recursal/Fanatic-Fandom huggingface dataset:
Athlete

Athletes include amateur athletes of Olympic quality and professional athletes of all types, including gymnasts, weight trainers, wrestlers, boxers, martial artists, swimmers, skaters, and those who engage in any type of competitive sport.

As an athlete, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Acrobatics and Athletics.

### **Athletic Conditioning**

You condition your body for performance under the harshest circumstances. As long as you can exercise for one hour daily, you only need half the amount of food and sleep normally required to avoid exhaustion. In addition, you can hold your breath twice as long as normal.

### **Wealth**

To determine your starting Wealth score, roll 2d4 + 1 x 10
Armoring the Aster

**Miscellaneous Quest - Completed**

As part of his contract with the Aster family, Akaraad has been hired to craft a suit of armor for Nygard Aster. The suit is to be plate mail of Marcher style but Qunari make, employing the techniques Akaraad learned in Seheron to create something unique, just as protective but lighter and easier to move around in. The armor is to be made in time for Nygard's use in the Grand Tourney, with delivery hopefully a few days early so he has time to get used to it.

**Akaraad Modifications:**

* *Interlocking Plates:* +1 AC
* *Masterwork:* +1 AC
* *Sealed Visor and Gorget.* Resistance against poison

*Akaraad has completed his work after 10 days.*

*This quest was completed during Session Twenty Two, on 2021.03.13.*
Subclass: Inquisitive (EoE)

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils. Many inquisitive rogues find work in law enforcement throughout Elvhenan, often as investigators or interrogators. They may be from a taskforce of a large city such as Arlathan, or even serve the Evanuris directly. Others may work for underground organizations, that seek to root out the corruption that plagues their society.

***Race Restriction: None.***

## Ear for Deceit

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

## Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

## Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

## Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

## Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

## Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
Dwarf Merchant

*"They say there's lots of ways to get rich. You could work hard. You could gamble. Or you could kill someone for it. Truth is, hard work is a gamble—you might not get anywhere. And gambling takes hard work—you need to know how to work the odds. And if you're just gonna kill people for money, then you might as well just become an adventurer."*

— Beorand Cadash

Money makes the world go round, and the dwarves of the Merchant’s Guild know that better than anyone. You grew up in a well-to-do family of surface dwarves, and you put in as much work as anyone. Good work brings in good coin, and that’s that. The way you spend your gold, that’s what will make or break this city. All the Chantry folk with their faith and the nobles with their airs are just pissing about—you know what really matters.

### Class Options

Dwarf Merchants can be Champions, Berserkers, Rangers, Assassins, Bards, or Magisters.

### Origin Class Switch (Magister → Runesmith)

Dwarves have no connection to the Fade, and thus cannot cast magic normally. However, they are able to create runes through the process of enchantment. Working with lyrium is an honor in the Smith Caste, from whom you also draw descent. You are able to shape lyrium into potent runes—a talent that served you well in Qarinus, and will only continue to serve you in Tantervale. More information is available under the Magister class section.

### Born Negotiator

You boast that you once sold a dog to the King of Ferelden. Well, you doubt that she really was King of Ferelden (she was an elven woman, first of all) but she did pay quite handsomely for some random dog you plucked out of a midden. You start with proficiency in both Insight and Persuasion, as well as an additional language of your choice.

### Finery and Finance

Your own personal investments have not always born fruit, but hey, you’re still in the black. You start with an additional 20 guilders, and receive a monthly income from your shares in the family business.

### Starting Equipment

* 4d4 x 10 golden guilders
* A set of fine clothes of Marcher style and make, as well as an artisan's apron
* A set of artisan's tools of your choice
* A signet ring denoting membership in the Tantervale Merchants' Guild
* A ledger and satchel of promissory notes, enabling you to cash in on familial investments
Sacrifice Powers

The following are the options for modifying a spell, when cast using a Blood Mage's Sacrifice ability.

### Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you suffer 1d4 sacrifice damage and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the pell.

### Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can suffer 1d4 sacrifice damage to double the range of the spell.

When you cast a spell that has a range of touch, you can suffer 1d4 sacrifice damage to make the range of the spell 30 feet.

### Empowered Spell

When you roll damage for a spell, you can suffer 1d4 sacrifice damage to reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Sacrifice option during the casting of the spell.

### Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can suffer 1d4 sacrifice damage to double its duration, to a maximum duration of 24 hours.

### Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can suffer 3d4 sacrifice damage to give one target of the spell disadvantage on its first saving throw made against the spell.

### Quickened Spell

When you cast a spell that has a casting time of 1 action, you can suffer 2d4 sacrifice damage to change the casting time to 1 bonus action for this casting.

### Subtle Spell

When you cast a spell, you can suffer 1d4 sacrifice damage to cast it silently and while concealing its point of origin.

### Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can choose to suffer 1d4 sacrifice damage per level of the spell to target a second creature in range with the same spell (1d4 if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

### Elemental Spell

When you cast a spell that deals a type of damage from the following list, you can suffer 1d4 sacrifice damage to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.

### Seeking Spell

When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can choose to suffer 1d4 sacrifice damage to ignore the effects of half- and three-quarters cover against targets of the spell.

### Unerring Spell

If you make an attack roll for a spell and miss, you can suffer 2d4 sacrifice damage to reroll the attack roll. You must use the result of the second roll.

You can use Unerring Spell even if you have already used a different Sacrifice option during the casting of the spell.
Sorcerer: Elemental (MoMT)

You are born with a strong connection to a particular element, turning you into a devastating force on the battlefield.

## Elemental Affinity

At 1st level, you choose one elemental type from the following: Acid, Poison, Fire, Cold, Thunder or Lightning. All spells that deal damage of the chosen element gain extra damage equal to your charisma modifier.

## Elemental Armor

At 1st level, as long as you're not wearing armor, your AC is 12 + your Dexterity modifier. And you gain a Damage Resistance to the element you have an affinity for.

## Elemental Control

At 6th level, you gain a +2 to both your ranged spell attacks and your spell saves for spells that are the element of your elemental affinity.

## Elemental Protection

Starting at level 14, your elemental armor gains a bonus effect depending on which element you chose for your Elemental Affinity:

**Acid or Poison**: Enemy melee attacks against you get a -2 to attack and damage rolls
**Fire**: When an enemy successfully attacks you, melee and ranged, they take fire damage equal to your charisma modifier.
**Cold**: +2 to your AC (This effect doesn't stack with magic items that provide extra AC)
**Lightning or Thunder**: +2 to spell save rolls

## Elemental Superiority

Once you reach 18th level, all spells that deal elemental damage of your chosen Affinity type have advantage and ignore immunities.
In Fair Rialto

### Session Thirty-Four [2021.08.28]

While participating in the Grand Tourney, Luna was eliminated from the Joust by her cousin, Galatea Pavese Falzarano. However, Galatea seemingly recognized that Luna was participating in the Tourney for her own reasons, and offered Luna a chance to ride in her place, in exchange for a favor. The favor turned out to be her assistance in ousting Luna's mother and Galatea's father from their positions of power in the Pavese merchant family.

Galatea maintains that Lycasta, Luna's mother, has been encouraging her brother Claudio to engage in increasingly reckless moves that threaten to bring disaster upon the family's mercantile empire. In order to oust them, however, she requires Luna's help: Luna agreed, committing herself to travel soon to her mother's homeland of Antiva.

Specifically, to fair Rialto, where we lay our scene...

*This is as far as this quest has progressed.*
Subclass: School of Graviturgy

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

## Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

## Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

## Violent Attraction

At 10th level, When another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

## Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Dungeons and Dragon Age Wiki

**Welcome to the Dungeons and Dragon Age Wiki!**

This is a collaborative wiki set up for keeping track of the campaign and homebrew information for the Dungeons and Dragon Age Discord server. The content in this wiki is free to use for anyone looking to run a campaign set in Thedas. If you'd like to join our community to find a campaign, discuss the systems, or just hang out, you can find our Discord server by clicking the following link:

* **Dungeons & Dragon Age Discord server**

## Homebrew Systems

* Tales from Thedas
* Excerpts of Elvhenan
* Manuscripts of Modern Thedas
* Dungeons & Dragon Age Monster Manual

## Campaigns

* Tantervale 9:21
* Anderfels
	+ Anderfels Party A
	+ Anderfels Party B
* Blood of Therin
* Themas
* Elvhenan: Tyranny of the Mad Huntress
* One-Shots
	+ Vox Neglecta
Charlatan

* **Skill Proficiencies** Deception, Sleight of Hand
* **Tool Proficiencies** Disguise kit, Forgery kit
* **Equipment** A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch
* **Wealth** 2d4 +1 x 10

## False Identity

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

## Favorite Schemes

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

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Subclass: Twilight Domain (EoE)

The twilit transition from light into darkness often brings calm and even joy, as the day's labors end and the hours of rest begin. The darkness can also bring terrors, but the god of twilight, Dirthamen, guards against the horrors of the night. Priests who serve and worship Dirthamen bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

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## Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

## Eyes of Night

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

## Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

## Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

* You grant it temporary hit points equal to 1d6 plus your cleric level.

* You end one effect on it causing it to be charmed or frightened.

## Steps of Night

Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

## Twilight Shroud

At 17th level, the twilight that you summon offers a protective embrace: you and your allies have half cover while in the sphere created by your Twilight Sanctuary.
Sword of Gendrick the Gallant

*"Gallant Gendrick, Starkhaven's proudest son,*

*Vanquished giant foes at a dozen inches and one."*

— from *The Ballad of Gendrick the Gallant*

#### **Description**

A tiny longsword three inches long, with a silverite blade and dark steel crossguard emblazoned with the sigil of Starkhaven. Strangely, the edge of the blade looks to be worn and damaged, as if the miniature weapon had actually been used in combat.

Gendrick the Gallant was a famous knight of Starkhaven, beloved of bards and tavern tales. He is said to have fought to defend his liege-lord from the assassins sent by his wife. One of those assassins, a mage of the Circle, inflicted a curse upon him, shrinking him to the size of a rat. According to the ballads, Ser Gendrick, despite being rendered tiny, ran all the way up the mage's robes and cut his throat with his equally tiny blade, only to be killed as the man's corpse fell upon him.

* Magic item, unique
* Requires attunement

#### **Features**

* *The Bigger They Are.* While the Sword of Gendrick the Gallant is somehow equipped (as an amulet or other method), its wielder gains access to the Colossus Slayer feat.
Subclass: Beast Master (EoE)

The Beast Master embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and hunter work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend.

## Hunter's Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your hunter level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

## Exceptional Training

Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

## Bestial Fury

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

## Share Spells

Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
Grant Theft Arbor (Act II)

### Session Twenty-Five [2021.05.15]

The vhenadahl of the Tantervale alienage was spirited away by Gandora Zimnan with the assistance of the alienage's own hahren, Yenrellar. Kalen Maedril, with the assistance of his friends, was able to discover its location, but was unable to steal it back with the threat of GLAMOUR looming overhead.

By the time that the GLAMOUR conspiracy was undone, the vhenadahl had already been moved. With Gandora Zimnan in the wind, the Carta in disarray, and Yorand working now for Audara, there appeared to be no leads regarding the location of the vhenadahl.

That is, until Eruvinia Tyraldus, Warden-Commander of Qarinus, claimed to have had access to a supply of wooden golems that she intended to use against the darkspawn. If there's any more information to be had, the Grey Wardens of Tevinter seem to be holding it close...

### Session Thirty [2021.06.19]

Upon returning to the Grand Cleric with a host of darkspawn heads to claim the bounty, the party took a moment to speak with Leonelle concerning their adventures. She revealed to them that her agents had spotted a massive tree apparently wandering the Silent Plains to the north of the city, likely the missing vhenadahl.

Vara took a moment to speak with Keeper Paral concerning this, suggesting a possible like to the Wanderer Stones that summoned the mysterious spirits that she encountered during her arrival in the Free Marches. Paral responded in the affirmative, stating that while creatures such as sylvans were well-documented, it would take a spirit of great strength to animate something like the vhenadahl.

*This is as far as this quest has currently progressed.*
Fūma Monō

Fūma Mono

Fūma Monō (桃生封真, *Monō Fūma*) is the father of Tsubasa, He is the main antagonist in X and the supporting antagonist in Go For Speed. He was murdered by Negan in Episode 54.

## History

Fūma is married of Chiyo Kurenai, born his son Tsubasa Kurenai and Chiyo is widowed, He was attacked by Negan Kuwata with Handgun in Gym, killed by Negan with Dumbbell and is ashes after death.
Dwarf Noble

*"As the Paragons did, so we do. As the Paragons were, so we are. The Stone breaks and rolls and shifts. But it is still the Stone."*

— inscribed upon the archway of the Qarinus Shaperate

The Dwarven embassies in the Tevinter Imperium, including the one in Qarinus where you were born, are considered to be underground and part of the Stone. Even though you’ve left the Ambassadoria to be part of an actual embassy to a human court, your relation to the Noble Caste means that you still have a social leg up on the other surface dwarves. And as far as the human nobility of the city are concerned, you speak with the full voice and authority of the Paragons themselves.

### Class Options

Dwarf Nobles can be Champions, Berserkers, Rangers, Assassins, Bards, or Magisters.

### Caste Superiority

You draw your blood from the lineage of Paragon Urstad, founder of the Qarinus Ambassadoria. Lower castes take note. You are thus fluent in the Tevene language, and have advantage on Intimidation checks against dwarves from lower castes.

### Diplomatic Knowledge

Your affiliation with the Qarinus Ambassadoria has given you a gifted tongue and a general background knowledge of political history, granting you proficiency in the Persuasion and History skills.

### Stone Sense

You still retain some of your stone sense from your time in the Ambassadoria. Subterranean spaces are familiar, and you can use that to your advantage. While underground, you gain +2 to your Passive Perception and Initiative, and proficiency in Survival, Nature, and Perception checks.

### Starting Equipment

* 5d4 x 10 golden guilders, plus 1d4 x 10 Tevinter tesserae
* A set of fine clothes of dwarven style but made from Tevinter silks
* Your Noble caste pin, emblazoned with your house shield
* Letters of passage granting you entry into Orzammar, Kal Sharok, or any Ambassadoria
* A well-worn copy of *De Rerum Dwarva* by Trias Xalterus, 2nd edition, published 7:98 Storm. This is a book in Tevene detailing the history of the Ambassadoria. The first page of this book also contains a detailed, if somewhat out-of-date, map of Thedas.
Subclass: Study of Eloquence (EoE)

Adherents to the Study of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments, and plucking at heartstrings to appeal to the emotions of entire audiences. Bards who choose this study may be actors from a renowned theater in Arlathan, a member of a Noble Clan or the child of a politician, or may just possess a way with words.

## Silver Tongue

Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

## Unsettling Words

Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.

## Unfailing Inspiration

At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

## Universal Speech

Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

## Infectious Inspiration

At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses.

You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Subclass: Path of Wild Magic (EoE)

The Fade is a place abound with beauty, intense emotion, and rampant magic. As folk of deep feeling, berserkers can be susceptible to the wild influences of the Fade, and their magic may present itself in an uncontrollable, volatile way. Berserkers who find themselves suffused with the Fade in this way walk the Path of Wild Magic.

***Race Restriction: Unavailable to Dreamless.***

## Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

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.

## Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

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## Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

* For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.

* Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

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

## Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

## Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Equipment (Tales from Thedas)

The vast majority of equipment and items will remain the same in vanilla D&D as in the Dragon Age setting. Thus, this section will list only significant additions, such as Thedas-specific items, equipment needed for classes such as the Runesmith and Artificer, as well as any notable magic items for use as loot.

## Standard Equipment

Standard equipment covers any item that would be easy enough to find or purchase throughout Thedas. This includes standard D&D 5E equipment, as well as faction-specific equipment, such as Grey Warden armors, Qunari vitaar, or Dalish crafts.

* Standard Equipment
	+ Armor
	+ Weapons
	+ Consumables
		- Grenades
		- Potions (includes vitaar)

## Unique Items

Unique items are those which are either very rare or singularly exceptional. This covers named weapons, magical artifacts, or other mythical treasures.

* Unique Items
Ben-Hassrath Agent

"*Yes, yes, the Qun is perfect and all-knowing and unassailable, I'm sure your tamassran was very proud of you for memorizing all that. But let's face it—sometimes the Qun needs help. That's where we come in."*

— someone

The eyes and ears of the Antaam, the silent hands of the Ariqun. Your race, your birth--these are irrelevant under the Qun. You are Ben-Hassrath, the Heart of the Many, sent to the mainland of Thedas to learn all that you could and then report that knowledge back to Par Vollen. Ben-Hassrath may be of any race, but elves are favored for their inconspicuous nature and innate stealthiness.

### Class Options

Ben-Hassrath Agents can be Champions, Katari, Rangers, Assassins, or Bards.

### Origin Class Switch (Berserker → Katari)

“One who brings death”. An appropriate name. The Qun demands restraint and obedience. But occasionally there comes a time when obeying the Qun means losing a little restraint. Katari are wild berserkers, too unruly for the rank and file of the antaam but a terrifying weapon in the hands of the Ben-Hassrath. More information can be found under the Berserkers class section.

### Hissra Rethadim

As a member of the Ben-Hassrath, you have also been trained in the arts of espionage and counter-espionage. You are proficient in Deception and Investigation.

### Undercover

As an agent in foreign territory, you present yourself under a disguise. Choose another Origin amongst these lists and you may copy their starting equipment and tool proficiencies. You do not get to copy any of their features or class switches.

### Dead Drops

You are expected to periodically deliver reports to your handlers via dead drops, which will be located all throughout your wanderings. In exchange, you will also receive occasional drops of funding or equipment to assist you in your travels.

### Starting Equipment

For a Ben-Hassrath Agent, your starting equipment is determined by your disguise.
Party Assets (Tantervale 9:21)

In their various travels, these adventurers have found themselves in positions of nobility or authority, commanding ships or ruling stretches of land. The Party Assets page is the record of their various holdings.

## Kellund's March

As a newly elevated baroness, Minhra has been formally adopted by Merhissa Ghantour and given the title and lands of the barony of Kellund's March. As the Baroness of Kellund's March, Minhra has been given dominion over the territories of that march, feudal rights to collect taxes on its inhabitants, levy troops, enforce laws and adjudicate disputes. Within her lands, her word is law.

She has, however, sworn fealty to her adoptive mother and recognized her as her overlord. Thus, as Marchioness, it is the Lady Merhissa that formally holds sway. In return, Merhissa also shares the burden of the responsibilities of nobility—only sensible, given her far greater experience in this regard.

## House Alfreya

Having reclaimed her noble name and birthright, Cecilia Alfreya (most recently known as Luna Ezunia) is once more the Baroness and head of House Alfreya. Unlike the Asters and Ghantours, the Alfreyas are no longer freeholders: while they once held ancestral lands to the southeast of Tantervale, those marches were long since sold off to pay debts incurred by Cecilia's predecessors.

However, Cecilia's father, Jorvael, went a long way towards restoring the lost Alfreya fortune. He reinvested what little coin they had into a merchant empire, fostering business deals and political alliances with Antiva and Rivain. While much of it was spent during the power struggles of the GLAMOUR conspiracy, Cecilia still has some little inheritance.

## The *Wildfall*

When given the chance to ask for a boon from Astinia Aster, Volka asked for crew and funds to restore the capture galleon, the *Empreza Gloriana,* to its proper state after the damage it had suffered when the party went to rescue Audara from Lord Otranto. With the Asters' support in hand, Volka renamed the galleon *Wildfall,* with him at the helm as his captain.

His family have joined him aboard, mostly to escape the chaos that has overtaken the Carta, but they're not really sailors. At some point, proper officers will have to be hired on.
Tantervale 9:21

**Tantervale 9:21** is a campaign set in Tantervale, during the year 9:21 Dragon. Incredible, I know. It is DMed by Gem, and uses the Tales from Thedas system.

## The City on the Minanter

It is the **21st year of the Dragon Age**, and the city of **Tantervale** is the jewel of the Free Marches, a shining beacon seen all across Thedas. Kirkwall licks her wounds after a bitter coup, Wycome wallows in decadence, and even mighty Starkhaven is rife with faction-fighting. Tantervale alone stands as a city of both might and morals, jointly ruled by the nobility and the Chantry, where the markets are prosperous, the people are pious, and no one feels the need to lock their doors at night. Or so the lords of the city, conscious of the attention that Tantervale receives as the host of this year’s **Grand Tourney**, would have everyone believe. The truth, as always, is elusive. Discovering it will take a sharp mind, a stout heart, and a willingness to go looking where no one else does…

## Player Characters

**Currently Engaged in Causing Problems:**

* Iselan Harillemir
* Varalaros Harillemir
* Luna Ezunia
* Minhra Danarius
* Noelle
* Nero

**Currently Engaged in Causing Problems, But Offscreen:**

* Nadia Aster
* Volka Bero
* Yorand Bero

**Sensibly Retired:**

* Akaraad Adaar

## The Book of Ri

The Book of Ri records their adventures and tracks the various quests and rumors they are currently pursuing, effectively acting as a journal. For ease of reading, their various travels have been broken down into "Acts" which encompass significant moments in their history. They are current in Act II.

## Party Assets

In their various travels, these adventurers have found themselves in positions of nobility or authority, commanding ships or ruling stretches of land. The Party Assets page is the record of their various holdings.
Adept: Way of the Self (MoMT)

Adepts of the Way of the Self are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate energy to heal damage to their bodies, and practice advanced meditation that can protect them from harm. Legends say that masters of this way would be able to slip into a deep slumber, that could make them live for over thousands of years. But those are mere myths... Or are they?

## Within, Without

Starting when you choose this path at 3rd level, you can manipulate your enemy's energy when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

* It must succeed on a Dexterity saving throw or be knocked prone.

* It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

* It can't take reactions until the end of your next turn.

## Wholeness of Self

At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your adept level. You must finish a long rest before you can use this feature again.

## Inner Peace

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of Tranquility. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

## Self-Destruction

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 energy points to start these imperceptible vibrations, which last for a number of days equal to your adept level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Maevaris Tilani (Vox Neglecta)

**Race:** Human

**Origin:** Tevinter Altus

**Class:** Magister

**Maevaris Tilani** is a Tevinter magister, currently acting as the head of the Lucerni party and a strong voice for reform in the Magisterium. While unequivocally an authority amongst the Lucerni, she prefers a more administrative role, allowing the younger members of her party to handle the majority of the argumentation and public presentation.

She is a good friend to Dorian Pavus, who unofficially acts as her second-in-command.
Human Commoner

*"There's howling at night in the poor quarters. If you're lucky, it's just the wind. Most often, it's one of the ten thousand forgotten lives being snuffed out by another. But if you're especially unlucky, that howling might be you."*

— Old Damvic

Scrabbling for a life under the boot of the Chantry and the guards means that you learned how to be resourceful, but you’d have a hard time fitting in amongst the lords and ladies of court. You're going to have to fight if you want to survive—and win.

### Class Options

Human Commoners can be Champions, Berserkers, Rangers, Assassins, or Bards.

### Origin Class Switch (Champion → Sellsword)

If you choose Champion as your class, you are automatically shunted to Sellsword. You never could afford a full suit of plate mail, and you never needed it. You lack the formal education and training of a knight, but more than make up for it with a bevy of dirty tricks and tactics. For more information, see the Champion class section.

### Lowborn

You've grown up around the seedier parts of town and rubbed shoulders with some tough customers. Thusly, you're always on the lookout for trouble. You have proficiency in Perception and Survival.

### Rustic Hospitality

You've got friends and family among the common folk of Thedas, and you can find an open door among other commoners to hide or rest unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, thought they will not risk their lives for you.

### Starting Equipment

* 1d4 x 5 golden guilders
* A set of simple linen and wool peasant clothes
* A small wooden trinket or charm, carved in whatever shape you wish
* A skin of cheap ale
Sorcerer: Draconic Bloodline (MoMT)

Your innate power comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer who made a bargain with a dragon or who might even have claimed a dragon parent. After the Ascension of the Evanuris, dragons were deemed to be divine and holy creatures, their forms reserved only for the Evanuris and their chosen. Because of this, the Creator Gods snuffed out many draconic bloodlines who opposed or would not serve them. While there are a small number of draconic sorcerers in the Courts of the Evanuris, it is rumored that most surviving draconic bloodlines are hidden and unknown. It isn't out of the realm of possibility, though, that new bloodlines might form as a result of a pact or some other exceptional circumstance.

## Dragon Ancestor

At 1st level, roll a 1d10 to see what type of dragon is your ancestor. The damage type associated with each dragon is used by features you gain later.

## Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

## Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

## Draconic tongue

Becoming more familiar with your draconic legacy, starting at 6th level, you can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

## Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

## Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.