recursal/Fanatic-Fandom huggingface dataset:
Celene Maedril

*"I follow where ever my heart leads me, and right now, it has led me here."*

**Race:** Human

**Origin:** Commoner

**Class:** Bard

**Level:** 5

**Player:** Cam

## **Biography**

Celene Maedril is a young bard from the Free Marches, she is the older twin of Kelian Maedril. She and her family never stayed in one place too long. Moving from one place to another. They mostly stayed in the woods outside the walls of the cities. After the destruction of Haven, the family decided to join the efforts of the Inquisition.

The siblings trained with each other throughout the years inside the walls of Skyhold, but when news came of the Inquisition getting disbanded, Kelian, enraged at not getting a chance to show his strength, ran away. Celene insisted that she go after her brother alone, feeling that it was her fault that he ran away in the first place. While her mother was reluctant at first, she gave in to her pleadings and trusts her to return home with her brother safely.

After searching for her brother in Orlais for months, she received a letter from Leliana, the former spymistress of the Inquisition and Celene's mentor in the bardic arts. With the Inquisition disbanded, Leliana thought to put its remaining resources to good use, including Celene. And, in a stroke of luck, the position that Leliana offered might have additionally turned up leads on Kelian's whereabouts--apparently, her brother was currently fighting to free slaves in the Tevinter Imperium. Fortunate, then, that Leliana happened to have a friend in the north who could make ample use of an agent such as Celene...

## **Vox Neglecta**

Now a bard working under the patronage of Magister Dorian Pavus, Celene fights for much the same causes she fought for under the Inquisition. She aids Dorian and the rest of the Lucerni in their struggles to bring equality and freedom to the Imperium, as well as continuing the search for her brother. She has proven herself invaluable to her patron, and when Dorian found the need to assemble a team for a crucial mission, he made absolutely sure that Celene would be on it.

Her first task in this regard was retreiving another former Inquisition asset, one Cassiopeia Trenus, which she accomplished with great aplomb, securing not only the aid of Cass but that of her brother in the bargain.
Subclass: Arcana Domain (EoE)

Magic is an energy that suffuses the whole of Elvhenan and fuels both destruction and creation. The God of this domain, Fen'Harel, is rumored to know the secrets and potential of magic intimately. Though he is known best for his mischief and tricks, The Dread Wolf also highly values the arcane, and his priests regard it as a great responsibility that comes with a special understanding of the nature of reality. Priests of the Dread Wolf are not like typical priests, for Fen'Harel has very few temples dedicated to him, and their is no hierarchy in their priesthood. Fen'Harel doesn't care for worshippers, but will gladly accept new followers from any walk of life who wish to dedicate themselves to the cause.

 1st
 3rd
 5th
 7th
 9th

## Arcane Initiate

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Arcanist spell list. For you, these cantrips count as Priest cantrips.

## Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

 5th
 8th
 11th
 14th
 17th

## Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

## Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any Priest cantrip.

## Arcane Mastery

At 17th level, you choose four spells from the arcanist spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as Priest spells for you.
Green Man

“*Far as I’m concerned, merchants in the Anderfels are only good for one thing, and that’s finding the quickest way to kill themselves an hour after they’ve left the city.”*

— Volkbert Koehler, Green Man Scout

You are a member of the “Green Men,” an order of guides for the merchant caravans of the Anderfels. Named for the fabled Anders hero Grunsmann, who crossed darkspawn lines during the First Blight to save the city of Hossberg from starvation, the Green Men are composed of the best marksmen in Thedas. They are quickly recognized for their green cloaks, used to warm themselves during the cold wasteland nights and in the Wandering Hills. You were a member of this order even before you became an Inquisition agent, and your place in it still carries great respect among the lower ranks and merchants of Anderfels’ society.

### Racial Restrictions

The Green Men are almost entirely human, though they do allow elves among them. So far, no dwarf or Kossith has joined the order, so the issue has not come up.

### Class Options

Green Men can be Sellswords, Berserkers, Bards, Rangers, and Tempests.

### Lay of the Land

You’ve spent most of your life far from civilization, with only short forays back to cities to rest and pick up a new caravan. You start with proficiency in the Nature and Survival skills.

### Grunsmann’s Legacy

Being a skilled archer is a requirement to join the Green Men, and their entry standards are never compromised. You are proficient with short bows and longbows, and can double your proficiency bonus when using those weapons.

### Defender of Commerce

Trade in the Anderfels, and thus survival in general, would be even more tenuous if it weren’t for your order. If they recognize you as a Greenman, merchants may be more willing to cut deals and Anderfels citizens may be more willing to listen to you. You have proficiency in persuasion when you are wearing your Green Man cloak. This bonus only applies in the Anderfels, and only affects merchants and those of a lower social standing.

### Starting Equipment

* 2d4 x 5 golden Double Griffons
* A set of simple, light, wanderer garb.
* (a) a longbow or (b) a shortbow and 20 arrows
* A long, green cloak with a hood and a steel clasp in the shape of a bow.
Subclass: Swarmkeeper (EoE)

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

## Gathered Swarm

At 3rd level, a swarm of intangible nature spirits has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, or you generate its appearance by rolling on the Swarm Appearance table.

 1
 2
 3
 4

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack:

* The attack's target takes 1d6 piercing damage from the swarm.

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

* You are moved by the swarm 5 feet horizontally in a direction of your choice.

## Swarmkeeper Magic

Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a hunter spell for you, but it doesn't count against the number of hunter spells you know.

 3rd
 5th
 9th
 13th
 17th

## Writhing Tide

Beginning at 7th level, you can condense part of your swarm into a focused mass that lifts you up. As a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

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

## Mighty Swarm

At 11th level, your Gathered Swarm grows mightier in the following ways:

* The damage of Gathered Swarm increases to 1d8.

* If a creature fails its saving throw against being moved by the Gathered Swarm, you can also cause the swarm to knock the creature prone.

* When you are moved by Gathered Swarm, it gives you half cover until the start of your next turn.

## Swarming Dispersal

When you reach 15th level, you can discorporate into your swarm, avoiding danger. When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm.

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

*This is a custom feature created for the character Luna Ezunia, of the Tantervale 9:21 campaign. It is an example for how the Abomination feature might be applied.*

### **Spirit of Trust**

You are possessed by a Spirit of Trust, entered into your body from the Fade. As an abomination, you wield special bonuses and vulnerabilities both. These include:

* Advantage on Wisdom saving throws against possession or demonic control
* Advantage on Insight checks against spirits or demons
* Vulnerability to Detect Magic and Banishment spells (you will be made visible by Detect Magic regardless of stealth)

In addition, once per rest, you may consciously call the Spirit of Truth into your body, working in concert with it. These come in the form of Invocations.

***Invocation of Trust.*** Starting at 3rd level, you may cast Zone of Truth as a bonus action. You automatically fail the saving throw against this, and are compelled to give your most honest word.

***Invocation of Fealty.*** Starting at 5th level, you may cast Geas as a bonus action, binding a single target to a promise or vow. You may only enforce one Geas at a time.

***Invocation of Retribution.*** Starting at 8th level, you may call upon Trust to punish any oathbreaker. While invoking retribution, you choose to focus in on a single individual that you know and can confirm has broken a promise. You gain advantage on attack rolls against the creature until it drops to 0 hit points or falls unconscious.

### **Spectre of Guilt**

Fade spirits are not meant to be mired in a mortal body, and doing so comes with consequences. Occasionally, conditions may be such that the Trust within you is betrayed, at which point you will be overcome by Guilt. These conditions include:

* You break a promise you have made, or a promise made to you has been broken
* You drop below 0 health points or are otherwise made unwillingly unconscious. This only applies once—if you are dropped again while under Spectre of Guilt, the spirit temporarily leaves your body and you are unconscious
* You suffer a magical effect that causes your mind to retreat but does not impair your body

When any of these conditions occur, Guilt will override you and control you. As Guilt, you will wield the power of a demon wronged, causing certain effects.

***Trial by Durance.*** Starting at 3rd level, when Spectre of Guilt is first activated, you automatically heal by 1 hit die + CON modifier when you are knocked unconscious, and regain all expended actions. This increase to 2 hit dice at 5th level, 3 hit dice at 8th level, 4 hit dice at 12th level, and 5 hit dice at 15th level.

***Trial by Sorrow.*** Starting at 5th level, any attack you make while under the effects of the Spectre of Guilt now deals an additional 1d6 psychic damage. This is increased to 1d8 at 8th level, to 1d10 at 12th level, and to 1d12 at 15th.

***Trial by Eternity.*** Starting at 8th level, you may choose to continually reactivate Spectre of Guilt every time you are knocked unconscious. Doing so causes you to automatically fail a death saving throw.
Avvar Shaman

*“Lowlanders wonder how we can be so ignorant as to let spirits inside us. I wonder how they can be so ignorant not to.”*

— Telrin Ar Felri O Pallespek

You are one of the shamans of the Avvar, usually called Augurs. Unlike the magical traditions of the lowlanders, you freely commune and interact with spirits, among whom your gods can be found. You apprentice yourself to such spirits, allowing yourself to be possessed in order to learn magic from them. Eventually such an apprenticeship ends, and you take your place as a full Augur. But now with the land of dreams in such pain, your gods may need your aid. The Inquisition may be your chance to heal the land.

### Class Options

Avvar Shamans may be Spirit Healers, Magisters, or Blood Mages

### Mountain Tongue

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

### Lady’s Blessing

Having studied under the tutelage of a spirit, you know much about the land of dreams. You start with proficiencies in Medicine and Arcana. You can also see the messages in the sky that your gods leave for you.

### Medium

Unlike foolish lowlanders, you do not shy away from spirits, for you know what they are. Spirits may be more willing to negotiate, talk with, or aid you, and spirits that you have befriended will often return to share knowledge with you. As with all relationships, however, making yourself vulnerable can be used against you. You have disadvantage on all Charm effects from demons or spirits,  unless aided by another mage.

### Starting Equipment

* 2d4 x 5 golden Double Griffons
* A set of fur clothes
* A totem of a particular Avvar deity
* A necklace or tattoo signifying what tribe you come from.
* A flask filled with incense
Subclass: Peace Domain (EoE)

The balm of peace thrives at the heart of healthy communities, between friendly domains, and in the souls of the kindhearted. Sylaise, The Hearthkeeper, inspires people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. Many priests and priestesses of Sylaise preside over the signing of treaties, and they are often asked to arbitrate in disputes. Their blessings draw people together and help them shoulder one another's burdens, and their magic aids those who are driven to fight for the way of peace. Unlike the priestesses of Beauty who often disrupt the Temples of Sylaise, temples which house the Priestesses of Peace are often seen as calm respites in an otherwise chaotic and cutthroat faith.

 1st
 3rd
 5th
 7th
 9th

## Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

## Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

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

## Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

## Protective Bond

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

## Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any priest cantrip.

## Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Subclass: Trickery Domain (EoE)

Fen'Harel, the Dread Wolf, is most known for his cunning and wit. Though he does not actively encourage worship and following, he is known to be a patron of tricksters, thieves, scoundrels, gamblers, rebels, and liberators. Those who call themselves priests of Fen'harel are known to be a disruptive force among civilized life within Elvhenan, puncturing pride, mocking tyrants, stealing from the rich, freeing slaves, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

 1st
 3rd
 5th
 7th
 9th

## Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

## Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

## Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

## Divine Strike

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

## Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
Natterjack's Garb

*"A thousand thieves I locked up in my time, and a hundred I sent to the gallows. But not once in twenty years did I ever get my hands on that Natterjack. At this point, if I ever did catch him, I'd just shake his hand—it's not like any gaol I've seen could keep him."*

*—* Ser Mellory, Captain of the Gwaren Town Watch

#### **Description**

The Natterjack was a notorious thief back in the Blessed Age, famous as the "Ghost of Gwaren". Preying upon the occupying Orlesians and the local nobility alike, the Natterjack became beloved of the peasantry by donating both to the common folk and to the rebel army. Eventually, his thefts would stop—the Orlesians claiming to have killed him, and folk tales claiming he retired after completing his greatest theft: the heart of a chevalier. They claim that one day, he hung up his thieving leathers and retired to the life of a simple farmer.

Whether these particular leathers ever belonged to the famous Natterjack is uncertain, but what is certain is that they're of the highest quality. Comprised of a black nugskin vest, bracers, and boots, each piece of armor is highlighted by lighter patches, so as to break up one's silhouette. A series of straps secures any loose clothing, preventing it from catching or flapping. Enchantments placed upon it grant greater speed in those moments of adrenaline. Finally, there are the toadskin gloves that earned the Natterjack his name, gloves that seem to grant the skill of the famous thief himself when you need it most.

* **AC:** 12 + Dexterity modifier

* **Weight:** 12 lbs

* **Requires Attunement**

#### **Features**

* *Seize the Moment.* When the wearer of the Natterjack's Garb moves first in the initiative order, they are able to double their move speed in the first turn.
* *Precision Under Pressure.* While in combat or being chased, make all Sleight-of-Hand checks at advantage.
Laufgann

*"The dragon is the second-deadliest predator in the world, after the Nevarran with a bow."*

— Aloysius Pentaghast

#### **Descriptions**

*Martial longbow, rare item*

A type of specially carved bow, famously wielded by the dragon hunters of Nevarra, beautifully crafted and engraved with decorative patterns. With broad, frond-shaped limbs and flared tips reinforced with steel, a laufgann has less of a strong core of yew relative to other longbows. As a consequence, it has somewhat reduced range due to its lower draw weight.

However, the upside of this is that the laufgann are far more durable than other longbows. A laufgann can take a blow from a dragon's claw and be undamaged, and are even broad enough to provide some cover from projectiles—eminently useful traits for those seeking to challenge dragons, or any who expect to fight both at range and in the melee.

* To Hit: 1d20 + DEX + proficiency modifier
* Damage: 1d8 piercing + DEX
* Properties: Ammunition, Heavy, Range, Two-Handed
* Range: 80/320

#### **Features**

* *Ward the Wasp.* The laufgann can act as a makeshift shield, granting a +1 to AC while it is being wielded.
* *Guard the Queen.* The laufgann can be used in conjunction with the Protection fighting style, enabling someone trained in its use to use the Protection feat.
	+ *Protection.* When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Hermit

* **Skill Proficiencies** Medicine, Religion
* **Tool Proficiencies** Herbalism kit
* **Languages** One of your choice
* **Equipment** A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit
* **Wealth** 2d4 x 10

## Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

## Specialty

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

 2
 3
 4
 5
 6
 7
 8
Membres du Wiki

## Membres du Wiki

### ***Cheffe du Wiki  :*** ***Comète Lunaire***

#### ***Page Personnage :*** ***Griffe de Lune*** ***,Etoile Blanche et Rêve de Lynx***

***Date d'arrivée sur le wiki :*** 14/01/2021

***Nombre d'infractions au Code du Guerrier :*** 0

***Statut :*** Active

### ***Lieutenante du Wiki : Mama4608***

#### ***Page Personnage : Tempête de Flamme***

***Date d'arrivée sur le wiki :10/02/2021***

***Nombre d'infractions au Code du Guerrier : 0***

***Statut :*** Active

### ***Guérisseur du Wiki :***

#### ***Page Personnage :***

***Date d'arrivée sur le wiki :***

***Nombre d'infractions au Code du Guerrier :***

***Statut :***

### ***Chartistes du Wiki : Comète Lunaire***

#### ***page personnage : Griffe de Lune ,Etoile Blanche et Rêve de Lynx***

***Date d'arrivée sur le wiki : 14/01/2021***

***Nombre d'infractions au Code du Guerrier : 0***

***Statut :*** Active

#### ***Page Personnage :***

***Date d'arrivée sur le wiki :***

***Nombre d'infractions au Code du Guerrier :***

***Statut :***

### ***Guerriers du wiki :***

#### ***Page Personnage :***

***Date d'arrivée sur le wiki :***

***Nombre d'infractions au Code du Guerrier :***

***Statut :***

### ***Chaton du wiki :***

#### ***Page Personnage :***

***Date d'arrivée sur le wiki :***

***Nombre d'infractions au Code du Guerrier :***

***Statut :***
Subclass: Circle of the Moon (EoE)

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon of Evune, to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as Evune, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood. It is said that Mythal was the creator of Evune, and thus the druids of this circle often respect the Mother Evanuris for this feat.

## Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

## Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

## Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

## Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
Atrith

**Race:** Elf

**Origin:** Apostate

**Class:** Magister

**Level:** 5

**Player:** Melanie

**Atrith** is an elven apostate native to the Free Marches, now living in Tevinter in the employ of Magister Maevaris Tilani. Acting as her agent and apprentice, he is her right hand in matters dealing with the Lucerni and the cause of abolition in the Imperium.

## Biography

Atrith has always been on the run. He contemplated joining the Inquisition but he didn’t want to risk it. Even their commander was a former Templar. The chaos after the Divine died did make it both easier and harder to keep running. He didn’t want to join in any collection of “rebel mages.” He merely wanted to mind his own business and study magic.

He escaped from the Ostwick tower a couple years before the war between mages and templars really began and has been on the run ever since. He made his way to Tevinter, hoping that the Templars would never follow him there. In his attempts to find work or do something in Tevinter, he ran into Maevaris Tilani. She took him in as an “elven servant” and he helped support the Lucerni and the abolition of slavery in any way he could.

## Vox Neglecta

Seeking to ensure that the inquiry led by Dorthea Pellinar goes well, Maevaris thought it wise to send one of her own agents along, and there were none better suited than her ever-trustworthy apprentice and majordomo. Atrith accompanies the mission to unravel the mystery of Galen Verres as an observer on behalf of the leader of the Lucerni, providing his own magical talents to aid the cause.
Blue Collar

Blue collar occupations include factory work, food service jobs, construction, service industry jobs, taxi drivers, postal workers, and other jobs that are usually not considered to be desk jobs.

As a blue collar worker, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Athletics and Animal Handling.

### **Tool Proficiencies**

You are proficient in either electrical tools or mechanical tools.

### **Working Class**

You have a contact that acts as your liaison to a union or association. You know how to reach your contact at all times. Your contact can provide you with the means to requisition equipment used in manufacturing or shipping.

### **Starting Equipment**

You have one set of tools with which you are proficient.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 2 x 10
Dwarf (Tales from Thedas)

Once lords of a great subterranean empire, the dwarves have been driven out of their thaigs and into their last cities of Kal Sharok and Orzammar. Many dwarves have found homes on the surface where they are welcomed for their fine crafts. Dwarves are connected to their primordial Stone, and as such do not dream and cannot use magic. Much like stone themselves, they are tougher than other races and more resistant to magic.

### Dwarf Origins

Dwarf-specific origins include Noble, Merchant, or Criminal. They may also be recruited into the Grey Wardens.

### Speed and Size

Your base walking speed is 25 feet. Your size is Small.

### Ability Score Increase

STR is increased by +1, and CON is increased by +2.

### Magic Resistance

You gain a +2 to any saving throw made against a spell cast upon you.

### Darkvision

Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

### Languages

All dwarves are fluent in Common. Only a few words are retained from the ancient Dwarvish languages, and no one speaks them exclusively.
Mawhammer

*"There are hammers forged for building and hammers forged for breaking. This one's forged for **biting.**"*

— Paragon Thurisk

#### **Description**

*Two-handed warhammer, unique item*

A large warhammer with a head forged in the shape of a dragon's maw. Heavy springs inside the head enable the dragon's maw to snap down, triggered by the warhammer's impact on a target. Forcing the Mawhammer to open its jaws after impact takes incredible strength, thus making this weapon impractical for any but the mightiest warriors.

The Mawhammer was a famed weapon of the Paragon Thurisk, a noted champion of the Kal Sharok Provings. The fact that it has found its way to the surface is a source of great consternation for the current members of Clan Thurisk.

* To Hit: 1d20 + STR + proficiency modifier
* Requirement: STR 18
* Damage: 1d6 + STR piercing
* Properties: Heavy, Two-Handed, STR requirement of 18

#### **Features**

* *Gripping Bite.* Any target that has been successfully struck by the Mawhammer is considered to be Grappled. On their turn, they can escape the grapple if they succeed on a DC 16 Strength saving throw.
* *Throw.* As an attack action, throw an enemy grappled by the Mawhammer up to a distance of 20 feet. Knocked prone if the saving throw is failed. Saving Throw: 12 + STR modifier of wielder.
* *Gnaw.* As an attack action, deal an additional 1d6 + STR piercing damage. So long as the target is grappled by the Mawhammer, this attack cannot be dodged or blocked.
Character Creation (Excerpts of Elvhenan)

Most of the character creation process of Excerpts of Elvhenan follows the same blueprint as in vanilla 5E. The assignment of ability scores, levels, etc. are the same, with the only notable changes being in the bonuses afforded by your racial background, as well as class availability being restricted depending on your race and origin.

It is recommended using the point-buy or standard array for ability scores, as the classes herein are balanced around a combined ability score pool of about 70-75 points.

## Races

Your race determines your size, speed, ability score modifiers, and what Origins are available to you. As is the case in the video games, your racial background will also affect how other characters treat you.

The available races in Excerpts of Elvhenan are:

* Elf
	+ Elvhenborn
	+ Adahl'Elvhen
	+ Dreamless
	+ Elgarvhen (Spiritual Construct)

## Origins

Origins are an extension of the Background system in vanilla 5E, modified and expanded to be thematically similar to the Origins from the eponymous Dragon Age: Origins. Your Origin adds additional languages, proficiencies, and features, as well as determining what Classes are available to you. Keep in mind that these following Origins are examples and suggestions—feel free to come up with your own using these as guidelines! Just be sure to clear it with your Dungeon Master.

The available Origins are organized by what races may pick them--these are not hard and fast restrictions, and feel free to mix and match so long as it's cool with your DM.

## Classes

Your classes determine your features, spells, starting equipment, and all the other gameplay mechanics. Because of the World State during the time in which the Empire of Elvhenan existed, most 5E classes fit well into this campaign setting, save for a few minor tweaks here and there. Below, you will find said tweaks, and all classes and subclasses that have been adapted or added, for the Elvhenan Setting.

The available classes in Excerpts of Elvhenan are:

* Adept
* Arcanist
* Artificer
* Bard
* Berserker

* Druid
* Fighter
* Hunter
* Priest
* Rogue
* Sentinel
* Sorcerer
* Warlock

## Feats

Feats exist, much as they do in vanilla D&D, to add additional customization options to help flavor your character and enhance both gameplay and roleplay. All the pre-existing features of vanilla D&D should be applicable in Excerpts of Elvhenan, with the exception of cases wherein there would be obvious conflicts, such as material from secondary sources. As it stands, all the features from the 5E Player’s Handbook can be assumed as valid and available.
Glory and Galleons

**Side Quest -Completed**

Seeking to find out what had become of Audara Vendat, and the Book of Ri that was in her possession, Vara lead her friends to the Harbor Quarter, wherein they were able to find some evidence of a battle between Audara and her former compatriot, Solene Rousselot. After searching about they scene, they uncovered a page from the Book of Ri, torn out by Audara (*with my blessing, of course*) so that Ri might lead them to where they were being kept prisoner.

Ri informed the party that they had been returned to the Arvale Manor, while Audara had been captured by her former employers, the Antivan Crows, aboard the grand galleon belonging to Lord Giacomo Otranto, known as the *Empreza Gloriana.*

Boarding the *Empreza* as Luna made a distraction, Vara, Volka, Noelle and Iselan were able to capture Otranto swiftly and silently. All hell broke loose, however, when Luna was nearly killed by the pirates aboard the ship, precipitating a battle that led to Guilt being released again. However, Vara was once more able to convince the spirit to stand down.

The last obstacle between the party and the imprisoned Audara proved to be a figure from Noelle's past—a bard by the name of Etienne, in the employ of Solene Rousselot, accompanied by two Antivan Crows and an ostentatiously dressed wizard. The conflict between the two forces lead to the near-death of Vara, but Volka was able to save her life at the nick of time. Luna and Iselan then dispatched the remaining Crows, even as Etienne once more made his getaway, escaping off the ship.

The party found Audara locked in the brig, grievously injured, missing both her left leg and left arm. She was, however, still alive, and a great victory had been won—Lord Otranto, his ledger confirming the conspiracy behind GLAMOUR and the Grand Cleric, and the *Empreza Gloriana* herself had all been captured.

Lacking a swifter option, the adventurers decided to simply sail the *Empreza* back to the Ghantour marina, bruised, battered, but ultimately triumphant.

*This quest was completed during Session Twenty, across 2021.02.27-28.*
Dwarf Criminal

*"...or you could just join the Carta. You can **always** join the Carta."*

— Beorand Cadash

The Carta has fingers in every pie and eyes in every room. Ten of those fingers and two of those eyes belong to you. Having grown up in the criminal underworld, you’ve grown cunning and resourceful in the extreme. When the Carta Qarina came to Tantervale you were part of their vanguard—spy, smuggler, or soldier as the case may be. With your family beside you and your wits in hand, it’s time to make the world your own.

### Class Options

Dwarf Criminals can be Champions, Berserkers, Rangers, Assassins, or Bards.

### Origin Class Switch (Ranger → Artificer)

Growing up in the cities meant that you didn’t have much use for plants or prey. But there are other things to hunt, and other means to hunt them. Dwarf Criminals can choose the Artificer class in place of the Ranger class. More information can be found in the Ranger section.

### Underworld Knowledge

All agents of the Carta have an innate understanding of the most basic tools of the thieves' trade. In addition to whatever proficiencies you may gain as part of your class, you start with proficiency in Stealth, Sleight of Hand, and thieves' tools.

### Starting Equipment

* 3d4 x 10 golden guilders
* A dark-colored outfit of fitted cloth, which grants +1 to Stealth at night or in the dark
* A *fake* Noble caste pin, which is revealed to be false on an Investigation check at DC 10
* A set of thieves' tools
Excerpts of Elvhenan

*Excerpts of Elvhenan* is a conversion for Dungeons & Dragons 5th Edition to fit the setting of the Dragon Age games by BioWare. It is a loose collection of borrowed content and homebrew, adapted from the *Tales from Thedas* system*.* Through the cycle of homebrew, this guide undoubtedly now contains content by Gem, Gawain, Drew, and other DMs from the D&DA server.

## Excerpts of Elvhenan Portal

* Introduction

* Character Creation
	+ Races
	+ Origins
	+ Classes
	+ Feats (coming soon)
* Equipment
	+ Armor
	+ Weapons
	+ Consumables
* Spells (coming soon)

## Introduction

*Andaran atish’an*. Welcome to the Player’s Handbook for Excerpts of Elvhenan, a sister guide to the “*Tales From Thedas: Player Handbook”*, a conversion for the 5th Edition of Dungeons and Dragons for the Dragon Age setting. The “*Tales From Thedas: Player Handbook”*  was originally adapted from the campaign guide for Tantervale 9:21, a campaign DMed by Gem on the Dungeons and Dragon Age discord server. In turn, the Elvhenan handbook was adapted from the *“Tales from Thedas”* handbook, thus continuing the cycle of adaptation and borderline (read: blatant) plagiarism.

The purpose of this handbook is to expand upon and supplement the rules of Dungeons and Dragons and the adaptations thereof to fit the setting of Ancient Elvhenan– a time in the history of Thedas where elves, ethereal and immortal, ruled the continent. They existed in a world where the Fade was simply the sky, and magic teemed in (almost) every living thing, both flora and fauna. Because the world of Ancient Elvhenan is so different from Thedas in the age of Dragon, the world state and the rules built around it in “*Tales from Thedas”* unfortunately do not always apply. While the original goal of this project was to create rules and classes for the Elvhenan Campaign ran by Rinnie on the Dungeons and Dragon Age discord server, that goal was expanded upon, and this handbook was created instead– to provide a foundation for DMs and players to participate in a campaign set in the world of Thedas, but without the veil.

Of course being familiar with the basics of 5E mechanics is helpful in understanding this guide, but the second goal of this handbook is to be as player intuitive as possible, giving all the necessary information on cantrips, spells, abilities and so on, making it easy to jump right into play. Hopefully this guide isn’t of nightmare length– I’ve written this intro before I’ve even really started. Anyway, to those whomst will read this guide: Good luck, and may your campaign be a fulfilling and prosperious one.

*Dareth shiral,*

**–Rinnie**
Adept: Way of Chaos (MoMT)

The Way of Chaos teaches its students to move with jerky, erratic movements that mimics the unpredictability and chaotic nature of life. A Chaos master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The Chaos master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

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

## Bonus Proficiencies

When you choose this path at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester, quite entertaining in its own way.

## Chaotic Technique

At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

## Unexpected Twist

Starting at 6th level, you gain the following benefits.

* **Leap to Your Feet.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.

* **Redirect Attack.** When a creature misses you with a melee attack roll, you can spend 1 energy point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

## Fortune's Grace

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 energy points to cancel the disadvantage for that roll.

## Chaotic Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn.
Chasind Wilder

*“Summer has shut out her sisters in this forsaken land. But Winter robs the night.”*

— Relhir

You are one of the Chasind, clans living in the Korcari Wilds far to the SouthEast. You lived away from the ways of “civilized” nations, practicing your peoples’ traditions of animism and shamanism, rather than convert to the worship of a distant god. Having lived your whole life in hidden tree-top villages and on floating settlements over bogs, you are well practiced in staying unseen by those without your keenly trained senses. But every Chasind must eventually see the world. Perhaps you can do so with this Inquisition.

### Class Options

Chasind Wilders may be Sellswords, Berserkers, Reavers, Spirit Warriors, Rangers, Assassins, and Tempests.

### Chasind Eyes

You are used to spotting the hidden caches that your people stash in the various parts of the Wilds. You start with proficiency in Investigation and Stealth.

### Magic of the Earth

Skill in herbs and healing is admired among the Chasind almost as much as magic is, and there is hardly a Chasind who doesn’t at least have passing skill in the craft. You start with proficiency with herbalism kits.

### Starting Equipment

* 2d4 x 5 golden Double Griffons
* A set of hide clothes
* A rock or piece of wood carved with the symbols of your clan’s deities
* An animal tooth necklace
Overdue

**Side Quest - Delegated**

The Book of Ri has been captured, save for a single page that is now in the possession of Vara. After successfully guiding the party to the galleon *Empreza Gloriana,* where Audara was being kept, Ri then informed Vara of her own location—back at home in the Arvale Manor. Except this time, instead of being an honored guest, they are a prisoner.

Vara decided to trust the matter of the Book of Ri to Merhissa Ghantour, who has led her soldiers to the Arvale Manor to both rescue the book and determine if Solene Rousselot was in hiding there.

She was not.

*This quest was completed in Session Twenty-Three on 2021.03.21.*
Lord of Fortune

*“Those ploughing Lords. Cheeky as a brothel owner and gaudy as a noble. Good business sense though.”*

— Tello Calante

You are a member of the Lords of Fortune, the most infamous treasure-hunting guild in all of Rivain. Known for their bright, flamboyant clothing and tendency to display their loot, the Lords are famous for dungeon diving, but will not turn down monster slaying or burglary if the reward is big enough. It’s obvious to see what would attract a Lord such as yourself to the Inquisition: the ever-present possibility of treasure.

### Class Options

Lords of Fortune can be Champions, Sellwords, Reavers, Assassins, Bards, Artificers, and Tempests.

### Experienced

This isn’t your first time in ancient Elven ruins, the Deep Roads, or anywhere else normal people don’t go. So you’re less impressed with the scenery, and more focused on finding the loot. That and dodging the inevitable traps. You start with proficiency in Investigation and Acrobatics.

### Trade Tools

The Lords make their money in different ways. You can choose between proficiency with thieves’ tools or Jeweler's tools.

### Starting Equipment

* 4d4 x 10 golden Double Griffons
* A colorful costume
* A vividly colored scarf
* A lucky coin or token