recursal/Fanatic-Fandom huggingface dataset:
Spirit Healer Spell List

Spells available to the Spirit Healer class.

# Cantrips

* Blade Ward
* Create Bonfire
* Guidance
* Light
* Mage Hand
* Mending
* Message
* Prestidigitation
* Resistance
* Spare the Dying

# 1st-Level Spells

* Alarm
* Bane
* Bless
* Cure Wounds
* Detect Magic
* Feather Fall
* Guiding Bolt
* Healing Word
* Identify
* Mage Armor
* Sanctuary
* Sleep
* Shield
* Shield of Faith

# 2nd-Level Spells

* Aid
* Blindness/Deafness
* Calm Emotions
* Continual Flame
* Gentle Repose
* Hold Person
* Lesser Restoration
* Mental Barrier
* Prayer of Healing
* Warding Bond
* Zone of Truth

# 3rd-Level Spells

* Aura of Vitality
* Beacon of Hope
* Bestow Curse
* Daylight
* Dispel Magic
* Glyph of Warding
* Haste
* Leomund's Tiny Hut
* Life Transference
* Mass Healing Word
* Nondetection
* Remove Curse
* Revivify
* Sending
* Speak With Dead
* Spirit Guardians
* Spirit Shroud

# 4th-Level Spells

* Aura of Life
* Aura of Purity
* Banishment
* Death Ward
* Fabricate
* Fire Shield
* Freedom of Movement
* Stoneskin
* Wall of Fire

# 5th-Level Spells

* Commune
* Creation
* Dawn
* Flame Strike
* Greater Restoration
* Hallow
* Mass Cure Wounds
* Raise Dead
* Scrying
* Summon Fade Spirit (Summon Celestial Spirit)

# 6th-Level Spells

* Harm
* Heal
* Guards and Wards
* Otherworldly Form
* Planar Ally
* True Seeing

# 7th-Level Spells

* Etherealness
* Fire Storm
* Force Cage
* Regenerate
* Resurrection

# 8th-Level Spells

* Control Weather
* Earthquake
* Power Word: Stun

# 9th-Level Spells

* Astral Projection
* Mass Heal
* Power Word: Heal
Anthropologist

* **Skill Proficiencies** Insight, Religion
* **Languages** Two of your choice
* **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

## Cultural Chameleon

Before becoming an adventurer, you spent much of your adult life away from your homeland, study ancient ruins that sound like legends. You came to understand these foreign cultures and the ways of their people were once real, as much as most people tend to disagree. 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, or roll on the Adopted Culture table.

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## 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.
Chantry Foundling

*"Remember the fire. You must pass through it alone to be forged anew.*

*Look! Look upon the Light so you may lead others here through the darkness."*

— Canticle of Exaltations 1:10

Wherever you came from is irrelevant. You were raised in the Chantry, in particular a Circle of Magi. Whether or not you accepted the way you were raised is up to you--everyone must find their own path to the Maker’s light. But you could not help but learn the Andrastian teachings, and as either a Templar of the Order or a Mage of the Circle, your connections to the Chantry both empower you and bind you.

### Class Options

Foundlings can be Templars, Bards, Magisters, Spirit Healers, or Blood Mages.

### Origin Class Switch (Bard → Lay Sister)

If the Foundling is female, she may choose the Lay Sister class in place of the Bard class. Though they are not ordained as full Chanters are, the Lay Sisters are still the foremost soldiers of the Chantry in spreading the Maker’s Light. If the Foundling is male, he may choose to become a Lay Brother, able to receive one promotion upon ordination but otherwise unable to rise higher in the Chantry hierarchy. More information can be found under the Bard class section.

### Liturgical Learning

Whispering in class, are you? Why don’t you recite the entire Canticle of Threnodies, if you’re so fond of the sound of your own voice? Your Chantry education starts you out with proficiency in Religion and Persuasion.

### Ecclesiastical Hierarchy

Your home in the Chantry puts you in a position to pursue advancement within its ranks, provided you are not a mage. Women and men both may seek promotion through the ranks of the Templars, while women may try to rise up the hierarchy of the clergy itself.

### Starting Equipment

* 2d4 x 10 golden guilders
* A set of Chantry robes
* A silver amulet depicting Andraste on the pyre
* A scroll containing an abbreviated version of the Canticles, written in incredibly fine font
* A magnifying glass to be used for reading the aforementioned scroll
Armor (MoMT)

**Armor**

Body armor comes in a variety of shapes and sizes, providing varying degrees of coverage and varying heaviness of materials.

## **Armor Modifications**

Armor can be modified in various ways. To add a modification, choose a base armor, modify the purchase value of the base item according to the modification’s instructions, and then purchase the modified item as normal. Some modifications have additional restrictions placed on them that must be considered before making the modification.

**Integrated Equipment.** Choose a piece of equipment. That equipment is integrated into the base armor and can be used at any time.

*Value Modifier:* +1 AC (if the equipment has a lower purchase value than the base armor) or +2 AC (if the equipment has a higher purchase value than the base armor)

**Integrated Weapon.** This modification integrates a built-in weapon into the base armor. Choose a weapon. That weapon is integrated into the base armor and can be used at any time.

*Value Modifier:* Attacks with the integrated weapon when you are wielding no other weapons gain a + 1 bonus to Damage Rolls with that weapon (if the weapon has a lower purchase value than the base armor) or +2 (if the weapon has a higher purchase value than the base armor)
Standard Equipment (Tales from Thedas)

This page covers the ubiquitous gear of an adventure. 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.

## **Armor**

### Standard Armor

Standard armors are found everywhere and are generally available at most merchants. Exact prices may vary.

### Faction Armors

Faction armors are generally only available to members of that faction, and are unlikely to be sold by reputable merchants. There are, of course, black marketeers who may sell these items, but they're unlikely to have come by them honorably. As such, the prices are likely to be far steeper.

## **Weapons**

### Standard Weapons

Standard weapons are found everywhere and are generally available at most merchants. Exact prices may vary.

### Faction Weapons

Faction weapons are generally only available to members of that faction, and are unlikely to be sold by reputable merchants. There are, of course, black marketeers who may sell these items, but they're unlikely to have come by them honorably. As such, the prices are likely to be far steeper.

## **Consumables**

Any item that is used once and then consumed. This only includes standard consumables. There are no faction-specific consumables as of yet.

### Grenades

Grenades are a key part of the Artificer class, but are usable and purchasable by all classes. The “Cost in Materials” specifies first the cost to purchase it wholesale, then the ingredients and time it would take to manufacture it yourself using the “Tinkering” feature of the Artificer class.

### Potions

Potions are consumable items, much as they are in the Dragon Age games, that recreate the effects of certain spells such as Cure Wounds or Lesser Restoration. However, some potions require ingredients restricted in Thedas by the Chantry of Light. Thus, they and the alchemists that make them are under heavy scrutiny for any signs of apostasy.
Flavia Aurarius

**Race:** Human

**Origin:** Tevinter Altus

**Class:** Magister

**Born:** 8:82 Blessed, Minrathous, Tevinter Imperium

**Flavia Thalenine Aurarius** is a Senior Enchanter of the Circle of Minrathous and a Senator of the Magisterium, currently leading the Prudencipes party. As the acknowledged head of the largest voting bloc in the Senate, Aurarius is nominally the second most powerful person in the Imperium behind the Archon Radonis.

In reality, Aurarius only stays in power by being the best compromise for the majority of her bloc, making her the preferable alternative to other, more extreme candidates. She constantly has to balance the different interests of her party, making her somewhat slow to react and hesitant to lead.
Adept: Way of the Light (MoMT)

Adepts of the Way of the Light learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.

## Radiant Bolt

Starting when you choose this path at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage is 1 Martial Arts die. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 energy point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

## Searing Arc Strike

At 6th level, you gain the ability to channel your energy into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 energy points to cast the Burning Hands spell as a bonus action.

You can spend additional energy points to cast Burning Hands as a higher level spell. Each additional energy point you spend increases the spell's level by 1. The maximum number of energy points (2 plus any additional points) that you can spend on the spell equals half your adept level rounded down.

## Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending energy points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

## Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Herrutati

The **Herrutati** are a political party of the Tevinter Imperium, representing the military expansionist and Tevinter supremacist bloc of the Magisterium. Led by Ostulus Ahriman of Carastes, the Herrutati were founded by magisters who lived outside the capital city of Minrathous, particularly those native to Carastes and Qarinus, who suffer the brunt of attempted Qunari incursions. The Herrutati view the ruling traditionalists of the Prudencipes with disdain, considering them to be cowardly and ineffectual.

At one point, the Herrutati were the largest party in the Magisterium, but a large portion of their membership were siphoned off by the Venatori. In the wake of the Venatori's defeat by the Inquisition, the Herrutati have been making a slow recovery back to dominance over the Imperium, opposed mainly by the staunchly progressive Lucerni.
Subclass: Protection Domain (EoE)

Many who devote themselves to Mythal the Protector– All-Mother, and Goddess of Love– act as pillars of strength and fortitude within their communities. These priests have been charged by their deity to shield the weak from the strong, offer refuge to the weary, and seek out evils that threaten the very livelihood of the People of Elvhenan.

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## Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

## Shield of the Faithful

Starting at 1st level, you gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

## Channel Divinity: Warding Grace

Starting at 2nd level, you can use your Channel Divinity to grant a touch of divine protection to yourself and those who fight alongside you. Attack rolls against you and all allies within 30 feet of you have disadvantage until the end of your next turn.

## Blessed Resilience

Beginning at 6th level, you can spend your reaction to grant an ally within 30 feet advantage on a saving throw. You must complete a short or long rest before you can use this ability again.

## 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Indomitable Defense

At 17th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.

As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
Dalish Elf

*"**Lathbora viran a revas.** We are the last, the free, the keepers of the old ways. We have endured. If the world had the power to break us, it would have done so by now. **It has not**."*

— Paral Harillemir

The Dalish are nomadic elves that seek to recover, inherit and preserve the knowledge and sacred treasures of the two fallen elven kingdoms, the Dales and Elvhenan. They lead nomadic lives, wandering throughout Thedas. Their clans date back to the independent kingdom of the Dales and the Dalish themselves are their descendants.

### Class Options

Dalish elves can be Champions, Berserkers, Rangers, Assassins, Bards, or Spirit Healers.

### Origin Class Switch (Spirit Healer → Keeper)

The Dalish are the keepers of the lost lore, and their own ways of communing with spirits and using magic. Rather than the rigid schools of the Circles, the knowledge of the Keepers is passed down from mentor to apprentice. More information can be found in the Keeper class section.

### Andruil's Eye

The Dalish enjoy the patronage of Andruil, the god of the hunt. Forest paths and mountain passes are as grand avenues to them, and the densest canopy might as well be an open field. You are proficient in Survival, and suffer no movement penalties in dense forest or difficult terrain resembling forest.

### Sylaise's Boon

Sylaise, the Hearthkeeper, holds all elvhen dear to her heart. The herbs of the forest offer their healing powers as best they can in her name. You are proficient in Nature and Animal Handling.

### Dirthamen's Teachings

Dirthamen, the Keeper of Secrets, still whispers through memory and tradition. The tongue of Arlathan still has a place on your lips. You are fluent in Dalish, and know some ancient Elvhen.

### Starting Equipment

* A satchel containing five strips of ironbark, each worth about 20 guilders
* A set of soft hide clothing, done in intricate Dalish style
* A small horn made from a cast-off halla antler
* A dar'misu, a Dalish dagger
Prudencipes

The **Prudencipes** are a political party of the Tevinter Imperium, representing the traditionalist bloc of the Magisterium. They are advocates of the maintainance of the status quo, and represent many of the oldest lineages of the Altus caste. They are led by Flavia Aurarius, one of the Senior Enchanters of the Circle of Minrathous, and are allies and supporters of the current Archon Radonis.
Subclass: Way of the Shadow (EoE)

Adepts of the Way of Shadow follow a path that values stealth and subterfuge. These adepts might be called Shadowdancers or Shades, and they serve as spies and assassins. Sometimes the members of a temple of Shades are family members, forming a clan sworn to secrecy about their arts and missions. Others are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, most who follow this path worship, respect or even swear themselves to Dirthamen, and the heads of these cloisters expect the unquestioning obedience of their students.

***Race Restrictions: None.***

## Shadow Arts

Starting when you choose this path at 3rd level, you can use your energy to duplicate the effects of certain spells. As an action, you can spend 2 energy points to cast Darkness, Darkvision, Pass without Trace, or Silence, without providing material components. Additionally, you gain the Minor Illusion cantrip if you don't already know it.

## Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

## Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

## Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Five Fingers of the Master

### Session Thirty-Three [2021.08.21]

Nero was sent to Tantervale on a mission to retrieve Vara, and although he is now free, he is still aware that there are other agents of Umbria seeking to complete their task. He has seen Veles Solanacea drawn blood on the streets of Tantervale, Garm and Managarm stalking in the shadows, and the shambling form of Eimhir the Corpse Totem reporting silently back to Umbria.

But perhaps most worrisome of all...he has no idea where Skathi the Hundred is waiting.

*This is as far as this quest has progressed.*
Subclass: Slayer (EoE)

You have dedicated yourself to hunting down creatures of the night and wielders of grim or unnatural magic. A slayer seeks out vampires, lycanthropes, evil creatures such as hags, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

## Monster Slayer Magic

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

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## Hunter's Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

## Slayer's Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

## Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target's grapple, add 1d6 to your roll.

## Mage's Nemesis

At 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

Once you use this feature, you can't use it again until you finish a short or long rest.

## Slayer's Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the attack’s normal effects.
City Elf

"*Head down, eyes up, hands at the ready. This city is cruel, cousin, and swift in its cruelty. You must be swifter."*

— Gwennal the Conveniently and Suspiciously Present Bard

Tantervale is a human city, no worse than any other but certainly no better. The alienage is overcrowded, the city guards are abusive, and the Chantry only ever comes through to try and gain converts. You have lived your life being trod upon by the humans, but that suffering has taught you well what it takes to protect your own in this world.

### Class Options

City elves can be Champions, Berserkers, Rangers, Assassins, or Bards.

### Origin Class Switch (Champion → Sellsword)

Alienage elves of the Champion class are automatically shifted into the Sellsword class. 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.

### Urbanite

Humans don’t have a high opinion of their elven servants. You find it easy to pass for a simple serf and go unnoticed, you know every alcove and alleyway, and you’ve had to make use of the knowledge to keep out of trouble on more than one occasion. You have proficiency in Deception and Stealth.

### Laborer

Elves may no longer be slaves in the Marches, but they are still serfs and servants. You've had to work from a young age, and thus start with proficiency in one type of artisan's tools.

### Starting Equipment

* 1d4 x 5 golden guilders
* A set of simple linen and wool peasant clothes
* A sprig of the vhenadahl, the Alienage tree
* A set of artisan's tools that you are proficient in
Subclass: Way of the Sun (EoE)

Adepts of the Way of the Sun learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature. The majority who follow this path worship and praise Elgar'nan, for his feat of conquering and harnessing the Sun, thus giving all Elvhen life.

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

## Radiant Sun Bolt

Starting when you choose this path at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage is 1 Martial Arts die. This die changes as you gain adept levels, as shown in the Martial Arts column of the Adept table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 energy point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

## Searing Arc Strike

At 6th level, you gain the ability to channel your energy into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 energy points to cast the Burning Hands spell as a bonus action.

You can spend additional energy points to cast Burning Hands as a higher level spell. Each additional energy point you spend increases the spell's level by 1. The maximum number of energy points (2 plus any additional points) that you can spend on the spell equals half your adept level rounded down.

## Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending energy points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

## Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Chest of Uncertain Fortune

*"Fortune favors the foolish!"*

— Audara Vendat

#### **Description**

A magical chest of varnished oak and polished brass, crafted with an embedded Rune of Fortune that draws power from the Fade. After an amount of coin is placed inside, the chest will either add to it or decrease it, depending on the winds of chance. The chest has a lock that is mundane, but very difficult to pick.

While canonically found in the Tantervale 9:21 campaign, this is also a joke item. May be a bit immersion-breaking.

#### **Features**

* *Stonks.* Any coin placed into this chest will automatically be converted as if it were USD ($) into shares of GME. The players will see an amount of coins that corresponds to the value in shares of GME at the time of the start of the session.
Entrepreneur

Entrepreneurs have an obsession about being their own boss. They believe in themselves, have an abundance of confidence, and the ability to acquire the funds necessary to bankroll their newest moneymaking venture. These small to large business owners have a knack for putting together business plans, gathering resources, and getting a new venture off the ground. They rarely want to stick around after the launch, however, as they prefer to put their energies into the next big thing.

As an entrepreneur, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Insight and Persuasion.

### **Network**

You have a network of contacts in the business and financial world that you can use as a source of information, loans, or equipment requisitions, usually in return for favors.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 4 x 10
Religious

Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.

As a religious figure, you gain the following benefits.

### **Skill Proficiencies**

You are proficient in Insight and Religion.

### **Faith Community**

You command the respect of those who share your faith, and you can perform the religious ceremonies of your order. You and your companions can expect to be received favorably at a temple, shrine, or other established presence of your faith. Those who share your religion will offer their personal and financial support to a limited degree.

### **Wealth**

To determine your starting wealth score, roll 2d4 + 2 x 10
Subclass: Swashbuckler (EoE)

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

***Race Restriction: None.***

## Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

## Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

## Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

## Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

## Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Subclass: Tempest Domain (EoE)

While most priests of Elgar'nan– the All-Father, the Eldest of the Sun and He Who Overthrew His Father– follow the path of Light, there are few who follow the path of Storms, embodying the ever tumultuous mood of their deity and the raw elemental power that Elgar'nan is rumored himself to control. These priests are their own force to be reckoned with, though, and use the elemental destruction and chaos of the natural world to their advantage.

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## Bonus Proficiencies

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

## Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

## Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

## Thunderous Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

## 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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

## Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Sorcerer: Wild Magic (MoMT)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, through a chance encounter with some cosmic force from the Fade, or the Void. Perhaps you were blessed by a powerful creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

## Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

## Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

## Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

## Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

## Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.
Subclass: The Forbidden Ones (EoE)

You have plunged into a pack with the Forbidden Ones– beings from the Void that are rumored to even be a concern to the Evanuris. These beings grant you the power of madness and sickness, one of the few things which truly pose a threat to the livelihood of the citizens of Elvhenan. Having once been allies to the Evanuris, the Forbidden Ones were banished from the realm after betraying the people, but a few still call on these beings. It is said that, now spiteful, these Forbidden Ones– sometimes even referred to as the Forgotten Ones– will grant power to those who seek to end the tyranny of the Evanuris.

 1st
 2nd
 3rd
 4th
 5th

## Tentacle of the Abyss

At 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 necrotic damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.

As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.

You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

## Heart of Darkness

Also at 1st level, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

## Guardian Coil

At 6th level, your Tentacle of the Abyss can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.

## Grasping Tentacles

Starting at 10th level, You learn the spell Black Tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.

## Plunge into the Void

When you reach 14th level, you can magically open temporary conduits to shadowy destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a place of dim light or darkness you've seen, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can't use it again until you finish a short or long rest.
Scourge of the Waking Sea

### Session Twenty-Seven [2021.05.29]

Belladonna de Lefent, Lady of Fortune, has raised the idea of recovering an eluvian from the clutches of the dread pirate Shiverfew. Shiverfew is a corsair with no ties of allegiance to any crown or to the Felicissima Armada, truly vicious and unfettered. He is apparently an avid collector of rare treasures, including one of the magic mirrors of old Arlathan.

She has suggested that the *Wildfall,* Volka's galleon, may be of some use, as would the eluvians currently in the Clan Harillemir's possession. Any such plans, however, will have to wait until the conclusion of the Grand Tourney.

*This quest has not yet progressed enough to be tracked.*
Subclass: Scout (EoE)

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

***Race Restriction: None.***

## Skirmisher

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

## Survivalist

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

## Superior Mobility

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

## Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

## Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
Subclass: Study of Valor (EoE)

Bards of the Study of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events don't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

## Bonus Proficiencies

When you join the Study of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

## Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

## Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.
Tal-Vashoth

*"They don't ask you to join the Qun. You either are, or are not. Well, I am not putting up with this for a single second more."*

— Ordannaz the Free

The demands of the Qun are absolute and unchanging—but people are not. Perhaps you were born to the Qun, and now seek to try something new. Perhaps you turned to it in a moment of desperation, and now seek to return to your previous life. Regardless of why you did it, it is done, and there is no going back. You are now Tal-Vashoth, the True Grey, and you are a traitor and aberration in the eyes of your former people. Your destiny, for better or for worse, is now entirely your own. Tal-Vashoth may be of any race.

### Class Options

Tal-Vashoth can be Champions, Berserkers, Rangers, Assassins, Bards, or Saarebas.

### Origin Class Switch: (Blood Mage → Saarebas)

All mages born into the Qun are shackled, blinded, and silenced. You have lived most of your life as a trained animal, repressed to a degree extreme even for most Qunari. But personhood is not so easily denied, even by years of abuse. You escaped, and now have both your freedom and the power to protect it. More information can be found under the Saarebas class section.

### Additional Languages

You've had to learn to live outside the structure of the caste system, and that means speaking to strange new folk. In addition to speaking Qunlat, you also speak Common and one additional language of your choice.

### Quarry of the Arvaraad

To be the Arvaraad is to "hold back evil"—and thus the Arvaraad is tasked with the guarding of the Saarebas, and the pursuit of the Tal-Vashoth. You are being actively pursued by the Arvaraad, and must avoid exposing yourself too much lest you be found and put to death by the wardens of the Antaam. Constantly being on your guard has granted you proficiency in both Perception and Insight, to discover the agents of the Ben-Hassrath before they discover you.

### All Eyes on You

Your time in the Qun has left an indelible mark on your mannerisms, speech, and attitudes. Even though you have left it behind, you are still clearly a stranger and an oddity to the rest of Thedas, doubly so if you are of Kossith descent. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

### Starting Equipment

* 3d4 x 10 golden guilders
* A thick woolen gambeson and traveling cloak
* A taamsala, an amulet denoting your full name, which among the Qunari denotes place of birth, birthdate, role in the Qun, and the preceding four generations of your genealogy
* A map of Thedas
Elf (Tales from Thedas)

The passage of time has not been kind to the elvhen, but still, they endure. Whether in struggling in bondage or wandering the wilds, the elves of Thedas fight daily for survival. Quick wits and sharp minds are needed to make your way in this world with the odds so stacked against you--elves have bonuses to both.

### Elven Origins

Elf-specific origins include Dalish Elf, City Elf, or Escaped Slave. They may also be recruited into the Grey Wardens.

### Speed and Size

Your base walking speed is 35 feet. Your size is Medium.

### Ability Score Increase

INT increases by +1, and WIS increases by +2.

### Keen Senses

You automatically have proficiency in Perception.

### Darkvision

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

### Languages

All elves speak some degree of Common, with knowledge of Dalish and ancient Elvhen being dependent on Origin.