recursal/Fanatic-Fandom huggingface dataset:
Halfling

**Are you guys going to be all day with that owlbear? I'm getting hungry...ooh, maybe I'll buy new pants after this!**  *- Lindsay Underhill, Halfling Bard*

Halflings are an affable and cheefrul people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things such as an exotic food or unfamiliar style of clothing.

Next to humans, halflings are likely to be the most likely to develop an affinity for adventure. For halflings it's more their curiosity and general kindness towards others. Often times, they're mistaken for the fellow smallfolk, the gnomes. Halflings will be the first to clarify the distinction between the two.

### **Halfling Traits**

* **Average Height** 2'9" - 3'10"
* **Average Weight** 35-45
* **Ability Scores** +2 Dexterity, +1 Charisma
* **Size** Small
* **Speed** 25 feet
* **Alignment:** Most halflings are lawful good. As a rule they are good-hearted and hate to see others suffering or in pain. They are also very orderly and traditional, leaning on the comfort of their community and old ways.
* **Vision** Normal
* **Languages** Common and Halfling
* **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw you can re-roll the die immediately but you must take the new result.
* **Brave:** You have advantage on saving throws against being frightened.
* **Halfling Nimbleness:** You can move through the space of any creature that is a size larger than you.
* **Naturally Stealthy:** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

### **Halfling Names**

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations.
Conjure Fey

Conjuration

Level: 6th

Casting time: 1 Minute

Range: 90 feet

Components: V, S

Duration: 1 hour

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the fey creature's statistics. Some sample creatures are listed below.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

**Sample Creatures**
War Child Background

You grew up in a region ravaged by warfare, where danger lies arond every dawn. The times you spent hiding away from soldiers, fighting back against the assaults or simply helping those who did so unsuccessfully. You have left that world behind now, whether the war itself ended or if you simply left never to look back. But the time spent in war will never let you return to the one you once were.

**Skill Proficiencies:**You choose two from Athletics, Medicine or Stealth

**Tool Proficiencies:**You gain proficiency in one artisan's tools of your choice.

**Languages:**You know one language of your choice.

**Equipment:**A healer's kit, a keepsake from your old home, a set of common clothes featuring a hooded cloak, and a pouch containing 15 gp

**Family and Friends**

During times of war, everyone learns how fragile life can be and especially when the lives of those closest to you are at stake. Consider how your friends and family faired through the war, maybe something happened to one or several of them that made you leave. You can roll on the following table to determine what happened to them, or choose one that fits your character.

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**Feature: Threat assesment**

Your time at war has made you adept at locating the most dangerous thing in a hostile situation. When the adrenaline kicks in, your senses heighten and you can quickly tell what is the most immediate danger in a hostile situation.

##### Suggested Characteristics

Being raised in an almost constant sense of danger you can be prone to be both very jumpy or very cold, maybe. One thing most War Children have in common is that they value life over all, and will not take others lightly. You've spent your days caring for others, protecting them and yourself and have come to understand that many might have their lives because of you and your others, but so many were lost because of it as well.

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Conjure Minor Elemental

Conjuration

Level: 4th

Casting time: 1 Minute

Range: 90 feet

Components: V, S

Duration: 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

**At Higher Levels.** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

**Sample Elementals**

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Courtesan Background

Nobles, politicians, criminals, the common man; hell, maybe even an orc or two. At some point in your life, you have been with all manner of society's finest and worst through your profession. Your profession, whether through freedom of choice, or a cruel twist of unfortunate events, is one that utilizes a very specific set of skills: the art of seduction. Though your circumstances may be unfortunate, you use them to your advantage. Whether it is using your body to persuade a client to change their mind on an issue, using your unique skill set to distract clients while you steal from right under their noses, or even playing the part of a cheap assassin.

When making a character with this background ask yourself these question: What led your character to these circumstances? Was it a twisted and unfortunate fate? Or was it a vocation of choice? How much do you charge for your services? Are you self employed, or do you work under a pimp? Where do you work? Where is your place of work? These are the questions you must consider and consider wisely, for they will shape your character, in the beginning of their journey at least.

**Skill Proficiencies:**Persuasion, Sleight of Hand

**Tool Proficiencies:**Disguise kit

**Languages:**One language of your choice.

**Equipment:**A set of fine clothes, a purse containing 5 gp, a disguise kit, and a small gilded mirror.

**History of Service**

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**Feature: Seducer's Wiles**

Your experiences with every creature have taught you how to use your tempting looks and inviting attitude to bring anyone of either gender in your embrace. You can call upon a creature that can see and hear you, and gain its attention without it suspecting something (other than what you offer).

**Alternate Feature: Jaded**

During your work, you've come across some truly twisted stuff, both people's actions and the people themselves. Some of which you experienced much more closely than you'd probably have preferred. As such, precious little truly shocks you anymore. You tend to remain relatively calm and rational through events and scenes that leave others sick to their stomach.

##### Suggested Characteristics

When creating a Courtesan, think about how they feel about their situation. Do they enjoy their work? Do they hate it? Is there a reason they're doing it? This can be useful in deciding how your Courtesan will act.

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Branding Smite

Evocation

Level: 2nd

Casting time: 1 Bonus Action

Range: Self

Components: V

Duration: 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.

**At Higher Levels.**When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Blinding Smite

Evocation

Level: 3rd

Casting time: 1 Bonus Action

Range: Self

Components: V

Duration: 1 minute

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Contact Other Plane

Divination

Level: 5th

Casting time: 1 Minute

Range: Self

Components: V

Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A *greater restoration* spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Caravan Specialist Background

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

**Skill Proficiencies:**Animal Handling, Survival

**Tool Proficiencies:**Vehicles (Land)

**Languages:**One of your choice

**Equipment:**A whip, a tent, a regional map, a set of traveling clothes, and a belt pouch containing 10 gp.

**Feature: Wagonmaster**

You are used to being in charge of the operation and your reputation for reliability has you on a short list when the job is critical. Experience has taught you to rely on your gut. Others recognize this and look to you for direction when a situation gets serious. You are able to identify the most defensible locations for camping. If you are part of a caravan outfit, you are able to attract two additional workers that are loyal to you based on your reputation. You have an excellent memory for maps and geography and can always determine your cardinal directions while traveling.

##### Suggested Characteristics

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Soldier Background

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 pouch containing 10gp.

**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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Banishment

Abjuration

Level: 4th

Casting time: 1 Action

Range: 60 feet

Components: V, S, M

Duration: 1 minute

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
Folk Hero Background

You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.

**Skill Proficiencies:** Animal Handling, Survival

**Tool Proficiencies:** One type of artisan's tools, vehicles (land)

**Equipment:** A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10gp.

**Defining Event**

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

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**Feature: Rustic Hospitality**

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

##### Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

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Charlatan Background

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.

You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

**Skill Proficiencies:** Deception, Sleight of Hand

**Tool Proficiences:** Disguise Kit, Forgery Kit

**Equipment:** A set of fine clothes, a disguise kid, tools of the con of your choice (ten stoppered bottles filled with coloured liquid, a set of weighted dice, a deck of marked cards (or a signet ring of an imaginary duke), and a pouch containing 15 gp.

**Favorite Schemes**

Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on the table below.

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**Feature: False Identity**

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

##### Suggested Characteristics

Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

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Aasimar

**You can talk about being a good person, or having pure intentions. But there is nothing in the world that comes close to an Aasimar. Such is the case when you've got celestial blood.**

*- Felix Stark, Human Cleric*

Aasimars are the result of a relationship between a human and a good-aligned outsider. Often times the outsider was an angel, but not always. Due to their celestial background, Aasimar appear to look like humans. Their more exotic features are usually even more attractive than that of a pure human.

These fighters of evil were prominent before the Sundering. Since that time, their population has lessened as a result of the heavens no longer getting involved in the affairs of Lasaro. But they are still out there, and they will met out evil wherever possible.

#### **Hidden In Sight**

While they are not as common, Aasimar are in plain sight more often than you might think. They just
choose to keep their celestial details hidden from the common populace. Partly because they know there
are forces out there that would love to strike down a heavenly champion. But also because in that scenario, innocent lives would be put at risk.

#### Purity

The bloodline of an Aasimar is as pure as holy water. Each Aasimar will only sire with someone of Good alignment and even then only if they are human or another Aasimar.

### **Aasimar Traits**

* **Average Height:** 5'0" - 6'5"
* **Average Weight:** 100-190 lbs.
* **Ability Scores:** +2 Charisma, +1 Dexterity
* **Size:** Medium
* **Speed:** 30 feet
* **Alignment:** Aasimar are born of celstial blood. It's in their nature to be of good alignment, though it's not unheard of for one to fall from grace.
* **Vision:** Darkvision to 60 ft.
* **Languages:** Common and Celestial
* **Light Bearer:** You know the *light* cantrip.
* Charisma is your spellcasting ability for it.
* **Celestial Resistance:** You have resistance to necrotic and radiant damage.
* **Healing Hands:** As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait you cannot use it again until you finish a long rest.
Bastard Background

You have spent your life as a half-child, receiving the love of one parent but the resentment of another. You seek belonging, but that sense of loneliness has created a drive and discipline that is rare among others your age. Although less likely to form friendships, those few bonds that you do have are strong and uneasily broken. You have also learned to blend in (as much as is possible), to stay out of the eye of those who might mock you. You're also adept at entertaining yourself and spending long periods in solitude.

**Skill Proficiencies:** Choose two from Deception, Intimidation, Insight, or Stealth.

**Tool Proficiencies:** Forgery kit or disguise kit

**Languages:** One of your choice.

**Equipment:**A worn leather satchel stuffed with notes and musings (possibly artistic) from your hours of solitude, a memento from your natural parent, a set of common clothes, a forgery kit, and 10 gp.

**Feature: Unknown Heritage**

You carry in your body and heart the blood of an unknown parent, with abilities, beliefs, and passions with which you are unfamiliar. At least one aspect of this unknown parent will likely affect your life in an unexpected way, either in an important moment or through constant small interactions with the world around you. You might have an ability, a latent talent, a predisposition to a certain skill, or even a power that is atypical for your profession or class. This remnant of your unknown parent may manifest when you least expect it, in surprising ways.

Work with your DM to determine the details of your heritage, how that heritage might manifest itself in known as well as unexpected ways, and its impact on the campaign.

##### Suggested Characteristics

Some bastards spend their lives trying to fit in and win the approval of their adopted parent or family. Others live lives marked by bitterness as they hate those who do not accept them. Still others live lives of honor and respect, spending their waking moments trying to prove their worth to those who would write them off as the refuse of society.

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Chain Lightning

Evocation

Level: 6th

Casting time: 1 Action

Range: 150 feet

Components: V, S, M

Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

**At Higher Levels.** When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
Bane

Enchantment

Level: 1st

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: 1 minute

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Apprentice Background

You've spent the last few years working under the tutelage of a guild, organization or powerful character. Maybe you acquired the skills of dwarven ore-melting deep in the mountains, worked as an assistant in an alchemy shoppe, were a trainee sellsman for an illustrious wine-making family, a damsel of company for a local noblewoman, or even a squire for a legendary paladin... in any case you've quickly learned to guess other people's needs as you attended to the many practical tasks your work demanded. You've also become quite proficient in dealing with powerful, often difficult people and ironing out their quirks as well as their laundry.

Yet all this time spent working for others hasn't offered you the opportunity to truly discover your path in life. Recently released from your duties, you intend to remedy to this, as you finally set out on your own !

**Skill Proficiencies:** Insight or Persuasion + 1 other skill of your choice.

**Tool Proficiencies:** 2 sets of tools of your choice.

**Equipment:** A small portable kitchen, a short sword, a big leather satchel, a lantern, a set of common clothes, and a pouch containing 15 gp.

**Feature: Dependable Mindset**

As an apprentice, you're used to be faced with impromptu and sometimes awkward work situations that demand both a quick response and good People's Skills. As such, you've become knowledgeable in various tricks of the trade and can placate or divert an interlocutors' anger, or inspire their confidence when the need arises.

Your mindset can be based on a sour disposition backed by a perfectionist's mind, or a happy-go-lucky openness that show your natural optimism and resourcefulness, but be it as it may, you're the man (or woman) for the situation when unexpected practical difficulties arise.

You have access to various professional contacts and shoppes in one city of your choice, and know of at least one influential NPC relating to your old work.

##### Suggested Characteristics

Apprentices are generally very practical and/or people oriented, so their skills and specialties will tend to gravitate towards the social and the immediately useful.

On the other hand, they may have quirks that reflect their old masters and employers' tendencies or traumas.

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Control Water

Transmutation

Level: 4th

Casting time: 1 Action

Range: 300 feet

Components: V, S, M

Duration: 10 minutes

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

**Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Acid Splash

Conjuration

Level: Cantrip

Casting time: 1 Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

**At Higher Level:** This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Animate Dead

Necromancy

Level: 3rd

Casting time: 1 Minute

Range: 10 feet

Components: V, S, M

Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Explorer Background

The world called—and you answered. Few can resist the lure of distant mysteries in uncharted land; be it endless forests or golden deserts, savage jungles or a jagged mountain range. Perhaps you are paid to explore, accompanying archaeologists or pioneering new territory. You might even be one the rare few born with insatiable curiosity, driven to weave their way through the unknown for nothing but the wonder of what they may discover.

Whatever the reason, you have a knack for finding the secret paths of the world, delving farther than any dared before you.

**Skill Proficiencies:**Choose two of the following: Athletics, Nature, Perception or Survival

**Tool Proficiencies:**Cartographer’s tools or navigator’s tools

**Languages:**One of your choice

**Equipment:**A staff, a climber's kit or a coil of hempen rope and a grappling hook, a two-person tent, a set of traveler’s clothes, and a pouch containing 10 gp

**Motivation**

You venture to the farthest corners of the world, but why go to such extremes? Consider the reasoning behind your search across the land and what drives you forward over the often-harsh terrain. You can roll on the following table to determine your motivation, or choose one that best fits your character.

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**Feature: Trailblazer**

Your instincts of discovery are well honed, and you can almost always find your way to a point of interest when traversing natural environments. In addition, you can precisely recall the exact route you've traveled over the past three weeks.

##### Suggested Characteristics

Curious and inquisitive, explorers are always thinking ahead to new discoveries rather than dwelling on the present. Rarely settled, constant travelling leads to them forming few permanent bonds, both with people and locations.

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Criminal Background

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 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.

##### 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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Noble Background

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?

What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?

These details help establish your family and your title as features of the world of the campaign.

**Skill Proficiencies:** History, Persuasion

**Tool Proficiencies:** One type of gaming set

**Languages:** One of your choice

**Equipment:** A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.

**Feature: Position of Privilege**

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

##### Suggested Characteristics

Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.

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Urchin Background

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, 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 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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Mounts and Vehicles

## Mounts and Other Animals Edit

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

## Tack, Harness and Drawn Vehicles Edit

#### **Barding.** Edit

Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

#### **Saddles.** Edit

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

## Waterborne vehicles Edit

 Keelboat
 Longship
 Rowboat
 Sailing ship
 Warship

#### **Rowed Vessels.** Edit

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

## Vehicle or Mount Proficiency. Edit

If you have proficiency with a certain kind of vehicle or mount (land or water), you can add your proficiency bonus to any check you make to control that kind of mount or vehicle in difficult circumstances.
Commune

Divination

Level: 5th

Casting time: 1 Minute

Range: Self

Components: V, S, M

Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.
Aura of Vitality

Evocation

Level: 3rd

Casting time: 1 Action

Range: Self

Components: V

Duration: 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
Conjure Barrage

Conjuration

Level: 3rd

Casting time: 1 Action

Range: 60 feet

Components: V, S, M

Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
Aid

Abjuration

Level: 2nd

Casting time: 1 Action

Range: 30 feet

Components: V, S, M

Duration: 8 hrs.

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Half-Dwarf

**I don't care if you call them half-dwarves, half-breeds, or barrels with legs. When my life is on the line, I'm a hell of a lot more comfortable with one of them fighting beside me!** *- Sir Dole Marin, Human Wizard*

Depending on who you talk to, half-dwarves look like small, plump, humans or tall and skinny dwarves. With
their near inability to grow a beard, they're easy to tell apart from their dwarven brethren. Plus, the dwarves tend to look down on them, while humans nicknamed them squats for their tiny tank-like stature. Because of this, half-dwarves tend to be loners and in situations where they could make allies they push hard to prove themselves through their deeds rather than their words.

### **Half-Dwarf Traits**

* **Average Height:** 4’10” - 5’5”
* **Average Weight:** 160 - 300 lbs
* **Ability Scores:** +1 Constitution and +1 to two other ability scores of your choice
* **Size:** Medium
* **Speed:** 30 feet. Your speed is not reduced while wearing heavy armor.
* **Alignment:** Half-dwarves are lawful to a fault. They don't lean towards good or evil but both can be found among their ranks.
* **Vision:** Darkvision to 60 feet
* **Languages:** Common and Dwarven
* **Dwarven Resiliency:** You have advantage on saving throws against poison, and you have resistance against poison damage.

### **Half-Dwarf Names**

Depending on the parents, a half-dwarf could have a completely human name, or a completely dwarven name. More often then not, there name shares names from both ancestries.
Commune With Nature

Divination

Level: 5th

Casting time: 1 Minute

Range: Self

Components: V, S

Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.