recursal/Fanatic-Fandom huggingface dataset:
Hermit

You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone –

for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.

###### Equipment

A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp

### Feature: Life of Seclusion

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 to roll on the table below to determine the reason behind your seclusion.

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### Feature: 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.

### Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

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### Other Hermits

This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you're looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Svirfneblin Magic

Prerequisite: Gnome (deep gnome)

You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast Nondetection on yourself at will, without needing a material component.

You can also cast each of the following spells once with this ability: Blindness/Deafness, Blur, and Disguise Self. You regain the ability to cast these spells when you finish a long rest. Intelligence is your spellcasting ability for these spells
Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
* When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Folk Hero

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.

###### 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 belt pouch containing 10 gp

### Feature: 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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Goblin

Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.

# Goblin Features

• **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.

• **Age.** Goblins reach adulthood at age 8 and live up to 60 years.

• **Alignment.** Goblins are typically neutral evil, as they care only for their own needs. A few goblins might tend toward good or neutrality, but only rarely.

• **Size.** Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

• **Speed.** Your base walking speed is 30 feet.

• **Darkvision.** 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.

• **Fury of the Small.** When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

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

• **Languages.** You can speak, read, and write Common and Goblin.
Flail Mastery

The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits:

* You gain a +1 bonus to attack rolls you make with a flail.

* As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets’ shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.

* When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Geografie SoaS

A

Platzhalter

B

Beralzul

Bruggau

C

Platzhalter

D

Dumsrigge

E

Erum

Eschenring

F

Flamberg

G

Genosum

H

Harmstadt

Hellrigge

I

Platzhalter

J

Platzhalter

K

Korumbra

L

Platzhalter

M

Platzhalter

N

Nieben

Norfest

O

Ostbrock

P

Platzhalter

Q

Platzhalter

R

Regnum

S

Schwarzrigge

T

Tiefwasser

U

Platzhalter

V

Platzhalter

W

Platzhalter

X

Platzhalter

Y

Platzhalter

Z

Platzhalter
Anthropologist

You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures' customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through firsthand observation – by visiting far-flung settlements and exploring local histories and customs.

###### Equipment

A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a pouch containing 10 gp

### Feature: Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you've adopted.

### Feature: Adept Linguist

You can communicate with humanoids who don't speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures – enough to communicate on a rudimentary level.

### Suggested Characteristics

Anthropologists leave behind the societies into which they were born to discover what life ls like in other parts of the world. They seek to see how other races and civilizations survive – or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire's downfall.

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Spear Mastery

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

• You gain a +1 bonus to attack rolls you make with a spear.

• When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)

• You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.

• As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
I Will get back up Again

I Will get back up again is a song sung by Avery

And there's a butterfly

Well, isn't that a super fantastic sign

It's gonna be a fantastic day

Such marvelousness

It's gonna bring a pocket full of songs that I'm gonna sing

And I'm ready to take on anything

Hooray!

Some super fun surprise around each corner

Just riding on a rainbow, I'm gonna be okay

I'm not giving up today

There’s nothing getting in my way

And if you knock knock me over

I will get back up again

Oh!

If something goes a little wrong

Well you can go ahead and bring it on

Cause if you knock knock me over, I will get back up again

Woah! oh oh oh, get back up again

Woah! oh oh oh, ahhhh!

I'm cooler than a pack of peppermints

And I haven't been this excited since

I can't remember when!

I'm off on this remarkable adventure

Just riding on a rainbow

What if it's more than you can take

I'm really really really gonna be okay

Hey

I'm not giving up today

There’s nothing getting in my way

And if you knock knock me over

I will get back up again

Oh!

If something goes a little wrong

Well you can go ahead and bring it on

Cause if you knock knock me over, I will get back up again

Get up, get up, get up, (woah)

Get back up again

Get up, get up, get up, (woah)

I'm okay!

Get up, get up, get up, (woah)

If you knock knock me over, knock knock me over

I will get back up again

## Trivia

* The version from the song is actually the camp camp Animatic version that released on 2018 and not the Trolls version from 2016
Tavern Brawler

Accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

* Increase your Strength or Consititution score by 1, to a maximum of 20.

* You are proficient with improvised weapons.

* Your unarmed strike uses a d4 for damage.

* When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
House Agent

You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative.

###### Tool Proficiencies

Two proficiencies from the House Tool Proficiencies table

###### Equipment

A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp

### Feature: Role

You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.

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### Feature: House Connection

As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house.

### Suggested Characteristics

House agents are diverse. Consider the house you serve and the work you do when choosing characteristics.

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Archaeologist

An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.

###### Tool Proficiencies

Cartographer's tools or navigator's tools

###### Equipment

A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp

### Feature: Dust Digger

Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from the table.

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### Feature: Historical Knowledge

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.

### Suggested Characteristics

Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel.

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Menacing

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.

* You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it.

* When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.
Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain the following benefits:

Increase one ability score of your choice by 1, to a maximum of 20.

When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
Infrastruktur FR

A

Platzhalter

B

Badehaus (Baldur's Gate)

C

Candlekeep

D

Platzhalter

E

Platzhalter

F

Platzhalter

G

H

Hissing Stones

I

Platzhalter

L

Platzhalter

M

Platzhalter

N

Platzhalter

O

Platzhalter

P

Puck-Süßwind Theater

Q

Platzhalter

R

Platzhalter

S

Schenke zum Schwarzen Krickerl

T

Taverne Elfengesang

U

Platzhalter

V

Platzhalter

W

Platzhalter

X

Platzhalter

Y

Platzhalter

Z

Platzhalter
Averyman Wiki

**Welcome to the Averyman Wiki!**
Welcome to the Averyman fandom we're you'll find information about characters, Villains and more

## Important articles

PlaceholderAverymanPlaceholderBilly The Circle KidPlaceholderSpiritual StellaPlaceholderAveryPlaceholderMeggyPlaceholderT.JPlaceholderAshPlaceholderAngelPlaceholderButtercupPlaceholderAveryman:Moving on The MusicalPlaceholderFairly Odd Parents vs.Shimmer & Shine

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* Rules of this wiki
* Getting Started
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* Guides
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You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Medium Armor Master

*Prerequisite: Proficiency with medium armor*

You have practiced moving in medium armor to gain the following benefits:

* Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.

* When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Theologian

Your extensive study of religion rewards you with the following benefits.

* Increase your Intelligence score by 1, to a maximum of 20.

* You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

* You learn the Thaumaturgy and Detect Evil and Good spells. You can cast Detect Evil and Good once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Gralvor Mournweaver

Gralvor Mournweaver stammt aus einer angesehenen Händlerfamilie in Elturel und ist selbst ein erfolgreicher Händler in der Stadt.

## Familie

Brangilm ist der älteste Sohn von Gunvedd Mournweaver und Selrin Mournweaver. Brangilm Mournweaver und Dagonet Mournweaver sind seine jüngeren Brüder. Außerdem hat er eine jüngere Schwester Telra Mournweaver.
Entertainer

You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your life.

###### Tool Proficiencies

Disguise kit, one type of musical instrument

###### Equipment

A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a belt pouch containing 15 gp

### Feature: Entertainer Routines

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

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### Feature: By Popular Demand

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

### Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

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### Variant Entertainer: Gladiator

A gladiator is as much an entertainer as any minstrel or circus performer trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment-perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a trident or net.
Triton

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, the noble tritons have gradually become increasingly active in the world above.

## Triton Features

• **Ability Score Increase.** Your Strength, Constitution, and Charisma scores each increase by 1.

• **Age.** Tritons reach maturity around age 15 and can live up to 200 years.

• **Alignment.** Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.

• **Size.** Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

• **Amphibious.** You can breathe air and water.

• **Control Air and Water.** A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

• **Emissary of the Sea.** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

• **Guardians of the Depths.** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

• **Languages.** You can speak, read, and write Common and Primordial.
Echsenwesen

Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.

## Lizardfolk Features

• **Ability Score Increase.** Your Constitution score increase by 2, and your Wisdom score increases by 1.

• **Age.** Lizardfolk reach maturity around age 14 and rarely live longer than 60 years.

• **Alignment.** Most lizardfolk are neutral. They see the world as a place of predators and prey, where life and death are natural processes. They wish only to survive, and prefer to leave other creatures to their own devices.

• **Size.** Lizardfolk are a little bulkier and taller than humans, and their colorful frills make them appear even larger. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

• **Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

• **Cunning Artisan.** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

• **Hold Breath.** You can hold your breath for up to 15 minutes at a time.

• **Hunter's Lore.** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.

• **Natural Armor.** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

• **Hungry Jaws.** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

• **Languages.** You can speak, read, and write Common and Draconic.
Polearm Master

You gain the following benefits:

* When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.

* While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Elemental Adept

*Prerequisite: The ability to cast at least one spell*

* When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

* Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

* You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Pirate

siehe Sailor
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new.

Discuss the nature of the ship you previously sailed with your DM. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands?

What were your duties on board – boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

###### Equipment

A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

### Feature: Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

### Suggested Characteristics

Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments.

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### Variant Sailor: Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.

### Variant Feature: Bad Reputation

If your character has a sailor background, you may select this background feature instead of Ship's Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Flames of Phlegethos

Prerequisite: Tiefling

You learn to call on hellfire to serve your commands. You gain the following benefits:

Increase your Intelligence or Charisma score by 1, to a maximum of 20.

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

###### Equipment

A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

### Feature: Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

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### Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

### Suggested Characteristics

Sages arc defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly – sometimes in its own right, sometimes as a means toward other ideals.

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Gourmand

You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits:

* Increase your Constitution score by 1, to a maximum of 20.

* You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

* As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.

* During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it regains two additional Hit Dice at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.
Ork

Savage and fearless, orc tribes are ever in search of elves, dwarves, and humans to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home.

## Orc Features

• **Ability Score Increase.** Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.

• **Age.** Orcs reach adulthood at age 12 and live up to 50 years.

• **Alignment.** Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must bully the weak to ensure that weakness does not spread like a disease. They are usually chaotic evil.

• **Size.** Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Darkvision.** 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.

• **Aggressive.** As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

• **Menacing.** You are proficient in the Intimidation skill.

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

• **Languages.** You can speak, read, and write Common and Orc.
Grappler

Prerequisite: Strength 13 or higher

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

* You have advantage on attack rolls against a creature you are grappling.

* You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits.

* When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

* Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

* When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Acolyte

You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric – performing sacred rites is not the same thing as channeling divine power.

Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

###### Equipment

A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

### Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

### Suggested Characteristics

Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

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Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

* Increase your Intelligence score by 1, to a maximum of 20.

* You always know which way is north.

* You always know the number of hours left before the next sunrise or sunset.

* You can accurately recall anything you have seen or heard within the past month.
Mobile

You are exceptionally speedy and agile. You gain the following benefits:

* Your speed increases by 10 feet.

* When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

* When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Infrastruktur SoaS

A

Anwesen Sayn Uttgenstein

Äpfel sind für Schweine

Apfelsaat

Arena Regnum

B

Platzhalter

C

Cilgalad

D

Das Schwarze Einhorn

Dolor Ardens

E

Platzhalter

F

Platzhalter

G

Gasthaus zum Geschlachteten Ochsen

Gasthof zum Schreienden Fuchs

Gasthof zur Gekochten Ratte

Gastons Magische Wundereien

Gut Alben

Gut Johundan

H

Handelshaus Eberron

I

Platzhalter

J

Juwelier Penirtz

K

Kolleg der Bildenen Bücher

L

Leuchtendes Herdfeuer

M

Mahagonihaus

Möbelhaus von Hohenfels

N

Platzhalter

O

Platzhalter

P

Platzhalter

Q

Quelle Corellons

R

Radon's Antiquitätenladen

S

Schenke Greifenhorst

Schenke zur Halblingsruh

T

Platzhalter

U

Platzhalter

V

Platzhalter

W

Platzhalter

X

Platzhalter

Y

Platzhalter

Z

Zuflucht der Einigkeit

Zur Goldenen Linde
Wood Elf Magic

Prerequisite: Elf (wood)

You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

* Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

* Your ranged weapon attacks ignore half and three-quarters cover.

* Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

* You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.

* You can force an attack targeted at your mount to target you instead.

* If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Taverne Elfengesang

Die Taverne Elfengesang befindet sich in Baldur's Gate und besteht aus zwei Stockwerken. Unten ist der Schankraum, während sich oben Gäste- und Spielzimmer befinden.

Zwei- bis dreimal am Tag erschallt die Stimme eines weiblichen Elfengeists singt eine traurige Ballade, ehe sie wieder verstummt. Wer die Elfin war und warum ihr Geist die Ballade singt, ist nicht bekannt.

Die Taverne wird geführt von Alan Alyth, einem Halbelfen.
Aarakocra

Sequestered in high mountains atop tall trees, the aarakocra evoke fear and wonder. Many of these birdfolk hail from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

## Aarakocra Features

• **Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

• **Age.** Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

• **Alignment.** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

• **Size.** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

• **Speed.** Your base walking speed is 25 feet.

• **Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

• **Talons.** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

• **Languages.** You can speak, read, and write Common, Aarakocra, and Auran.
Simic Hybrid

The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians.

## Simic Hybrid Features

• **Ability Score Increase.** Your Constitution score increases by 2, and another ability score of your choice increases by 1.

• **Age.** Simic Hybrids are created at adulthood as either humans, vedalkens, or elves. Their maximum life expectancy is probably reduced.

• **Alignment.** Simic Hybrid's alignments vary from group to group.

• **Size.** Simic Hybrids are the same size of they race that they were created from. Your size is Medium.

• **Speed.** Your base walking speed is 30 feet.

• **Darkvision.** 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.

• **Animal Enhancements.** Your body has been altered with animal characteristics. You choose one animal enhancement now and one at 5th level.

**Manta Glide (1st level).** You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.

**Nimble Climber (1st level).** You have a climb speed equal to your walk speed.

**Underwater Adaptation (1st level).** You can breathe air and water, and you gain a swim speed equal to your walking speed.

**Grappling Appendages (5th level).** You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.

**Carapace (5th level).** Your skin in places is covered by a thick shell. You gain a +1 to your AC when not wearing heavy armour.

**Acid Spit (5th level).** As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.

• **Languages.** You can speak, read, and write Common and your choice of either Elven or Vedalken.