartered information to any interested party with food or gold to spare. You were good at what you did, and thought you were invincible. That changed when you were captured by the Tears of Virulence, the soldiers of Vorgansharax, the Maimed Virulence, for selling secrets to those bent on overthrowing the dragon. They locked you in the cells of Stojanow Gate. The first weeks you hoped to stay alive. As the weeks turned into months, and the interrogations continued you began to pray for death.

* **Skill Proficiencies**: Deception, Perception
* **Tool Proficiencies**: One type of gaming set, thieves' tools
* **Equipment**: A small knife, a set of common clothes, a trinket from the life you stayed behind to defend, a belt pouch with 10 gp
* **Lifestyle**: Poor

## Feature: Ex-Convict

The knowledge gained during your incarceration lets you gain insight into local guards and jailors. You know which will accept bribes, or look the other way for you. You can also seek shelter for yourself from authorities with other criminals in the area. **Note**: This feature is a variant of the Courtier feature.

## Personality

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Shade Fanatic

## Overview

You grew up at a time when the wizards of Netheril were at war with the elves of Cormanthor. You recall sitting cross- legged hearing the stories of the glorious Thultanthar, also called the Shade Enclave and the City of Shade, and aspired to study there and maybe even did, for a time. Your dreams came crashing down a few years ago when Thultanthar fell from the sky upon Myth Drannor. You know that there was a Netherese Garrison stationed near Hillsfar and have heard rumors that its downfall came from traitors within the ranks. You remain loyal to Netheril and seek other Shade loyalists and fanatics in the Cormanthor forest and the areas surrounding Hillsfar.

* **Skill Proficiencies**. Deception, Intimidation
* **Tool Proficiencies**. Forgery Kit
* **Languages**. Netherese (or one language of your choice)
* **Equipment**. A forgery kit, a transparent cylinder of shadow that has no opening, a signet ring, a set of fine clothes, and 15 gp.
* **Lifestyle**. Moderate

## Feature: Secret Society

You have a special way of communicating with others who feel the same way you do about the Shade. When you enter a village or larger city you can identify contact who will give you information on those that would hinder your goals and those would help you simply because of your desire to see the Shade Enclave return in all its glory. **Note**: This feature is a variant of the Criminal feature.

## Personality

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Soldier

## Overview

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.

* **Skill Proficiencies**: Athletics, Intimidation
* **Tool Proficiencies**: One type of gaming set, vehicles (land)
* **Equipment**: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

## Specialty

During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:

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## Feature: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

## Suggested Characteristics

The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.

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Chor

Chor war ein Mensch der Freien Städte und Archäologe (Eigentlich eher Grabräuber...). Er war Mitglied der Abenteurergruppe und starb im Kampf.

## Besondere Leistungen

* Einen Fluss anzünden.
* Eine Gruppe dazu überreden, mit ihm einen Tempel zu erkunden und dann zur eigentlichen Erkundung nicht anwesend sein.
* "Wenn mich der Typ mit den Stachelbeinen voraus anspringt, sollte ich lieber auf ihn schießen, anstatt auszuweichen."
Zoivan-Galaxy Wiki

## Welcome to the Wiki

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## Describe your topic

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Urban Bounty Hunter

## Overview

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.

## Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

## Suggested Characteristics

Use the tables for the criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter. For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Sprites/culture

Learn more...

**Sprite Cultural Traits**

   DEX +1

   Sprites are territorial, but rarely malevolent. Those raised among sprites tend towards neutrality instead of law or chaos, and towards good rather than evil.

   Common, Sylvan

    Once per day as an action, you may cast Invisibility*2nd-level Illusion*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M
**Duration:** Conc, 1 h
1+1/SL crea invisible; attacking/casting makes the crea visible; anything worn/carried is also invisible on yourself, without expending a spell slot or using material components. Charisma is your spellcasting ability for it.

    You touch a creature and magically know the creature's current emotional state. If the target fails a DC (8 + your Charisma modifier + your proficiency bonus) Charisma saving throw, you also know the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Potion of Giant Strength

*Level 2 Potion, Uncommon, 125gp market price*

This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type.   When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. The potion of Frost Giant Strength and the potion of Stone Giant Strength have the same effect.

* Hill Giant - Str 21 - Uncommon
* Frost/Stone Giant - Str 23 - Rare
* Fire Giant - Str 25 - Rare
* Cloud Giant - Str 27 - Very Rare
* Storm Giant - Str 29 - Legendary

 *A creature skilled in Alchemy may craft this using 65gp of base materials and these special ingredients: 50gp Giant's Toenail, 10gp cadmia*

 Back to Alchemy Homepage
Shila

Eine Psionikerin der Baganie, deren Ausbildung noch nicht abgeschlossen war, als sie von Sklavenhändlern entführt und der Technokratie der Ekor-Rim verkauft wurde. Lin freundete sich mit ihr an, sorgte für sie und nahm sie schließlich mit auf ihre Flucht an die Oberfläche. Sie erblickte jedoch nie wieder das Licht der Sonne, sondern verstarb auf blutige Weise, woran wahrscheinlich ihre nicht korrekt abgelaufene Verwandlung zur Psionikerin Schuld war, hinterliess aber ihren Symbionten und Sohn, Romulus, lebend.
Abenteuer 24: Der Zweite Mond

In dem vierundzwanzigsten Abenteuer der berühmten Abenteurergruppe, dringen die Helden bis zur Schwarzeisenfeste vor und treffen dort auf den Zweiten Mond und seine Diener.

## Ausgangssituation

Nach dem Kampf mit den Goblins im letzten Abenteuer, werden Nia, Konrad, Cassus, Varg und Svenja von ihrem Goblinführer weiter in Richtung Norden geführt. In der Nacht hat Svenja einen Traum von Rema, die ihr gesteht, etwas furchtbares getan zu haben. Svenja verspricht ihr zu helfen. Als der Rest der Gruppe kurz darauf erwacht, ist sie spurlos verschwunden. Die Gruppe versucht zwar Svenja zu finden, muss aber schnell feststellen, dass der Versuch aussichtlos ist. Daraufhin ziehen sie weiter, ihrem Führer folgend, nordwärts.

## Einteiler (01.09.2018)

### Die Schwarzeisenfeste

Am Ende des Waldes werden die Gefährten von einem lauten Schrei und einem sich nähernden Wesen aufgeschreckt. Aus dem Wald stürzt außerdem Ceres, welcher die Gruppe bereits eine Zeit lang verfolgte sich aber vorerst als Werner Kar ausgab.

Der Goblin führt die Gruppe zu Irguz und seinem Wolf Riza. Irguz führt die Gruppe zur Schwarzeisenfeste, die Hanfer mit einer bekannten Brauerei verwechselt. Entsprechend ist seine Enttäuschung, als er erkennt, dass kein Bier auf ihn wartet. Die Festung ist unter anderem von Goblins bewohnt, denen Nia einige ihrer Gauklertricks vorführt und dafür von den Goblins beschenkt wird.

 Wir werden vor den Rat gestellt und die diskutieren, ob wir den Zweiten Mond sehen dürfen. Irgurz und Helsing (DUUUUUUUUDE) bürgen für uns und wir gehen nach oben. Da treffen wir Treiaer, der Romulus bei sich hat und den auch behalten will. Wir reden mit dem Zweiten Mond, welcher echt nicht sexy aussieht. der sagt dass seine Tochter, die Schwarze Lillie tot ist und dass uns er hilft uns wenn wir einer Mantarischen Heerführerin einen Stein geben. Wir sagen ja und gehen weiter. Wir planen in das Mantarische Lager zu kommen und uns fällt auf, dass wir nicht da rein können weil Hisurq und Elquiez da sind. Also geht Ceres alleine und kommt sogar zur Kommandantin. Varg versucht inzwischen ein Ablenkungsmanöver (Lawine) zu starten, wird aber entdeckt. Nia versucht irgendwas, wird entdeckt und umgeboxt. Also geht die Hölle los. Die Kommandantin nimmt den Stein, stirbt oder so und der Himmel wird dunkel. Dann kommen die Goblins und die Bleichen Diener und schlachten das Lager ab. Elquiez, Hisurq und Ceres können entkommen. Dann wird die Schwarze Lillie im Körper der Kommandantin wiedergeboren und sagt sie erfüllt uns einen Wunsch. Wir wünschen uns, vom Schicksal gelöst zu sein.]
Lista

Lista's current location.

**Lista** is an empire in the western part of the southern star-road. It is the first empire, being created in 0,981. The empire's capital is the star of Aliya. It is led by Derángener Aqueres. The empire's religion is the Order of the Purple Stone.

## List of leaders

**Aqueres Dynasty**

1. Derángener Aqueres (current)
Magier

Magier werden jene Ie genannt, welche in der Lage sind Magie zu praktizieren und dies auch aktiv tun.

## Arten der Magie

Jeder Magier praktiziert Magie auf seine indivduelle Art und Weise, dennoch lassen sich drei Arten von Magie unterscheiden:

* Akademische Magie
* Hasardierende Magie
* Magie der Sechs Zirkel

Genaueres dazu im Artikel Magie

## Magiefähige Wesen

Nur ein gewisser Anteil der Wesen auf der Welt ist in der Lage Magie zu nutzen. Warum das so ist und was die entscheidenden Faktoren dafür sind, das ein Wesen diese Fähigkeit besitzt, ist nicht bekannt. Es folgt eine Aufzählung aller Lebewesen die als intelligent und zivilisiert gelten, ihrer Magiefähigkeit und ihrer bevorzugten Art der Magie: **[Bitte korrigieren und vervollständigen]**

* Baganie: Vollmagiefähig, Primär Akademische Magie, Sekundär Magie der Sechs Zirkel
* Garlandi: Nichtmagiefähig
* Fernki: Nichtmagiefähig
* Grimreni: Nichtmagiefähig
* Aurora: Halbmagiefähig, ???
* Mantarier: Halbmagiefähig, Primär Akademische Magie
* Freie Städte: Halbmagiefähig, ???
* Nordstämme: Halbmagiefähig, Primär Hasardierende Magie
* Eko-Rim: Nichtmagiefähig
* Shriek: Halbmagiefähig, Primär Hasardierende Magie (Feuermagie)
* Derem-Shriek: Halbmagiefähig, Primär Hasardierende Magie (Feuermagie)

Ob bzw. inwiefern sich Monster bzw. wilde Tiere der Magie bedienen können ist nicht bekannt.

Offenbar gibt es noch weitere Arten der Magie, derer sich nur bestimmte Lebewesen bedienen können. Beispielsweise verfügen Drachen offenbar über eine besondere Art der Magie (insbesondere Transmutationsmagie). Auch Bleiche scheinen in irgendeiner Form Magie praktizieren zu können, inwieweit diese Magie der bekannten Magieformen ähnelt, ist nicht bekannt.