From 314e212c7dbe153489932362617c66ab15b512de Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 29 Jan 2020 17:44:40 -0700 Subject: [PATCH 1/3] feature: Added Races, Feats, and Backgrounds - Additions to... -- Acquisitions Incorporated -- Baldur's Gate: Descent into Avernus -- Eberron: Rising from the Last War -- Guidmaster's Guide to Ravnica - Added remaining monsters to Eberron: Rising from the Last War --- FightClub5eXML/CHANGELOG.md | 12 +- .../Sources/AcquisitionsIncorporated.xml | 386 ++ .../Sources/BaldursGateDescentIntoAvernus.xml | 5056 ++++++++++++++--- .../Sources/EberronRisingFromTheLastWar.xml | 114 + .../Sources/GuildmastersGuideToRavnica.xml | 1503 +++++ 5 files changed, 6175 insertions(+), 896 deletions(-) diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 7fd5a36..7662bc5 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -1,5 +1,15 @@ ## CHANGE LOG +### 2020-01-29 + +Added remaining monsters from Baldur's Gate: Descent Into Avernus. +Added races, feats, and backgrounds from... + +- Acquisitions Incorporated +- Baldur's Gate: Descent Into Avernus +- Eberron: Rising From The Last War +- Guildmaster's Guide To Ravnica + ### 2020-01-28 @@ -17,7 +27,7 @@ Renamed the Artificer from Unearthed Arcana to avoid conflicts. Added monsters and spells from... - Acquisitions Incorporated -- Eberron Rising From The Last War +- Eberron: Rising From The Last War - Guildmaster's Guide To Ravnica - Mordenkainen's Fiendish Folio - Hunt For The Thesselhydra diff --git a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml index 0cf8422..ebc56ac 100644 --- a/FightClub5eXML/Sources/AcquisitionsIncorporated.xml +++ b/FightClub5eXML/Sources/AcquisitionsIncorporated.xml @@ -1,5 +1,391 @@ + + + Verdan + M + 30 + Con 1, Cha 2 + Persuasion + + + Description + The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world. + Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I'm sorry, was that the question? + Source: Acquisitions Incorporated p. 72 + + + Age + Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race's initial creation, their upper age limits remain subject to speculation. + + + + Alignment + Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework. + + + + Size + Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature. + + + + Black Blood Healing + The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll. + + + + Limited Telepathy + You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts. + + + + Persuasive + Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill. + + + + Telepathic Insight + Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws. + + + + Language + You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life. + + + + Created by Chaos + When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy—but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight. + When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world. + + + + That-Which-Endures + That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy—the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it. + + + + Ongoing Mutations + Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days. + At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan's hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan's ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about. + Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan's mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender. + + + + Cultural Chameleons + The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn. + Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs. + Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress—especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance. + + + + Wide-Eyed and Curious + Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not. + + + + Verdan Names + The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes—or, indeed, whenever the mood strikes them. + Verdan make no differentiation between male, female, and family names, and often eschew family names altogether. + • Verdan Names: Bronn, Crahma, Dolar, Dreeda, Duglee, Gruvald, Hulm, Jeal, Kalo, Klesh, Korm, Lathi, Ovlig, Paracii, Pils, Praet, Promul, Reezni, Rin, Shylk, Slyra, Sollo, Stalsii, Stromvo, Stussa, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee + + + + Underlying Improvements + When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player's determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead. + + + + + + + Celebrity Adventurer's Scion + Perception, Performance + + Description + Your family name strikes fear and admiration in the hearts of the common folk—but that's got nothing to do with you. Songs and stories celebrating the adventuring exploits of your famous parent are widely known. Kids across the land grew up wishing they were you. But being the child of a famous adventurer wasn't all hugs and kisses. + You seldom saw your celebrity-adventurer parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, you'd be woken out of a sound sleep by someone standing outside your home screaming about the latest threat to the town, the region, or the world. + In the end, all you have to show for your lineage is your name. Most of the family's money went for consumables, from potions of healing and spell scrolls to copious amounts of dwarven ale. And everyone expects you to swing a sword or sling spells like your famous forebear, making it doubly hard for you to prove yourself. + • Skill Proficiencies: Perception, Performance + • Tool Proficiencies: Disguise kit + • Languages: Two of your choice + • Equipment: Disguise kit, a set of fine clothes, and a belt pouch containing 30 gp. + Source: Acquisitions Incorporated p. 48 + + + Feature: Name Dropping + You know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. + + + + Suggested Characteristics + Scions of celebrity adventurers must deal with fame that's not theirs, wealth they didn't earn, and expectations they can never hope to meet. These hardships can have adverse effects, but those who cope with them can arrive at a decent attitude and a grounded worldview. Those who fail become bitter—or worse. + d8 | Personality Trait + 1 | I will never get out of my famous parent's shadow, and no one else will ever understand this burden. + 2 | I've seen enough of the adventuring life to have realistic expectations and empathy for my peers. + 3 | Living up to my legacy will be difficult, but I'm going to do it. + 4 | I'm used to the very best in life, and that's a hard habit to break. + 5 | My parent taught me a sense of duty. I strive to uphold it, even when the odds are against me. + 6 | No one can fake a smile, a handshake, or an interested nod like I can. + 7 | I've been part of the adventuring life since I was old enough to walk. Let me explain a few things to you. + 8 | No risk is too great for the rewards of defeating my enemies... and taking their stuff. + + d6 | Ideal + 1 | Power. The only way to get ahead in this world is to attain power and hold onto it with all your might. (Evil) + 2 | Peace. Those who can find or make peace in the chaotic world around them have everything. (Lawful) + 3 | Fame. I've seen what fame can bring. And I'll do anything to get all that for myself. (Neutral) + 4 | Training. Hard work, sacrifice, and training lead to success—and eventually to perfection. (Any) + 5 | Anonymity. I want to be successful. And alone. With lots of guards and wards between me and everyone else in the world. (Any) + 6 | Wisdom. Material wealth is an illusion. Wisdom is the real treasure. (Good) + + d6 | Bond + 1 | While my parent was out adventuring, a servant raised me, and I care about that person more than anyone. + 2 | I consider every member of my parent's former adventuring party to be family. + 3 | Despite their absences, my famous parent was kind and generous. I love them and want to make them proud. + 4 | My parent once brought a cursed magic item home. It is my obsession. + 5 | My childhood home holds all my best memories, and its upkeep is my primary concern. + 6 | Growing up, I had an imaginary friend I could always count on. That friend is still with me. + + d6 | Flaw + 1 | You don't know what I'm going through. You never can. + 2 | You. Fetch my cloak. And maybe rub my feet for a while. + 3 | My comrades are brave, but I must defeat this threat alone to prove my worth. + 4 | Oh, yeah, that spell? Named after my parent's best friend. Let me tell you about them. + 5 | My best days are behind me. Ahead lies only toil, pain, and death. + 6 | You have to look out for yourself. No one else will. + + + + + Failed Merchant + Investigation, Persuasion + + Description + Maybe you come from a long line of merchants. Perhaps you were an entrepreneur. Regardless, your ventures ended poorly. Whether it was because of outside influences, bad luck, or simply because your business acumen was weak, you lost everything. + With failure, however, comes experience. You're free of that old life, having made some connections and learned your lessons. Prepared to pursue the life of an adventurer, your insight into the world of commerce brought you into the sphere of Acquisitions Incorporated—and a franchise just might be in your future. + • Skill Proficiencies: Investigation, Persuasion + • Tool Proficiencies: One type of artisan's tools + • Languages: Any one of your choice + • Equipment: One set of artisan's tools, merchant's scale, a set of fine clothes, and a belt pouch containing 10 gp + Source: Acquisitions Incorporated p. 49 + + + Feature: Supply Chain + From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information. + + + + Suggested Characteristics + Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail? + d8 | Personality Trait + 1 | I didn't have the cutthroat attitude necessary to succeed. I won't make that mistake again. + 2 | Even my competitors said I was affable and talented. Those traits should serve me well. + 3 | To prosper, you have to be in control. + 4 | The customer is always right. + 5 | I was cutting corners and breaking deals to maximize profit. That's why I failed. + 6 | When I get an idea, I am single-minded in its execution—even if it's a terrible idea. + 7 | If I can be everyone's friend, I'll always have support. + 8 | My heart wasn't in being a merchant, so I failed. I'm not all that keen on adventuring either, but I need the money. + + d6 | Ideal + 1 | Survival. Where there's life, there's hope. If I remain alive and flexible, I can succeed. (Any) + 2 | Generosity. People helped me when I was down. Now that I'm back on my feet, I'll pay it forward. (Good) + 3 | Excitement. Caution got me nowhere in my previous business. I'm not going to let it hold me back now. (Chaotic) + 4 | Wealth. With enough coin, I can buy comfort, power, knowledge, and even eternal life. Nothing will stand between me and money. (Evil) + 5 | Stability. The mercantile trade was too chaotic for me. I need a nice stable profession, like adventuring. (Lawful) + 6 | Redemption. Too many people consider me a failure. So I need to prove them wrong. (Any) + + d6 | Bond + 1 | My family means everything to me. I failed them before, and I must not do so again. + 2 | My church provides a connection to my god, so I must ensure that it is protected and funded. + 3 | My former business partner fell ill, and then our business failed. Part of my new venture involves earning enough to take care of their family. + 4 | If I take care of my possessions, they'll take care of me. People come and go, but a weapon or a wand is something you can always rely on. + 5 | Although my business failed, the people of my community were kind to me. I'll do everything in my power to protect them. + 6 | I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid. + + d6 | Flaw + 1 | Why spend gold here when you can buy the same thing for copper in the next town? + 2 | I must have the best of everything. Like, right now. + 3 | You haven't heard of me? I'm sure that's because of your ignorance and low breeding. + 4 | I failed, but I'm awesome. So when anyone else is successful, it must be because of nepotism, dishonesty, or dumb luck. + 5 | I find that most people are trustworthy. Hey, where's my belt pouch? + 6 | Nothing gets between me and danger except my fellow adventurers. So I'll be sure to put them there. + + + + + Gambler + Deception, Insight + + Description + All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet. + • Skill Proficiencies: Deception, Insight + • Tool Proficiencies: One gaming set + • Languages: Any one of your choice + • Equipment: One gaming set, a lucky charm, a set of fine clothes, and a belt pouch containing 15 gp + Source: Acquisitions Incorporated p. 49 + + + Feature: Never Tell Me the Odds + Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination. + + + + Suggested Characteristics + Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them. + d8 | Personality Trait + 1 | I plan for every contingency. Leave nothing to chance! + 2 | Every copper wants to be a silver. Each bet is an opportunity. + 3 | I'm one of Lady Luck's favored. Anything I try is destined to succeed. + 4 | I've lost so much to gambling that I refuse to spend money on anything anymore. + 5 | Nothing is certain. Planning is a coward's act. + 6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public. + 7 | The perfect bet is out there somewhere. I just have to keep my eyes open. + 8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table. + + d6 | Ideal + 1 | Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any) + 2 | Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful) + 3 | Bravery. If you want to succeed, you have to take risks. (Chaotic) + 4 | Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any) + 5 | Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good) + 6 | Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil) + + d6 | Bond + 1 | One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid. + 2 | I'm loyal to the friend or family member who taught me how to gamble. + 3 | The person who saved me from my gambling addiction is the only reason I'm alive today. + 4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash. + 5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me. + 6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets. + + d6 | Flaw + 1 | I don't know when to quit. Especially when everyone else is telling me to. + 2 | I save my sympathy for my friends, and I have no friends. + 3 | You think we're in trouble now? Let me tell you how bad things are likely to get! + 4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed. + 5 | I was once a terribly flawed person, like you. Let me tell you how you can save yourself. + 6 | I'm a great gambler. I'm just bad at math and logic. + + + + + Plaintiff + Medicine, Persuasion + + Description + Sure, accidents happen. But they seem to happen an awful lot when Acquisitions Incorporated operatives are on the scene. Naturally, nothing ever happens when there are no witnesses left behind. But sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was. + You were a victim of a legal incident that was ostensibly the fault of Acquisitions Incorporated. At least that's what the local magistrate said. But before a final ruling could be handed down, Acquisitions Incorporated offered you a job! Don't know how to swing a sword? They promised to teach you! Think you have what it takes to sling spells? They've got masters who'll have you throwing fire in no time! + With the promise of untold treasures and realms of magic and mystery just a dungeon away, you left your old life behind. Now a world of adventure is yours. Just initial here and sign here and here. Absolve Acq Inc of all former claims, and acknowledge you understand past outcomes don't guarantee future results. + • Skill Proficiencies: Medicine, Persuasion + • Tool Proficiencies: One type of artisan's tools + • Languages: Any one of your choice + • Equipment: One set of artisan's tools, fine clothes, 20 gp + Source: Acquisitions Incorporated p. 50 + + + Feature: Legalese + Your experience with your local legal system has given you a firm knowledge of the ins and outs of that system. Even when the law is not on your side, you can use complex terms like ex injuria jus non oritur and cogitationis poenam nemo patitur to frighten people into thinking you know what you're talking about. With common folks who don't know any better, you might be able to intimidate or deceive to get favors or special treatment. + + + + Suggested Characteristics + Plaintiffs come in many varieties. Some are innocent bystanders who want only fair compensation for their injuries. Others are professional courtroom operatives, going to extreme lengths to appear wronged in pursuit of a large payout. + d8 | Personality Trait + 1 | I can't believe I have a chance to join Acquisitions Incorporated! The fun I'm going to have! + 2 | I've been wronged my entire life, and the world owes me. + 3 | I have always tried to make the best of a bad situation. + 4 | The law doesn't protect the honest and the hard working. I'm going to do whatever needs to be done to make things right. + 5 | I'm always in the wrong place at the wrong time. + 6 | My superiors are smarter and wiser than I am. I do what I'm told. + 7 | Never pass up the opportunity to make an easy bit of coin. That's my motto. + 8 | I'm beginning to feel like the gods are not on my side. + + d6 | Ideal + 1 | Justice. Those who break the law need to answer for their crimes. (Lawful) + 2 | Freedom. People must have the freedom to do what they want and pursue their dreams. (Chaotic) + 3 | Greed. Everyone I see is getting theirs, so I'm surely going to get mine. (Evil) + 4 | Chaos. You're out of order! And you're out of order! This whole realm is out of order! (Chaotic) + 5 | Humility. I'm just a small part of a larger whole. So is everyone else. (Neutral) + 6 | Responsibility. We all have our roles to play. I'll hold up my end of the bargain. (Any) + + d6 | Bond + 1 | Others hurt in the same accident that hurt me are my new family. I'll make sure they're taken care of. + 2 | The rulers of this place were kind to me, and they have my lifelong devotion. + 3 | My parents worry about me, but I'll make them proud. + 4 | The only bond that matters is the one holding my money pouch to my belt. + 5 | The other new hires at Acquisitions Incorporated are my allies. We have each other's backs. + 6 | My legal counsel is my best friend. I owe all my forthcoming opportunities to their hard work. + + d6 | Flaw + 1 | The person who gains the most reward for the least effort wins. + 2 | Three magic beans for just one cow? What a deal! + 3 | I have only one vice, but it controls my life. + 4 | Sleep is for the weak. We need to keep training more if we're going to be ready for the challenges ahead. + 5 | Until my songs are sung in every tavern in this realm, I won't be satisfied. + 6 | If people find me unpleasant, that's their problem. + + + + + Rival Intern + History, Investigation + + Description + You were an intern at a rival of Acquisitions Incorporated, and you gained a healthy respect for not just the job and the franchising opportunities, but for the ruthless and efficient way Acquisitions Incorporated goes about its business. Why deal with the rest, when you can work for the best? + Perhaps the rival did not treat you as well as you were hoping, or you washed out of that organization. Maybe you hope to leverage the knowledge you gained there for an advantage at Acquisitions Incorporated. Either way, you're now bringing your talents to the company, ready to put your skills to use. + • Skill Proficiencies: History, Investigation + • Tool Proficiencies: One type of artisan's tools + • Languages: Any one of your choice + • Equipment: One set of artisan's tools, a ledger from your previous employer containing a small piece of useful information, a set of fine clothes, and a belt pouch containing 10 gp + Source: Acquisitions Incorporated p. 51 + + + Feature: Inside Informant + You have connections to your previous employer or other groups you dealt with during your previous employment. You can communicate with your contacts, gaining information at the DM's discretion. + + + + Suggested Characteristics + If you were happy with your previous internship, the parting of ways might have been amicable. If not, it might have involved armed guards removing you from the premises. If you were passed over at your previous position, it might have left you a blend of seething rage, practiced nonchalance, and keen knowledge of where the bodies are buried (perhaps literally). + d8 | Personality Trait + 1 | My previous employer didn't respect me, and now I'll do whatever I can to gain respect. + 2 | The job is important, but the relationships I forge with my coworkers are even more so. + 3 | The job is everything to me. Who needs relaxation, hobbies, and a social life? + 4 | I know I'm not the best and brightest, but if I put my best self forward, I can overcome anything. + 5 | My former boss was an idiot. So was my boss before that. And before that. I'm sure those were all coincidences. + 6 | This company is so much better than my previous one. It will always be the best until they stop paying me. + 7 | I know this dagger belongs to the company, but I'm sure they won't miss it. Or this flask. Or this armor. + 8 | It's only a matter of time before I'll be upper management. I just have to kiss up to my superiors and kick down those beneath me. + + d6 | Ideal + 1 | Advancement. Money and power can be gained more easily within an organization. I plan to gain as much as possible. (Evil) + 2 | Structure. Life goes much more smoothly when you follow the rules and work within a system. (Lawful) + 3 | Uncertainty. The more chaos that swirls around me, the more opportunities I can find to profit. (Chaotic) + 4 | Justice. I can't stand people being treated unjustly. I do whatever it takes to stop injustice and those who flout the law. (Lawful) + 5 | Pleasure. What's the use of working hard and making money if you can't enjoy the finer things in life? (Any) + 6 | Power. Money is fine, but real power means never having to say you're sorry. (Evil) + + d6 | Bond + 1 | I have a family member in need. I consider them in everything I do. + 2 | My peers keep me grounded. + 3 | My past mistakes cost someone else dearly. I have to rectify that. + 4 | A childhood mentor put me on my current path. If I succeed, I want to repay that mentor in some way. + 5 | I value an oath of loyalty I took to a group of friends over everything else in my life. + 6 | Although I don't get along well with people, my pet means the world to me. + + d6 | Flaw + 1 | I know what's best. Trust me. + 2 | Flaw? I have no flaws. I'm perfect. + 3 | My loyalties are... fluid. + 4 | If anything goes wrong, it must be someone else's fault. Let me explain that in detail. + 5 | There's right and there's wrong, and there's no gray area in between. + 6 | Our superiors might not like what you're doing. I'm going to have to put that in my report. + + + + Distort Value diff --git a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml index 72caf7b..4acb949 100644 --- a/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml +++ b/FightClub5eXML/Sources/BaldursGateDescentIntoAvernus.xml @@ -1,899 +1,4165 @@ + + + Battle Standard of Infernal Power + W + very rare (requires attunement) + This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. + While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. + + Source: Baldur’s Gate - Descent into Avernus, p. 223 + + + Gauntlets of Flaming Fury + W + rare (requires attunement) + YES + While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. + + Source: Baldur’s Gate - Descent into Avernus, p. 223 + + + Fane-Eater + M + legendary (requires attunement by an evil cleric or paladin) + YES + Fane-Eater is a battleaxe belonging to Arkhan the Cruel. + You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. + + Proficiency: martial + Source: Baldur’s Gate - Descent into Avernus, p. 223 + 1d8 + 1d10 + S + M,V + + melee damage +3 + melee attacks +3 + + + Hellfire Weapon + M + uncommon + YES + This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. + Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual). + + Source: Baldur’s Gate - Descent into Avernus, p. 223 + + + Helm of Devil Command + W + very rare (requires attunement by a creature that can speak Infernal) + YES + This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. + The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. + If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. + + Source: Baldur’s Gate - Descent into Avernus + + + Internal Puzzle Box + W + uncommon + 3 + YES + An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. + When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. + A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. + + Source: Baldur’s Gate - Descent into Avernus + + + Infernal Tack + W + legendary (requires attunement by a creature of evil alignment) + YES + A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack, which consists ofa bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equ.ipped with infernal tack must serve whoever wears the spires until the wearer dies or the tack is removed. + You can use an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet ofyou. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. + The tack doesn’t conjure a nightmare from thin air: one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil. + + Source: Baldur’s Gate - Descent into Avernus + + + Matalotok + M + Legendary + YES + Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. + You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. + + Proficiency: martial, warhammer + Source: Baldur’s Gate - Descent into Avernus + 1d8 + 1d10 + B + M,V + + + + Obsidian Flint Dragon Plate + HA + legendary + YES + 18 + You gain +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end grappled condition on yourself. + + Source: Baldur's Gate Descent into Avernus, p. 224 + ac +2 + + + Shield of the Hidden Lord + S + legendary (requires attunement) + YES + 2 + The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. + Sentience. The Shield ofthe Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: + • The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. + • The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. + • The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall offire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. + Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is im- mune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn. + Gargauth's Personality. Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. + While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. + Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there. + Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. + + Source: Baldur's Gate Descent into Avernus, p. 225 + ac +2 + + + Soul Coin + W + uncommon + YES + Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while an- other might be the victim of a night hag's curse. + Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it overcome with rage or fraught with despair. + An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. + Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: + • Drain Life. You siphon away some of the soul's essence and gain 1dlO temporary hit points. + • Query. You telepathically ask the soul a question and receive a brief telepathic response. which you can understand. The soul knows on ly what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. + Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. + A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage ex- cept that which is dealt by a hellfire weapon (page 223) or an infernal war machine's furnace (page 217). + Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. + Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling. and reward the faithful for services rendered. + Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. + + Source: Baldur's Gate Descent into Avernus, p. 225 + + + Sword of Zariel + M + artifact (requires attunement by a creature the sword deems worthy) + This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who em- bodies bravery and heroism. + Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: + • Angelic Language. You can speak, read. and write Celestial. + • Celestial Resistance. You have resistance to necrotic and radiant damage. + • Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher. + • Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. + • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within 60 feet. + New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond or flaw. + Personality Traits: + + d8 Personality Trait + 1 treat all beings, even enemies, with respect. + 2 I won't tell a lie. + 3 I enjoy sharing my philosophical worldview and experiences with others. + 4 I cut right to the chase in every conversation. + 5 I often quote (or misquote) religious texts. + 6 I anger quickly when I witness cruelty or injustice. + 7 My praise and trust are earned and never given freely. + 8 I like everything clean and organized. + Ideals: + + d6 Ideal + 1 Charity. I always help those in need. (Good) + 2 Faith. I choose to follow the tenets of a particular law- ful good deity to the letter. (Lawful) + 3 Responsibility. It is the duty ofthe strong to protect the weak. (Lawful) + 4 Respect. All people deserve to be treated with dignity. (Good) + 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) + 6 Redemption. All creatures are capable of change for the better. (Good) + Bonds: + + d6 Bond + 1 I have a favorite religious hymn that I constantly hum. + 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. + 3 I have cherished memories ofldyllglen, though I've only seen this bucolic town in dreams. + 4 I would die for those who fight beside me, regardless of their faults. + 5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. + 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly. + Flaws: + + d6 Flaws + 1 I am too quick to judge others. + 2 I offer forgiveness too readily. + 3 I will sacrifice innocent lives for the greater good. + 4 Flaw? What flaw? I am flawless. Utter perfection! + 5 I allow nothing to stand in the way of my crusade to eradicate evi l from the multiverse. + 6 I ignore those who do not support my plans, for my calling is higher than all others. + + Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. + As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. or reduce its glow to its normal intensity. + + Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master's Guide. + + Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. + + Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. + The sword communicates by transmitting emotion to the creature carrying or wielding it. + + Truth Seer. While holding the sword, you gain advan- tage on all Wisdom (Insight) checks. + + Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. + If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. + Source: Baldur's Gate Descent into Avernus, p. 226 + 1d8 + 1d10 + S + V + - - Devil’s Ride - L - infernal vehicle - 120 - 23 (19 while motionless) - 141812000 - 30 - fire, poison, psychic - blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious - - Source: Baldur’s Gate Descent into Avernus, p. 218 - - - Jump - If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. - - - Prone Deficiency - If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright. - - - Stunt - On its turn, the driver ofthe Devil's Ride can expend 10 feet of movement to perform one free infernal vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least l0 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. - - - Helm (Requires 1 Crew and Grants Half Cover) - Drive and steer the Devil’s Ride. - - underdark - - - - Tormenter - H - infernal vehicle - 100 - 21 (19 while motionless) - 161414000 - fire, poison, psychic - blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious - - Source: Baldur’s Gate Descent into Avernus, p. 218 - - - Prone Deficiency - If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. - - - Magic Weapons - The Tormenter’s weapon attacks are magical. - - - Crushing Wheels - The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. - 2d10 - - - Raking Scythes - When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10+2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw. - Raking Scythes|0|2d10+2 - - - Helm (Requires 1 Crew and Grants Three Quarters Cover) - Drive and steer the Tormentor. - - - Harpoon Flinger (Requires 1 Crew and Grants Half Cover) - Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 11 (2d8+2) piercing damage. - Harpoon Flinger|7|2d8+2 - - - Juke - If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw. - - underdark - - - - Demon Grinder - G - infernal vehicle - 100 - 19 - 181018000 - 200 - fire, poison, psychic - blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious - - Source: Baldur’s Gate Descent into Avernus, p. 218 - - - Crushing Wheels - The Demon Grinder can move through the space ofany Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4dl0) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. - Crushing Wheels|0|4d10 - - - Magic Weapon - The Demon Grinder’s weapon attacks are magical. - - - Prone Deficiency - If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. - - - Helm (Requires 1 Crew and Grants Three-Quarters Cover) - Drive and steer the Demon Grinder. - - - Chomper (Requires 1 Crew and Grants Half Cover) - Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well. - Chomper|9|6d6+4 - - - Wrecking Ball (Requires 1 Crew and Grants Half-Cover) - Melee Weapon Attack:+9 to hit, reach 15 ft., one target. Hit: 40 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure. - Wrecking Ball|9|8d8+4 - - - 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover) - Ammunition: 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. - Harpoon Flinger|5|2d8 - - underdark - - - - Scavenger - H - infernal vehicle - 100 - 20 - 201220000 - 150 - fire, poison, psychic - blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious - - Source: Baldur’s Gate Descent into Avernus, p. 219 - - - Crushing Wheels - The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. - Crushing Wheels|0|3d10 - - - Magic Weapons - The Scavenger’s weapon attacks are magical. - - - Prone Deficiency - If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. - - - Helm (Requires 1 Crew and Grants Three-Quarter Cover) - Drive and steer the Scavenger. - - - Grappling Claw (Requires 1 Crew and Grants Half Cover) - Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The tar- get is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. - The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding. - - underdark - - - - Battle Standard of Infernal Power - W - very rare (requires attunement) - This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. - While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances. - - Source: Baldur’s Gate - Descent into Avernus, p. 223 - - - Gauntlets of Flaming Fury - W - rare (requires attunement) - YES - While you wear both of these steel gauntlets, any non-magical weapon you grasp with either gauntlet is treated as a magic weapon. As a bonus action, you can use the gauntlets to cause magical flames to envelop one or two melee weapons in your grasp. Each flaming weapon deals an extra 1d6 fire damage on a hit. The flames last until you sheath or let go of either weapon. Once used, this property can't be used again until the next dawn. - - Source: Baldur’s Gate - Descent into Avernus, p. 223 - - - Fane-Eater - M - legendary (requires attunement by an evil cleric or paladin) - YES - Fane-Eater is a battleaxe belonging to Arkhan the Cruel. - You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken. - - Proficiency: martial - Source: Baldur’s Gate - Descent into Avernus, p. 223 - 1d8 - 1d10 - S - M,V - - melee damage +3 - melee attacks +3 - - - Hellfire Weapon - M - uncommon - YES - This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. - Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual). - - Source: Baldur’s Gate - Descent into Avernus, p. 223 - - - Helm of Devil Command - W - very rare (requires attunement by a creature that can speak Infernal) - YES - This bulky, eyeless helmet is made for a pit fiend but magically resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren't wearing it. In addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils within range. The devils receiving your broadcasted thoughts have no special means of replying to them. - The helm has 3 charges. As an action, you can expend 1 charge to cast dominate monster (save DC 21), which affects devils only. (The spell fails and the charge is wasted if you target any creature that's not a devil.) If a devil can see you when you cast this spell on it, the devil knows you tried to charm it. The helm regains all its charges 24 hours after its last charge is expended. - If you are not a devil, using the helm's dominate monster property in the Nine Hells has a 20 percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master. - - Source: Baldur’s Gate - Descent into Avernus - - - Internal Puzzle Box - W - uncommon - 3 - YES - An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. - When an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box's contents. - A creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. - - Source: Baldur’s Gate - Descent into Avernus - - - Infernal Tack - W - legendary (requires attunement by a creature of evil alignment) - YES - A narzugon devil binds a nightmare (described in the Monster Manual) to its service with infernal tack, which consists ofa bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equ.ipped with infernal tack must serve whoever wears the spires until the wearer dies or the tack is removed. - You can use an action to call the nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet ofyou. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. - The tack doesn’t conjure a nightmare from thin air: one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become partners in evil. - - Source: Baldur’s Gate - Descent into Avernus - - - Matalotok - M - Legendary - YES - Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist. - You are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage. - - Proficiency: martial, warhammer - Source: Baldur’s Gate - Descent into Avernus - 1d8 - 1d10 - B - M,V - - - - Obsidian Flint Dragon Plate - HA - legendary - YES - 18 - You gain +2 bonus to AC and resistance to poison damage while you wear this armor. In addition, you gain advantage on ability checks and saving throws made to avoid or end grappled condition on yourself. - - Source: Baldur's Gate Descent into Avernus, p. 224 - ac +2 - - - Shield of the Hidden Lord - S - legendary (requires attunement) - YES - 2 - The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth's evil has warped the shield's appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways. While holding this shield, you gain a +2 bonus to AC and resistance to fire damage. - Sentience. The Shield ofthe Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties: - • The shield has an Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet. - • The shield can speak, read, and understand Common and Infernal, and it can communicate telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper. - • The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2 charges to cast wall offire from the shield (save DC 21 for each). The wall of fire spell lasts for 1 minute (no concentration required). The shield regains all expended charges daily at dawn. - Anytime during your turn, the shield can choose to radiate an aura of dread for 1 minute. (This is not a power of the shield that you control.) Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 18 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is im- mune to this power of the shield for the next 24 hours. Once the shield uses this power, it can't use it again until the next dawn. - Gargauth's Personality. Gargauth desperately seeks freedom but can't escape on its own. The pit fiend won't reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape. - While trapped in the shield, Gargauth carefully steers the shield's current owner toward committing acts of cruelty and domination, hoping to condemn the individual's soul to the Nine Hells. Conflict occurs if the shield's owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it. - Gargauth doesn't know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it's brought to the Nine Hells, for it's convinced that the shield's powers are weaker there. - Freeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth's name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible. - - Source: Baldur's Gate Descent into Avernus, p. 225 - ac +2 - - - Soul Coin - W - uncommon - YES - Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one- third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while an- other might be the victim of a night hag's curse. - Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it overcome with rage or fraught with despair. - An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. - Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: - • Drain Life. You siphon away some of the soul's essence and gain 1dlO temporary hit points. - • Query. You telepathically ask the soul a question and receive a brief telepathic response. which you can understand. The soul knows on ly what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. - Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. - A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage ex- cept that which is dealt by a hellfire weapon (page 223) or an infernal war machine's furnace (page 217). - Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. - Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling. and reward the faithful for services rendered. - Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. - - Source: Baldur's Gate Descent into Avernus, p. 225 - - - Sword of Zariel - M - artifact (requires attunement by a creature the sword deems worthy) - This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can't. It desires a wielder who em- bodies bravery and heroism. - Attunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits: - • Angelic Language. You can speak, read. and write Celestial. - • Celestial Resistance. You have resistance to necrotic and radiant damage. - • Divine Presence. Your Charisma score becomes 20, unless it is already 20 or higher. - • Feathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off. - • Truesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within 60 feet. - New Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond or flaw. - Personality Traits: - - d8 Personality Trait - 1 treat all beings, even enemies, with respect. - 2 I won't tell a lie. - 3 I enjoy sharing my philosophical worldview and experiences with others. - 4 I cut right to the chase in every conversation. - 5 I often quote (or misquote) religious texts. - 6 I anger quickly when I witness cruelty or injustice. - 7 My praise and trust are earned and never given freely. - 8 I like everything clean and organized. - Ideals: - - d6 Ideal - 1 Charity. I always help those in need. (Good) - 2 Faith. I choose to follow the tenets of a particular law- ful good deity to the letter. (Lawful) - 3 Responsibility. It is the duty ofthe strong to protect the weak. (Lawful) - 4 Respect. All people deserve to be treated with dignity. (Good) - 5 Honor. The way I conduct myself determines my reward in the afterlife. (Lawful) - 6 Redemption. All creatures are capable of change for the better. (Good) - Bonds: - - d6 Bond - 1 I have a favorite religious hymn that I constantly hum. - 2 I must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. - 3 I have cherished memories ofldyllglen, though I've only seen this bucolic town in dreams. - 4 I would die for those who fight beside me, regardless of their faults. - 5 I seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. - 6 The Sword of Zariel has chosen me. I shall not fail to wield it justly. - Flaws: - - d6 Flaws - 1 I am too quick to judge others. - 2 I offer forgiveness too readily. - 3 I will sacrifice innocent lives for the greater good. - 4 Flaw? What flaw? I am flawless. Utter perfection! - 5 I allow nothing to stand in the way of my crusade to eradicate evi l from the multiverse. - 6 I ignore those who do not support my plans, for my calling is higher than all others. - - Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword's light disconcerting and painful, even if they can't see it, and have disadvantage on attack rolls made within the weapon's radius of bright light. - As a bonus action, you can intensify the sword's light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet. or reduce its glow to its normal intensity. - - Random Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master's Guide. - - Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you're wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. - - Sentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet. - The sword communicates by transmitting emotion to the creature carrying or wielding it. - - Truth Seer. While holding the sword, you gain advan- tage on all Wisdom (Insight) checks. - - Destroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn't bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it's used to shatter the Companion (see "Shattering the Companion," page 154), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level. - If Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword. - Source: Baldur's Gate Descent into Avernus, p. 226 - 1d8 - 1d10 - S - V - - - - -Crokek’toeck (chaotic evil) - G - fiend - 60 ft, swim 60 ft. - 15 (natural armor) - 14 - 28102410613 - 10 - 297 (17d20+119) - cold, fire, lightning, bludgeoning, piercing and slashing that is nonmagical - poison - charmed, frightened, poisoned - darkvision 120 ft - understands Abyssal but can’t speak - Con +12, Wis +5 - - Source - Baldur's Gate Descent Into Avernus, p. 230 - - - Amphibious - Crokek'toeck can breathe air and water. - - - Magic Resistance - Crokek'toeck has advantage on saving throws against spells and other magical effects. - - - Secure Memory - Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. - - - Standing Leap - Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. - - - Bite - Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit 44 (10d6 + 9) piercing damage. - Bite|14|10d6+9 - - - Disgorge Allies (Recharge 6) - Crokek'toeck opens its mouth and disgorges 1d4 barlguras, 3d6 gnolls led by 1 gnoll fang of Yeenoghu, 6d6 drenches, or 1d3 vrocks (see the Monster Manual for these creatures' stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the closest next unoccupied space. - - underdark - - - - Fist of Bane - M - humanoid (lawful evil) - 30 ft. - 18 (chain mail, shield) - 1/2 - 161113121011 - 11 - 22 (4d8+4) - Frightened - common - - Source - Baldur’s Gate Descent Into Avernus, p. 232 - - - Tactical Discipline - The fist of Bane has advantage on all ability checks and saving throws made during combat. - - - Mace - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) bludgeoning damage. - Mace|5|1d6+3 - - - Longbow - Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit 4 (1d8) piercing damage. - Longbow|2|1d8 - - underdark - - - - Iron Consul - M - humanoid (lawful evil) - 30 ft. - 16 (chain mail) - 2 - 171116151216 - 14 - 45 (6d8+18) - Frightened - Common - Wis +4 - Intimidation +5,Perception +5 - - Source - Baldur’s Gate Descent Into Avernus, p. 232 - - - Tactical Discipline - The iron consul has advantage on all ability checks and saving throws made during combat. - - - Multiattack - The iron consul makes one attack with its spear and can use its Voice of Command ability. - - - Spear - Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage when used with two hands to make a melee attack. - Spear|5|1d6+3 - Spear|7|1d8+3 - - - Voice of Command - The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack. - - underdark - - - - Black Gauntlet of Bane - M - humanoid (lawful evil) - 30 ft. - 16 (chain mail) - 6 - 181118151218 - 15 - 51 (6d8+24) - Frightened - Common - Wis +5 - Intimidation +7,Perception +5 - - Source - Baldur’s Gate Descent Into Avernus, p. 232 - - - Aura of Terror - When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait. - - - Spellcasting - The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: - -Cantrips (at will): guidance, sacred flame, thaumaturgy -1st level (4 slots): bane, bless, cure wounds, guiding bolt (see Actions below) -2nd level (3 slots): blindness/deafness, hold person, silence -3rd level (2 slots): sending, spirit guardians - - - Tactical Disciple - The black gauntlet has advantage on all ability checks and saving throws made during combat. - - - Multiattack - The black gauntlet makes two attacks with its mace. - - - Mace - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage. - Mace|7|1d6+4+3d8 - - - Guiding Bolt (1st-Level Spell; Requires a Spell Slot) - Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet’s next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. - - guidance,sacred flame,thaumaturgy,bane,bless,cure wounds,guiding bolt,blindness/deafness,hold person,silence,sending,spirit guardians - 4,3,2 - underdark - - - - Night Blade - M - humanoid (chaotic evil) - 40 ft. - 12 - 1/4 - 111512111014 - 11 (2d8+2) - 10 - Common - Intimidation +4,Stealth +6 - - Source - Baldur’s Gate Descent Into Avernus, p. 233 - - - Aura of Murder - As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. - - - Dagger - Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d4+2) piercing damage, - Dagger|4|1d4+2 - - - - - Reaper of Bhaal - M - humanoid (human, chaotic evil) - 40 ft. - 12 - 2 - 112013121516 - 13 - 11 (2d8+2) - Darkvision 60 ft. - Common - Intimidation +5,Perception +3,Persuasion +5,Stealth +9 - - Source - Baldur’s Gate Descent Into Avernus, p. 233 - - - Aura of Murder - As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gains vulnerability to piercing damage unless they have resistance or immunity to such damage. - - - Innate Spellcasting - The reaper’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: - -1/day each: charm person, disguise self, sanctuary - - - Multiattack - The reaper makes two dagger attacks and uses Shroud Self. - - - Dagger - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 7 (1d4+5) piercing damage. - Dagger|7|1d4+5 - - - Shroud Self - The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell. - - underdark - - - - Death’s Head of Bhaal - M - humanoid (human, chaotic evil) - 50 ft, - 15 - 5 - 202020131416 - 14 - 76 (8d8+40) - darkvision 60 ft. - common - Intimidation +6,Perception +6,Stealth +11 - - Source - Baldur’s Gate Descent Into Avernus, p. 233 - - - Aura of Murder - As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. - - - Magic Resistance - The death's head has advantage on saving throws against spells and other magical effects. - - - Multiattack - The death's head uses Stunning Gaze and makes two dagger attacks. - - - Dagger - Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft. one target. Hit 7 (1d4+5) piercing damage. - Dagger|7|1d4+5 - - - Stunning Gaze - The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn. - - - Unstoppable (3/Day) - The death's head reduces the damage it takes from an attack to 0. - - underdark - - - - Necromite of Myrkul - M - humanoid (neutral evil) - 30 ft. - 11 - 1/2 - 101315111610 - 10 - 13 (2d8+4) - abyssal, common, infernal - Arcana +5,Religion +5 - - Source - Baldur’s Gate Descent Into Avernus, p. 234 - - - Skull Flail - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage. - Skull Flail|2|1d8 - - - Claws of the Grave - Ranged Spell Attack: +5 to hit, reach 5 ft., one target. Hit 8 (2d4+3) necrotic damage. - Claws|5|2d4+3 - - underdark - - - - Skull Lasher of Myrkul - M - humanoid (neutral evil) - 30 ft. - 12 - 1 - 101415131610 - 11 - 32 (5d8+10) - Abyssal, common, infernal - Wis +3 - Arcana +5,Religion +5 - - Source - Baldur’s Gate Descent Into Avernus, p. 234 - - - Spellcasting - The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: - -Cantrips (at will): mage hand, message, prestidigitation -1st level (4 slots): detect magic, protection from evil and good, -ray of sickness (see "Actions" below), shield -2nd level (2 slots): darkness, misty step - - - Multiattack - The skull lasher makes two attacks with its flail. - - - Iron Skull Flail - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn. - Skull Flail|2|1d8+2d6 - - - Ray of Sickness (1st-level spell; Requires a Spell Slot) - Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - Ray of Sickness|5|2d8 - - mage hand,message,prestidigitation,detect magic,protection from evil and good,ray of sickness,darkness,misty steps - 4,2 - underdark - - - - Master of Souls - M - humanoid (neutral evil) - 30 ft. - 12 - 4 - 101417141913 - 12 - 45 (6d8+18) - abyssal, common, infernal - Wis +4 - Arcana +6,Religion +6 - - Source - Baldur’s Gate Descent Into Avernus, p. 234 - - - Grave Magic - When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic. - - - Spellcasting - The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: - -Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation -1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield -2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below) -3rd level (2 slots): animate dead, fireball - - - Multiattack - The master of souls attacks twice with its flail. - - - Silver Skull Flail - Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn. - Skull Flail|2|1d8+4d6 - - - Chill Touch (Cantrip) - Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. - Chill Touch|6|2d8 - - - Ray of Sickness (1st-level Spell; Requires a Spell Slot) - Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end ofthe master of souls' next turn. Ifthe master ofsouls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. - Ray of Sickness|6|2d8 - - - Scorching Ray (2nd-level Spell; Requires a Spell Slot) - Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) fire damage per ray. - Scorching Ray|6|2d6 - - chill touch,mage hand,message,prestidigitation,burning hands,detect magic,ray of sickness,shield,darkness,misty step,scorching ray,animate dead,fireball - 4,3,2 - underdark - - - - Fiendish Flesh Golem - L - construct (unaligned) - 30 ft., fly 30 ft. (Hover) - 12 (natural armor) - 8 - 209201075 - 10 - 210 (20d10+100) - Cold, fire - lightning, poison, bludgeoning, piercing, sand slashing from non-magical attacks that aren't adamantine or silvered - charmed, exhaustion, frightened, paralysed, petrified, poisoned - Darkvision 60 ft. - Understands the languages of its creator but cant speak. - - Source - Baldur's Gate Descent Into Avernus, p. 236. - - - Berserk - Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. - - - Immutable Form - The golem is immune to any spell or effect that would alter its form. - - - Lightning Absorption - Whenever the golem is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt. - - - Magic Resistance - The golem has advantage on saving throws against spells and other magical effects. - - - Magic Weapons - The golem's weapon attacks are magical. - - - Multiattack - The golem makes two slam attacks. - - - Slam - Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10+5) bludgeoning damage. - Slam|8|2d10+5 - - underdark - - - - Hellwasp - L - fiend (lawful evil) - 10 ft., fly 60 ft. (Hover) - 19 (natural armor) - 5 - 18151210107 - 10 - 52 (8d10+8) - cold - fire - darkvision 60 ft. - infernal, telepathy 300 ft. (with other hellwasps only) - Dex +5, Wis +3 - - Source - Baldur's Gate Descent Into Avernus, p. 236. - - - Magic Weapons - The hellwasp's weapon attacks are magical. - - - Multiattack - The hellwasp makes two attacks: one with its sting and one with its sword talons. - - - Sting - Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. - Sting|7|1d8+4+2d6 - - - Sword Talons - Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6+4) piercing damage. - Sword Talons|7|2d6+4 - - underdark - - + + + Faceless + Deception, Intimidation + + Description + Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more. + Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefore, this background largely focuses on detailing the hero behind the mask. + • Skill Proficiencies: Deception, Intimidation + • Tool Proficiencies: Disguise kit + • Languages: One of your choice + • Equipment: Disguise kit, a costume clothes, a pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 203 + + + Faceless Persona + A faceless character adventures behind the mask of a public persona. This persona is as natural to them as their hidden, true face, but it disguises their identity. Roll on the Faceless Persona table to determine your persona, or work with the DM to create a persona that's unique to your character and suits the tone of your game. + d10 | Faceless Persona + 1 | A flamboyant spy or brigand + 2 | The incarnation of a nation or people + 3 | A scoundrel with a masked guise + 4 | A vengeful spirit + 5 | The manifestation of a deity or your faith + 6 | One whose beauty is greatly accented using makeup + 7 | An impersonation of another hero + 8 | The embodiment of a school of magic + 9 | A warrior with distinctive armor + 10 | A disguise with animalistic or monstrous characteristics, meant to inspire fear + + + + Feature: Dual Personalities + Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weaknesses, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness. + + + + Suggested Characteristics + A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves. + d8 | Personality Trait + 1 | I'm earnest and uncommonly direct. + 2 | I strive to have no personality—it's easier to forget what's hardly there. + 3 | I treasure a memento of the person or instance that set me upon my path. + 4 | I sleep just as much as I need to and on an unusual schedule. + 5 | I think far ahead, a detachedness often mistaken for daydreaming. + 6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. + 7 | I am ever learning how to be among others—when to stay quiet, when to laugh. + 8 | I behave like an extreme opposite of my persona. + + d6 | Ideal + 1 | Justice. Place in society shouldn't determine one's access to what is right. (Good) + 2 | Security. Doing what must be done can't bring the innocent to harm. (Lawful) + 3 | Confusion. Deception is a weapon. Strike from where your foes won't expect. (Chaotic) + 4 | Infamy. My name will be a malediction, a curse that fulfills my will. (Evil) + 5 | Incorruptibility. Be a symbol, and leave your flawed being behind. (Any) + 6 | Anonymity. It's my deeds that should be remembered, not their instrument. (Any) + + d6 | Bond + 1 | I do everything for my family. My first thought is keeping them safe. + 2 | What I do, I do for the world. The people don't realize how much they need me. + 3 | I've seen too many in need. I must not fail them as everyone else has. + 4 | I stand in opposition, lest the wicked go unopposed. + 5 | I am exceptional. I do this because no one else can, and no one can stop me. + 6 | I do everything for those who were taken from me. + + d6 | Flaw + 1 | I am callous about death. It comes to us all eventually. + 2 | I never make eye contact or hold it unflinchingly. + 3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. + 4 | I overexert myself, sometimes needing to recuperate for a day or more. + 5 | I think far ahead, a detachedness often mistaken for daydreaming. + 6 | I see morality entirely in black and white. + + + + + Baldur's Gate Acolyte + Insight, Religion + + Description + • Skill Proficiencies: Insight, Religion + • Languages: Two of your choice + • Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp + Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Shelter of the Faithful + As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. + You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. + + + + Baldur's Gate Feature: Religious Community + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You're tightly connected with the religious community of Baldur's Gate. You know if a deity has a following in the city and any places that faith openly congregates and the neighborhoods those faithful typically inhabit. While this isn't remarkable for most of the city's larger faiths, keeping track of the hundreds of religions newcomers bring with them is no mean feat. + + + + Suggested Characteristics + Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. + d8 | Personality Trait + 1 | I idolize a particular hero of my faith, and constantly refer to that person's deeds and example. + 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. + 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. + 4 | Nothing can shake my optimistic attitude. + 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. + 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. + 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. + 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. + + d6 | Ideal + 1 | Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) + 2 | Charity. I always try to help those in need, no matter what the personal cost. (Good) + 3 | Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) + 4 | Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) + 5 | Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) + 6 | Aspiration. I seek to prove myself worthy of my god's favor by matching my actions against his or her teachings. (Any) + + d6 | Bond + 1 | I would die to recover an ancient relic of my faith that was lost long ago. + 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. + 3 | I owe my life to the priest who took me in when my parents died. + 4 | Everything I do is for the common people. + 5 | I will do anything to protect the temple where I served. + 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. + + d6 | Flaw + 1 | I judge others harshly, and myself even more severely. + 2 | I put too much trust in those who wield power within my temple's hierarchy. + 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. + 4 | I am inflexible in my thinking. + 5 | I am suspicious of strangers and expect the worst of them. + 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. + + + + + Baldur's Gate Charlatan + Deception, Sleight Of Hand + + Description + • 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 containing 15 gp + Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: False Identity + You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. + + + + Baldur's Gate Feature: Long-Lost Heir + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You're well-versed in the mannerisms and idiosyncrasies of Baldurian patriars and other nobles, imitating them smoothly enough to convince even the snootiest family heads of your authenticity. You're skilled at posing as the long-lost heir to some imaginary or extinguished patriar lineage. + Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur's Gate. You might be able to bluff others through with you, or even convince members of the Watch that you're a patriar. However, any true test of your authenticity is likely to reveal your deception. + + + + 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. + d6 | Scam + 1 | I cheat at games of chance. + 2 | I shave coins or forge documents. + 3 | I insinuate myself into people's lives to prey on their weakness and secure their fortunes. + 4 | I put on new identities like clothes. + 5 | I run sleight-of-hand cons on street corners. + 6 | I convince people that worthless junk is worth their hard-earned money. + + + + Suggested Characteristics + Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues. + d8 | Personality Trait + 1 | I fall in and out of love easily, and am always pursuing someone. + 2 | I have a joke for every occasion, especially occasions where humor is inappropriate. + 3 | Flattery is my preferred trick for getting what I want. + 4 | I'm a born gambler who can't resist taking a risk for a potential payoff. + 5 | I lie about almost everything, even when there's no reason to. + 6 | Sarcasm and insults are my weapons of choice. + 7 | I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment. + 8 | I pocket anything I see that might have some value. + + d6 | Ideal + 1 | Independence. I am a free spirit—no one tells me what to do. (Chaotic) + 2 | Fairness. I never target people who can't afford to lose a few coins. (Lawful) + 3 | Charity. I distribute the money I acquire to the people who really need it. (Good) + 4 | Creativity. I never run the same con twice. (Chaotic) + 5 | Friendship. Material goods come and go. Bonds of friendship last forever. (Good) + 6 | Aspiration. I'm determined to make something of myself. (Any) + + d6 | Bond + 1 | I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. + 2 | I owe everything to my mentor—a horrible person who's probably rotting in jail somewhere. + 3 | Somewhere out there, I have a child who doesn't know me. I'm making the world better for him or her. + 4 | I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. + 5 | A powerful person killed someone I love. Some day soon, I'll have my revenge. + 6 | I swindled and ruined a person who didn't deserve it. I seek to atone for my misdeeds but might never be able to forgive myself. + + d6 | Flaw + 1 | I can't resist a pretty face. + 2 | I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. + 3 | I'm convinced that no one could ever fool me the way I fool others. + 4 | I'm too greedy for my own good. I can't resist taking a risk if there's money involved. + 5 | I can't resist swindling people who are more powerful than me. + 6 | I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough. + + + + + Baldur's Gate Criminal + Deception, Stealth + + Description + • Skill Proficiencies: Deception, Stealth + • Tool Proficiencies: One type of gaming set, thieves' tools + • Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp + Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: Criminal Contact + You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. + + + + Baldur's Gate Feature: Criminal Connections + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + In Baldur's Gate, crime is just another business. As a result, you can arrange a meeting with a low-ranking operative of nearly any business, patriar family, crew, government institution, or—certainly—the Guild. This operative will hear you out and, at their discretion, take your information or request up their chain of command. These meetings almost always occur in shady venues. + + + + Criminal Origins + Criminals are pervasive in Baldur's Gate. If you wish, you may roll on the Criminal Origins table for an event that began your life of crime. + d8 | Origin + 1 | You crippled a Guild kingpin's cousin without realizing the connection. You got the Guild to back off demands for your death by offering to make amends by working for the criminals, but even so the kingpin still plots a personal revenge. + 2 | The Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you'll never work for the Guild. You take special joy in hitting its targets first, tipping off its con victims and otherwise frustrating its schemes. + 3 | It's always been about money. You're not paid what you're worth, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you've always done—guard work, dock labor, business accounting—but what you learn you pass on to the Guild. + 4 | The inequality of Baldur's Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts to help the needy. + 5 | You got into crime as a bored patriar looking for excitement. Your family has no idea of your activities, and neither does the Guild. If either of them ever finds out, your life as you know it will be over. + 6 | A close friend or relative joined the Guild and vanished mysteriously. You've worked your way into the lower ranks hoping to find out what happened to them. + 7 | You've always wanted to be a member of the Guild. As a child, you looked up to the Guild members' swagger, their flashy dress, and their competence, which all marked them as different from the other adults you knew. As soon as you could, you joined the organization. + 8 | To you, this is just a way to earn a living. You go to work, do what needs to be done, and get paid. Anyone who pursues crime for thrill-seeking, to strike back at unjust authorities, or anything else are amateurs, and they're liable to get you arrested or killed with their idiocy. + + + + Specialty + There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. + d8 | Specialty + 1 | Blackmailer + 2 | Burglar + 3 | Enforcer + 4 | Fence + 5 | Highway robber + 6 | Hired killer + 7 | Pickpocket + 8 | Smuggler + + + + Suggested Characteristics + Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. + d8 | Personality Trait + 1 | I always have a plan for when things go wrong. + 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. + 3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. + 4 | I would rather make a new friend than a new enemy. + 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. + 6 | I don't pay attention to the risks in a situation. Never tell me the odds. + 7 | The best way to get me to do something is to tell me I can't do it. + 8 | I blow up at the slightest insult. + + d6 | Ideal + 1 | Honor. I don't steal from others in the trade. (Lawful) + 2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) + 3 | Charity. I steal from the wealthy so that I can help people in need. (Good) + 4 | Greed. I will do whatever it takes to become wealthy. (Evil) + 5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) + 6 | Redemption. There's a spark of good in everyone. (Good) + + d6 | Bond + 1 | I'm trying to pay off an old debt I owe to a generous benefactor. + 2 | My ill-gotten gains go to support my family. + 3 | Something important was taken from me, and I aim to steal it back. + 4 | I will become the greatest thief that ever lived. + 5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. + 6 | Someone I loved died because of a mistake I made. That will never happen again. + + d6 | Flaw + 1 | When I see something valuable, I can't think about anything but how to steal it. + 2 | When faced with a choice between money and my friends, I usually choose the money. + 3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. + 4 | I have a 'tell' that reveals when I'm lying. + 5 | I turn tail and run when things look bad. + 6 | An innocent person is in prison for a crime that I committed. I'm okay with that. + + + + + Baldur's Gate Entertainer + Acrobatics, Performance + + Description + • Skill Proficiencies: Acrobatics, Performance + • Tool Proficiencies: Disguise kit, one type of musical instrument + • Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), costume clothes, and a belt pouch containing 15 gp + Source: Baldur's Gate: Descent Into Avernus p. 202 + + + Feature: By Popular Demand + You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. + + + + Baldur's Gate Feature: Backstage Pass + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You've learned that most of the real business of entertainment (or any other venture) happens behind the scenes. It's easy for you to case what sorts of audiences attend what venue—like how toughs gather at the Blushing Mermaid or how brash patriars congregate at the Helm and Cloak. After a successful performance, you may meet an enthusiastic member of the crowd—someone of an occupation or social class that frequents the establishment. This contact is delighted to talk with you, and to listen. + + + + Specialty + A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer. + d10 | Routines + 1 | Actor + 2 | Dancer + 3 | Fire-eater + 4 | Jester + 5 | Juggler + 6 | Instrumentalist + 7 | Poet + 8 | Singer + 9 | Storyteller + 10 | Tumbler + + + + Suggested Characteristics + Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. + d8 | Personality Trait + 1 | I know a story relevant to almost every situation. + 2 | Whenever I come to a new place, I collect local rumors and spread gossip. + 3 | I'm a hopeless romantic, always searching for that "special someone". + 4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. + 5 | I love a good insult, even one directed at me. + 6 | I get bitter if I'm not the center of attention. + 7 | I'll settle for nothing less than perfection. + 8 | I change my mood or my mind as quickly as I change key in a song. + + d6 | Ideal + 1 | Beauty. When I perform, I make the world better than it was. (Good) + 2 | Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) + 3 | Creativity. The world is in need of new ideas and bold action. (Chaotic) + 4 | Greed. I'm only in it for the money and fame. (Evil) + 5 | People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) + 6 | Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any) + + d6 | Bond + 1 | My instrument is my most treasured possession, and it reminds me of someone I love. + 2 | Someone stole my precious instrument, and someday I'll get it back. + 3 | I want to be famous, whatever it takes. + 4 | I idolize a hero of the old tales and measure my deeds against that person's. + 5 | I will do anything to prove myself superior to my hated rival. + 6 | I would do anything for the other members of my old troupe. + + d6 | Flaw + 1 | I'll do anything to win fame and renown. + 2 | I'm a sucker for a pretty face. + 3 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. + 4 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. + 5 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. + 6 | Despite my best efforts, I am unreliable to my friends. + + + + + Baldur's Gate Folk Hero + Animal Handling, Survival + + Description + • Skill Proficiencies: Animal Handling, Survival + • Tool Proficiencies: One type of artisan's tools, vehicles (land) + • Equipment: A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Rustic Hospitality + Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. + + + + Baldur's Gate Feature: Social Vengeance + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You've lived your entire life in the Lower or Outer City of Baldur's Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors struggled. As a result, you know how eager commoners in Baldur's Gate are to see any patriar get what they deserve. While in a busy part of the Lower City or Outer City of Baldur's Gate, you can spend 2d10} minutes to convince 1d6 {@creature commoner to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual. + + + + Folk Hero Origins + Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero Origins table for an event that started you down your heroic path. + d6 | Origin + 1 | You helped get healing for a sick child. Now the sick come to you, knowing you'll help them find a way to salvation. + 2 | You helped break a Guild protection racket afflicting a community of immigrants in the Outer City. Now, you can't travel through that part of the city without your dozen adopted grandparents inviting you in for a meal. + 3 | Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your help by paying for improved roofs and lamps in your neighborhood, causing the entire community to celebrate your deed. + 4 | Fueled by alcohol, you faced down a carrion crawler that slunk out of the sewer, knocking it out with a single punch. Since then, however, the ale you once credited with your heroism has drowned it, and even your most patient admirers are losing hope. You're hoping for one last chance to win back the goodwill you've drunk away. + 5 | You once defeated a raging bugbear with a hand mirror, a mounted deer's head, and two kicks to the groin. Later, you and the bugbear became friends. + 6 | Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name. + + + + Specialty + You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. + d10 | Defining Event + 1 | I stood up to a tyrant's agents. + 2 | I saved people during a natural disaster. + 3 | I stood alone against a terrible monster. + 4 | I stole from a corrupt merchant to help the poor. + 5 | I led a militia to fight of an invading army. + 6 | I broke into a tyrant's castle and stole weapons to arm the people. + 7 | I trained the peasantry to use farming implements as weapons against a tyrant's soldiers. + 8 | A lord rescinded an unpopular decree after I led a symbolic act of protest against it. + 9 | A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. + 10 | Recruited into a lord's army, I rose to leadership and was commended for my heroism. + + + + Suggested Characteristics + A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. + d8 | Personality Trait + 1 | I judge people by their actions, not their words. + 2 | If someone is in trouble, I'm always ready to lend help. + 3 | When I set my mind to something, I follow through no matter what gets in my way. + 4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. + 5 | I'm confident in my own abilities and do what I can to instill confidence in others. + 6 | Thinking is for other people. I prefer action. + 7 | I misuse long words in an attempt to sound smarter. + 8 | I get bored easily. When am I going to get on with my destiny? + + d6 | Ideal + 1 | Respect. People deserve to be treated with dignity and respect. (Good) + 2 | Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) + 3 | Freedom. Tyrants must not be allowed to oppress the people. (Chaotic) + 4 | Might. If I become strong, I can take what I want—what I deserve. (Evil) + 5 | Sincerity. There's no good in pretending to be something I'm not. (Neutral) + 6 | Destiny. Nothing and no one can steer me away from my higher calling. (Any) + + d6 | Bond + 1 | I have a family, but I have no idea where they are. One day, I hope to see them again. + 2 | I worked the land, I love the land, and I will protect the land. + 3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. + 4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. + 5 | I protect those who cannot protect themselves. + 6 | I wish my childhood sweetheart had come with me to pursue my destiny. + + d6 | Flaw + 1 | The tyrant who rules my land will stop at nothing to see me killed. + 2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. + 3 | The people who knew me when I was young know my shameful secret, so I can never go home again. + 4 | I have a weakness for the vices of the city, especially hard drink. + 5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. + 6 | I have trouble trusting in my allies. + + + + + Baldur's Gate Guild Artisan + Insight, Persuasion + + Description + • Skill Proficiencies: Insight, Persuasion + • Tool Proficiencies: One type of artisan's tools + • Languages: One of your choice + • Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Guild Membership + As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. + Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. + You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. + + + + Baldur's Gate Feature: Professional Courtesy + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You're familiar with the city's crews, their territories, and inter-crew politics. Choose one of the three districts of Baldur's Gate: the Upper City, the Lower City, or the Outer City. This is the district where you conduct most of your business. Whenever you need information about something in one of that district's neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in your district. + + + + Specialty + Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. + d20 | Guild Business + 1 | Alchemists and apothecaries + 2 | Armorers, locksmiths, and finesmiths + 3 | Brewers, distillers, and vintners + 4 | Calligraphers, scribes, and scriveners + 5 | Carpenters, roofers, and plasterers + 6 | Cartographers, surveyors, and chart-makers + 7 | Cobblers and shoemakers + 8 | Cooks and bakers + 9 | Glassblowers and glaziers + 10 | Jewelers and gemcutters + 11 | Leatherworkers, skinners, and tanners + 12 | Masons and stonecutters + 13 | Painters, limners, and sign-makers + 14 | Potters and tile-makers + 15 | Shipwrights and sail-makers + 16 | Smiths and metal-forgers + 17 | Tinkers, pewterers, and casters + 18 | Wagon-makers and wheelwrights + 19 | Weavers and dyers + 20 | Woodcarvers, coopers, and bowyers + + + + Suggested Characteristics + Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. + d8 | Personality Trait + 1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. + 2 | I'm a snob who looks down on those who can't appreciate fine art. + 3 | I always want to know how things work and what makes people tick. + 4 | I'm full of witty aphorisms and have a proverb for every occasion. + 5 | I'm rude to people who lack my commitment to hard work and fair play. + 6 | I like to talk at length about my profession. + 7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. + 8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. + + d6 | Ideal + 1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) + 2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) + 3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) + 4 | Greed. I'm only in it for the money. (Evil) + 5 | People. I'm committed to the people I care about, not to ideals. (Neutral) + 6 | Aspiration. I work hard to be the best there is at my craft. (Any) + + d6 | Bond + 1 | The workshop where I learned my trade is the most important place in the world to me. + 2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. + 3 | I owe my guild a great debt for forging me into the person I am today. + 4 | I pursue wealth to secure someone's love. + 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. + 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. + + d6 | Flaw + 1 | I'll do anything to get my hands on something rare or priceless. + 2 | I'm quick to assume that someone is trying to cheat me. + 3 | No one must ever learn that I once stole money from guild coffers. + 4 | I'm never satisfied with what I have—I always want more. + 5 | I would kill to acquire a noble title. + 6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. + + + + + Baldur's Gate Hermit + Medicine, Religion + + Description + • Skill Proficiencies: Medicine, Religion + • Tool Proficiencies: Herbalism kit + • Languages: One of your choice + • Equipment: A Map or Scroll Case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Discovery + The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. + Work with your DM to determine the details of your discovery and its impact on the campaign. + + + + Baldur's Gate Feature: The Real City + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You know the Baldur's Gate most Baldurians ignore, the dog-eat-dog world of the homeless and unfortunate. You know where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here isn't comfortable, but it's unlikely anyone will find you—and you can stay as long as you want. + + + + Hermit Origins + Any number of personal choices or ill-fated circumstances might have led you to turn away from society. You may, if you wish, choose or roll an origin event from the Hermit Origins table. + d6 | Origin + 1 | You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and you've never been able to shake the guilt of causing their deaths over a frivolous lark. You've maintained a solitary vigil outside the cavern entrance ever since. + 2 | You crossed the Guild in a bad way. Fortunately, its members think you're dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. + 3 | You study the puzzles of mortal natures. You've seen followers of evil deities perform miracles for the helpless at Twin Songs, and you've seen patriars who worship good deities turn their backs on the poor daily. Bearing witness to such things, and meditating on their contradictions, fills your hours. + 4 | You tend to some part of the city's forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families' manors, or a collection of religious texts stuffed into an attic and forgotten when a believer's patron deity died. In this solitary work, you've learned secrets no one else knows. + 5 | You killed a patriar's scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin. + 6 | You aren't originally from Baldur's Gate. You came here seeking something else, only to learn that the quest that drove you had become impossible to fulfill—its object was destroyed or its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city. + + + + Specialty + What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion. + d8 | Life of Seclusion + 1 | I was searching for spiritual enlightenment. + 2 | I was partaking of communal living in accordance with the dictates of a religious order. + 3 | I was exiled for a crime I didn't commit. + 4 | I retreated from society after a life-altering event. + 5 | I needed a quiet place to work on my art, literature, music, or manifesto. + 6 | I needed to commune with nature, far from civilization. + 7 | I was the caretaker of an ancient ruin or relic. + 8 | I was a pilgrim in search of a person, place, or relic of spiritual significance. + + + + Suggested Characteristics + Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. + d8 | Personality Trait + 1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. + 2 | I am utterly serene, even in the face of disaster. + 3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. + 4 | I feel tremendous empathy for all who suffer. + 5 | I'm oblivious to etiquette and social expectations. + 6 | I connect everything that happens to me to a grand, cosmic plan. + 7 | I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. + 8 | I am working on a grand philosophical theory and love sharing my ideas. + + d6 | Ideal + 1 | Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) + 2 | Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) + 3 | Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic) + 4 | Power. Solitude and contemplation are paths toward mystical or magical power. (Evil) + 5 | Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) + 6 | Self-Knowledge. If you know yourself, there's nothing left to know. (Any) + + d6 | Bond + 1 | Nothing is more important than the other members of my hermitage, order, or association. + 2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. + 3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. + 4 | I entered seclusion because I loved someone I could not have. + 5 | Should my discovery come to light, it could bring ruin to the world. + 6 | My isolation gave me great insight into a great evil that only I can destroy. + + d6 | Flaw + 1 | Now that I've returned to the world, I enjoy its delights a little too much. + 2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. + 3 | I am dogmatic in my thoughts and philosophy. + 4 | I let my need to win arguments overshadow friendships and harmony. + 5 | I'd risk too much to uncover a lost bit of knowledge. + 6 | I like keeping secrets and won't share them with anyone. + + + + + Baldur's Gate Noble + History, Persuasion + + Description + • Skill Proficiencies: History, Persuasion + • Tool Proficiencies: One type of gaming set + • Languages: One of your choice + • Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Position of Privilege + Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. + + + + Baldur's Gate Feature: Patriar + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + As a member of one of the elite families of Baldur's Gate, you may pass through city gates without paying tolls, mingle among the Gate's nobility unquestioned, and impress those on the lookout for wealthy patrons. You are welcome in the Upper City and may stay there after dark without being harassed or evicted. Your word is accepted over others' without question, and any corruption among guards or government officials tends to work in your favor, not against you—at least until you make some effort to expose it. + + + + Suggested Characteristics + Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. + d8 | Personality Trait + 1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. + 2 | The common folk love me for my kindness and generosity. + 3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. + 4 | I take great pains to always look my best and follow the latest fashions. + 5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. + 6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. + 7 | My favor, once lost, is lost forever. + 8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. + + d6 | Ideal + 1 | Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) + 2 | Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) + 3 | Independence. I must prove that I can handle myself without coddling from my family. (Chaotic) + 4 | Power. If I can attain more power, no one will tell me what to do. (Evil) + 5 | Family. Blood runs thicker than water. (Any) + 6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) + + d6 | Bond + 1 | I will face any challenge to win the approval of my family. + 2 | My house's alliance with another noble family must be sustained at all costs. + 3 | Nothing is more important than the other members of my family. + 4 | I am in love with the heir of a family that my family despises. + 5 | My loyalty to my sovereign is unwavering. + 6 | The common folk must see me as a hero of the people. + + d6 | Flaw + 1 | I secretly believe that everyone is beneath me. + 2 | I hide a truly scandalous secret that could ruin my family forever. + 3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. + 4 | I have an insatiable desire for carnal pleasures. + 5 | In fact, the world does revolve around me. + 6 | By my words and actions, I often bring shame to my family. + + + + + Baldur's Gate Outlander + Athletics, Survival + + Description + • Skill Proficiencies: Athletics, Survival + • Tool Proficiencies: One type of musical instrument + • Languages: One of your choice + • Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Wanderer + You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. + + + + Baldur's Gate Feature: Immigrant Experience + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + Even after your short time in Baldur's Gate, you've learned the city holds more walls and gates than those the Watch and Flaming Fist patrols. You are known within the city's immigrant communities. Should you ever need to learn about a foreign land, people, tradition, or history, you know where to find someone with firsthand experience—likely somewhere in the Outer City. + + + + Outlander Origins + Foreigners of all kinds come to Baldur's Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table provides ideas for how your character might have come to Baldur's Gate. + d6 | Origin + 1 | Someone stole something precious from your people. You tracked the thief to the city gates, but finding clues in an urban environment is very different from tracking someone across the wilderness. You don't know where to go from here, but your people need you to succeed. + 2 | You've always been fascinated by the glitter and glamor of city life, so different from the slow pace of life in your homeland. Now you're here, ready to make your mark in the world, but unsure how to begin. + 3 | War, plague, famine, or a marauding monster ravaged your home, forcing you to flee for your life. You don't even know how many of your people survived or where to find them. Alone or accompanied by a handful of equally bereft survivors, you must navigate a new life that you never asked for. + 4 | You were captured by kidnappers and taken far from your home. The Knights of the Unicorn freed you and brought you here, but now you're on your own. + 5 | You were exiled for breaking a trivial-seeming taboo. For this seemingly minor transgression, you lost your friends, family, and homeland in one fell swoop, and were given little choice but to strike out on your own. + 6 | A peddler once brought something astonishing to your homeland—a Gondan clockwork, shimmering cloth of gold, a trained speaking bird, or some other small wonder—and told you that it came from Baldur's Gate. You've come to see the source of such wonders, and perhaps learn to create them. + + + + Specialty + You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character. + d10 | Origin + 1 | Forester + 2 | Trapper + 3 | Homesteader + 4 | Guide + 5 | Exile or outcast + 6 | Bounty hunter + 7 | Pilgrim + 8 | Tribal nomad + 9 | Hunter-gatherer + 10 | Tribal marauder + + + + Suggested Characteristics + Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders. + d8 | Personality Trait + 1 | I'm driven by a wanderlust that led me away from home + 2 | I watch over my friends as if they were a litter of newborn pups. + 3 | I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I'd do it again if I had to. + 4 | I have a lesson for every situation, drawn from observing nature. + 5 | I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. + 6 | I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them. + 7 | I feel far more comfortable around animals than people + 8 | I was, in fact, raised by wolves. + + d6 | Ideal + 1 | Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic) + 2 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) + 3 | Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) + 4 | Might. The strongest are meant to rule. (Evil) + 5 | Nature. The natural world is more important than all the constructs of civilization. (Neutral) + 6 | Glory. I must earn glory in battle, for myself and my clan. (Any) + + d6 | Bond + 1 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. + 2 | An injury to the unspoiled wilderness of my home is an injury to me. + 3 | I will bring terrible wrath down on the evildoers who destroyed my homeland. + 4 | I am the last of my tribe, and it is up to me to ensure their names enter legend. + 5 | I suffer awful visions of a coming disaster and will do anything to prevent it. + 6 | It is my duty to provide children to sustain my tribe. + + d6 | Flaw + 1 | I am too enamored of ale, wine, and other intoxicants. + 2 | There's no room for caution in a life lived to the fullest. + 3 | I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me. + 4 | I am slow to trust members of other races, tribes, and societies. + 5 | Violence is my answer to almost any challenge. + 6 | Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish. + + + + + Baldur's Gate Sage + Arcana, History + + Description + • Skill Proficiencies: Arcana, History + • Languages: Two of your choice + • Equipment: A Ink (1-ounce bottle), a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Researcher + When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Baldur's Gate Feature: Rumor Monger + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + Via your personal rumor mill and articles published in Baldur's Mouth, you can surmise a great deal about Baldurians' secrets—who's practicing necromancy, who's involved in spying or smuggling, who would purchase or craft dangerous magical wares without batting an eyelash. Whenever a noteworthy crime or mysterious happening occurs in the city, you immediately have a list of 1d4 suspects who, if they aren't involved, have a strong chance of knowing who is. + + + + Specialty + To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. + d8 | Field of Study + 1 | Alchemist + 2 | Astronomer + 3 | Discredited academic + 4 | Librarian + 5 | Professor + 6 | Researcher + 7 | Wizard's apprentice + 8 | Scribe + + + + Suggested Characteristics + Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. + d8 | Personality Trait + 1 | I use polysyllabic words that convey the impression of great erudition. + 2 | I've read every book in the world's greatest libraries—or I like to boast that I have. + 3 | I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others. + 4 | There's nothing I like more than a good mystery. + 5 | I'm willing to listen to every side of an argument before I make my own judgment. + 6 | I... speak... slowly... when talking... to idiots,... which... almost... everyone... is... compared... to me. + 7 | I am horribly, horribly awkward in social situations. + 8 | I'm convinced that people are always trying to steal my secrets. + + d6 | Ideal + 1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) + 2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) + 3 | Logic. Emotions must not cloud our logical thinking. (Lawful) + 4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) + 5 | Power. Knowledge is the path to power and domination. (Evil) + 6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) + + d6 | Bond + 1 | It is my duty to protect my students. + 2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. + 3 | I work to preserve a library, university, scriptorium, or monastery. + 4 | My life's work is a series of tomes related to a specific field of lore. + 5 | I've been searching my whole life for the answer to a certain question. + 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. + + d6 | Flaw + 1 | I am easily distracted by the promise of information. + 2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. + 3 | Unlocking an ancient mystery is worth the price of a civilization. + 4 | I overlook obvious solutions in favor of complicated ones. + 5 | I speak without really thinking through my words, invariably insulting others. + 6 | I can't keep a secret to save my life, or anyone else's. + + + + + Baldur's Gate Sailor + Athletics, Perception + + Description + • Skill Proficiencies: Athletics, Perception + • Tool Proficiencies: Navigator's tools, vehicles (water) + • Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Ship's Passage + When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. + + + + Baldur's Gate Feature: Smuggler's Sense + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You're familiar with the docks of Baldur's Gate, the movement of inspectors and tax collectors, the way cargo and coin flows. As a result, it's easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city's mechanized cranes. + + + + Suggested Characteristics + Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. + d8 | Personality Trait + 1 | My friends know they can rely on me, no matter what. + 2 | I work hard so that I can play hard when the work is done. + 3 | I enjoy sailing into new ports and making new friends over a flagon of ale. + 4 | I stretch the truth for the sake of a good story. + 5 | To me, a tavern brawl is a nice way to get to know a new city. + 6 | I never pass up a friendly wager. + 7 | My language is as foul as an otyugh nest. + 8 | I like a job well done, especially if I can convince someone else to do it. + + d6 | Ideal + 1 | Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good) + 2 | Fairness. We all do the work, so we all share in the rewards. (Lawful) + 3 | Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic) + 4 | Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil) + 5 | People. I'm committed to my crewmates, not to ideals. (Neutral) + 6 | Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any) + + d6 | Bond + 1 | I'm loyal to my captain first, everything else second. + 2 | The ship is most important—crewmates and captains come and go. + 3 | I'll always remember my first ship. + 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. + 5 | I was cheated out of my fair share of the profits, and I want to get my due. + 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. + + d6 | Flaw + 1 | I follow orders, even if I think they're wrong. + 2 | I'll say anything to avoid having to do extra work. + 3 | Once someone questions my courage, I never back down no matter how dangerous the situation. + 4 | Once I start drinking, it's hard for me to stop. + 5 | I can't help but pocket loose coins and other trinkets I come across. + 6 | My pride will probably lead to my destruction. + + + + + Baldur's Gate Soldier + Athletics, Intimidation + + Description + • Skill Proficiencies: Athletics, Intimidation + • Tool Proficiencies: One type of gaming set, vehicles (land) + • Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a bone dice set or playing card set, a set of common clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: Military Rank + You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. + + + + Baldur's Gate Feature: City Guard + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You may choose to currently serve in either the Flaming Fist or the Watch. If you do, you have responsibilities related to your post. For as long as you perform these responsibilities, you gain benefits. If you stop performing your responsibilities, though, you lose access to the benefits and might suffer further fallout. Should you lose these benefits, you may regain them by having an unpleasant conversation with your commanding officer and fulfilling your responsibilities for a month. + + + + Baldur's Gate Feature: Loyalty Test + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + You've had enough dealings with crooked soldiers that you can spot the behaviors common to corrupt guards and military officers a mile away. While awareness of such corruption doesn't equate to evidence of it, and your sense certainly isn't foolproof, your instinct proves a useful starting point when determining who might take a bribe, who might turn a blind eye to a crime, or who might have criminal connections. You can also use this sense to get a feeling about who might fulfill their duties strictly by the book. + + + + Specialty + During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: + d8 | Role + 1 | Officer + 2 | Scout + 3 | Infantry + 4 | Cavalry + 5 | Healer + 6 | Quartermaster + 7 | Standard-bearer + 8 | Support staff (cook, blacksmith, or the like) + + + + Suggested Characteristics + The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. + d8 | Personality Trait + 1 | I'm always polite and respectful. + 2 | I'm haunted by memories of war. I can't get the images of violence out of my mind. + 3 | I've lost too many friends, and I'm slow to make new ones. + 4 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. + 5 | I can stare down a hell hound without flinching. + 6 | I enjoy being strong and like breaking things. + 7 | I have a crude sense of humor. + 8 | I face problems head-on. A simple, direct solution is the best path to success. + + d6 | Ideal + 1 | Greater Good. Our lot is to lay down our lives in defense of others. (Good) + 2 | Responsibility. I do what I must and obey just authority. (Lawful) + 3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) + 4 | Might. In life as in war, the stronger force wins. (Evil) + 5 | Live and Let Live. Ideals aren't worth killing over or going to war for. (Neutral) + 6 | Nation. My city, nation, or people are all that matter. (Any) + + d6 | Bond + 1 | I would still lay down my life for the people I served with. + 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. + 3 | My honor is my life. + 4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. + 5 | Those who fight beside me are those worth dying for. + 6 | I fight for those who cannot fight for themselves. + + d6 | Flaw + 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. + 2 | I have little respect for anyone who is not a proven warrior. + 3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. + 4 | My hatred of my enemies is blinding and unreasoning. + 5 | I obey the law, even if the law causes misery. + 6 | I'd rather eat my armor than admit when I'm wrong. + + + + + Baldur's Gate Urchin + Sleight Of Hand, Stealth + + Description + • Skill Proficiencies: Sleight of Hand, Stealth + • Tool Proficiencies: Disguise kit, Thieves' tools + • Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp + Source: Baldur's Gate: Descent Into Avernus p. 204 + + + Feature: City Secrets + You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. + + + + Baldur's Gate Feature: Gateguide Connection + The effects of a Baldur's Gate feature can be used only while the character is in Baldur's Gate—though, at the DM's discretion, they might have applicable effects in situations similar to those in Baldur's Gate. + Even though you might not be a member of the Gateguides crew, you've associated with enough of them that you know their torch-based code. From the lighting, placement, and type of torch arranged on or near a structure, you can gather a great deal of information about those who live or do business there, particularly if they deal fairly with strangers, have Guild or government connections, or have either helped or denied the Gateguides in the past. + + + + Suggested Characteristics + Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life—and maybe get some payback on all the rich people who treated them badly. + d8 | Personality Trait + 1 | I hide scraps of food and trinkets away in my pockets. + 2 | I ask a lot of questions. + 3 | I like to squeeze into small places where no one else can get to me. + 4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. + 5 | I eat like a pig and have bad manners. + 6 | I think anyone who's nice to me is hiding evil intent. + 7 | I don't like to bathe. + 8 | I bluntly say what others are hinting at or hiding. + + d6 | Ideal + 1 | Respect. All people, rich or poor, deserve respect. (Good) + 2 | Community. We have to take care of each other, because no one else is going to do it. (Lawful) + 3 | Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) + 4 | Retribution. The rich need to be shown what life and death are like in the gutters. (Evil) + 5 | People. I help the people who help me—that's what keeps us alive. (Neutral) + 6 | Aspiration. I'm going to prove that I'm worthy of a better life. (Any) + + d6 | Bond + 1 | My town or city is my home, and I'll fight to defend it. + 2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. + 3 | I owe my survival to another urchin who taught me to live on the streets. + 4 | I owe a debt I can never repay to the person who took pity on me. + 5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. + 6 | No one else should have to endure the hardships I've been through. + + d6 | Flaw + 1 | If I'm outnumbered, I will run away from a fight. + 2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. + 3 | I will never fully trust anyone other than myself. + 4 | I'd rather kill someone in their sleep than fight fair. + 5 | It's not stealing if I need it more than someone else. + 6 | People who can't take care of themselves get what they deserve. + + + + + + + Abyssal Chicken + T + fiend (demon) + Chaotic Evil + 13 (natural armor) + 10 (3d4+3) + walk 30 ft., fly 30 ft. + 6 + 14 + 13 + 4 + 9 + 5 + + + 9 + understands Abyssal but can't speak + 1/4 + cold, fire, lightning + poison + + blinded, poisoned + blindsight 30ft. (blind beyond this radius) + + Bad Flier + The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed. + + + Multiattack + The abyssal chicken makes two attacks: one with its bite and one with its claws. + + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage. + Bite|4|1d4+2 + + + Claws + Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage. + Claws|4|1d6+2 + + Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken. + With your permission, a character who casts the find familiar spell can henceforth choose to conjure an abyssal chicken instead of a raven + Source: Baldur's Gate: Descent Into Avernus p. 97 + + + + Amrik Vanthampur + M + humanoid (human) + Lawful Evil + 17 (leather armor, charisma modifier) + 66 (12d8+12) + walk 30 ft. + 12 + 18 + 12 + 14 + 14 + 15 + + Acrobatics +6, Athletics +3, Deception +6, Insight +6 + 12 + Common, Infernal + 3 + + + + + + + Suave Defense + While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier. + + + Multiattack + Amrik makes three dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|6|1d4+4 + + + Smoke Bomb (1/Day) + Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn. + + Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see "Poisons" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal. + Source: Baldur's Gate: Descent Into Avernus p. 30 + + + + Archduke Zariel of Avernus + L + fiend (devil) + Lawful Evil + 21 (natural armor) + 580 (40d10+360) + walk 50 ft., fly 150 ft. + 27 + 24 + 28 + 26 + 27 + 30 + Int +16, Wis +16, Cha +18 + Intimidation +18, Perception +16 + 26 + all, telepathy 120 ft. + 26 + cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + necrotic, poison + + charmed, exhaustion, frightened, poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Zariel's darkvision. + + + Magic Weapons + Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below). + + + Legendary Resistance (3/Day) + If Zariel fails a saving throw, she can choose to succeed instead. + + + Magic Resistance + Zariel has advantage on saving throws against spells and other magical effects. + + + Regeneration + Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate. + + + Multiattack + Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks. + + + Longsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands. + Longsword|16|2d8+8 + + + Javelin + Melee or Ranged Weapon Attack: +16 to hit, range 30/120 ft., one target. 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage. + Javelin|16|2d6+8 + + + Horrid Touch (Recharge 5-6) + Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + + + Teleport + Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see. + + + Archduke can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn. + + + Immolating Gaze (Costs 2 Actions) + Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage. + + + Teleport + Zariel uses her Teleport action. + + + Lair Actions + On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: + • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. + • Zariel casts her innate fireball spell. + + + Regional Effects + The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects: + • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. + • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. + • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away. + If Zariel dies, these effects fade over the course of 1d10 days. + + + Innate Spellcasting + Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: + At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire + 3/day each: blade barrier, dispel evil and good, finger of death + + alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death + Source: Baldur's Gate: Descent Into Avernus p. 243 + + + + Arkhan the Cruel + M + humanoid (dragonborn) + Lawful Evil + 23 (obsidian flint dragon plate, shield) + 221 (26d8+104) + walk 40 ft. + 20 + 12 + 18 + 10 + 10 + 18 + Wis +5, Cha +9 + Athletics +10, Deception +9, Intimidation +9 + 10 + Common, Draconic + 16 + fire, poison; bludgeoning, piercing, slashing from nonmagical attacks + + + frightened + darkvision 60 ft. (can see invisible creatures out to the same range) + + Aura of Hate + While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type. + + + Hand of Vecna + The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges). + + + Special Equipment + Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him. + + + Multiattack + Arkhan makes three weapon attacks. + + + Fane-Eater (Battleaxe) + Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt. + Fane-Eater (Battleaxe)|13|1d8+12 + + + Javelin + Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee + Javelin|10|1d6+5 + + + Innate Spellcasting + Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components: + 3/day each: animate dead, branding smite (at 4th level), revivify + 1/day each: geas, raise dead + + animate dead, branding smite, revivify, geas, raise dead + Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side. + In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible. + If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull. + Source: Baldur's Gate: Descent Into Avernus p. 111 + + + + Black Gauntlet of Bane + M + humanoid (lawful evil) + 30 ft. + 16 (chain mail) + 6 + 181118151218 + 15 + 51 (6d8+24) + Frightened + Common + Wis +5 + Intimidation +7,Perception +5 + + Source + Baldur’s Gate Descent Into Avernus, p. 232 + + + Aura of Terror + When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait. + + + Spellcasting + The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared: + + Cantrips (at will): guidance, sacred flame, thaumaturgy + 1st level (4 slots): bane, bless, cure wounds, guiding bolt (see Actions below) + 2nd level (3 slots): blindness/deafness, hold person, silence + 3rd level (2 slots): sending, spirit guardians + + + Tactical Disciple + The black gauntlet has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The black gauntlet makes two attacks with its mace. + + + Mace + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 7 (1d6+4) bludgeoning damage plus 13 (3d8) necrotic damage. + Mace|7|1d6+4+3d8 + + + Guiding Bolt (1st-Level Spell; Requires a Spell Slot) + Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet’s next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st. + + guidance,sacred flame,thaumaturgy,bane,bless,cure wounds,guiding bolt,blindness/deafness,hold person,silence,sending,spirit guardians + 4,3,2 + underdark + + + Crokek’toeck (chaotic evil) + G + fiend + 60 ft, swim 60 ft. + 15 (natural armor) + 14 + 28102410613 + 10 + 297 (17d20+119) + cold, fire, lightning, bludgeoning, piercing and slashing that is nonmagical + poison + charmed, frightened, poisoned + darkvision 120 ft + understands Abyssal but can’t speak + Con +12, Wis +5 + + Source + Baldur's Gate Descent Into Avernus, p. 230 + + + Amphibious + Crokek'toeck can breathe air and water. + + + Magic Resistance + Crokek'toeck has advantage on saving throws against spells and other magical effects. + + + Secure Memory + Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts. + + + Standing Leap + Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start. + + + Bite + Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit 44 (10d6 + 9) piercing damage. + Bite|14|10d6+9 + + + Disgorge Allies (Recharge 6) + Crokek'toeck opens its mouth and disgorges 1d4 barlguras, 3d6 gnolls led by 1 gnoll fang of Yeenoghu, 6d6 drenches, or 1d3 vrocks (see the Monster Manual for these creatures' stat blocks). Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the closest next unoccupied space. + + underdark + + + Death’s Head of Bhaal + M + humanoid (human, chaotic evil) + 50 ft, + 15 + 5 + 202020131416 + 14 + 76 (8d8+40) + darkvision 60 ft. + common + Intimidation +6,Perception +6,Stealth +11 + + Source + Baldur’s Gate Descent Into Avernus, p. 233 + + + Aura of Murder + As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Magic Resistance + The death's head has advantage on saving throws against spells and other magical effects. + + + Multiattack + The death's head uses Stunning Gaze and makes two dagger attacks. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft. one target. Hit 7 (1d4+5) piercing damage. + Dagger|7|1d4+5 + + + Stunning Gaze + The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn. + + + Unstoppable (3/Day) + The death's head reduces the damage it takes from an attack to 0. + + underdark + + + Demon Grinder + G + infernal vehicle + 100 + 19 + 181018000 + 200 + fire, poison, psychic + blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious + + Source: Baldur’s Gate Descent into Avernus, p. 218 + + + Crushing Wheels + The Demon Grinder can move through the space ofany Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4dl0) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + Crushing Wheels|0|4d10 + + + Magic Weapon + The Demon Grinder’s weapon attacks are magical. + + + Prone Deficiency + If the Demon Grinder rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Helm (Requires 1 Crew and Grants Three-Quarters Cover) + Drive and steer the Demon Grinder. + + + Chomper (Requires 1 Crew and Grants Half Cover) + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Demon Grinder. Any nonmagical items the target was holding or carrying are destroyed as well. + Chomper|9|6d6+4 + + + Wrecking Ball (Requires 1 Crew and Grants Half-Cover) + Melee Weapon Attack:+9 to hit, reach 15 ft., one target. Hit: 40 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure. + Wrecking Ball|9|8d8+4 + + + 2 Harpoon Flingers (Each Station Requires 1 Crew and Grants Half Cover) + Ammunition: 10 harpoons per station. Ranged Weapon Attack: +5 to hit, range 120 ft., one target. Hit: 9 (2d8) piercing damage. + Harpoon Flinger|5|2d8 + + underdark + + + Devil’s Ride + L + infernal vehicle + 120 + 23 (19 while motionless) + 141812000 + 30 + fire, poison, psychic + blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious + + Source: Baldur’s Gate Descent into Avernus, p. 218 + + + Jump + If the Devil's Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement. + + + Prone Deficiency + If the Devil's Ride falls prone, it can't right itself and is incapacitated until pulled upright. + + + Stunt + On its turn, the driver ofthe Devil's Ride can expend 10 feet of movement to perform one free infernal vehicle stunt, such as a wheelie or a burnout. Before the stunt can be performed, the Devil's Ride must move at least l0 feet in a straight line. If the driver succeeds on DC 10 Dexterity check using the bike's Dexterity, the stunt is successful. Otherwise, the driver is unable to perform the stunt and can't attempt another stunt until the start of its next turn. If the check fails by 5 or more, the Devil's Ride and all creatures riding it immediately fall prone as the bike wipes out and comes to a dead stop. + + + Helm (Requires 1 Crew and Grants Half Cover) + Drive and steer the Devil’s Ride. + + underdark + + + Fiendish Flesh Golem + L + construct (unaligned) + 30 ft., fly 30 ft. (Hover) + 12 (natural armor) + 8 + 209201075 + 10 + 210 (20d10+100) + Cold, fire + lightning, poison, bludgeoning, piercing, sand slashing from non-magical attacks that aren't adamantine or silvered + charmed, exhaustion, frightened, paralysed, petrified, poisoned + Darkvision 60 ft. + Understands the languages of its creator but cant speak. + + Source + Baldur's Gate Descent Into Avernus, p. 236. + + + Berserk + Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again. + + + Immutable Form + The golem is immune to any spell or effect that would alter its form. + + + Lightning Absorption + Whenever the golem is subjected to lightning damage, it takes no damage and instead gains a number of hit points equal to the lightning damage dealt. + + + Magic Resistance + The golem has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + The golem's weapon attacks are magical. + + + Multiattack + The golem makes two slam attacks. + + + Slam + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 16 (2d10+5) bludgeoning damage. + Slam|8|2d10+5 + + underdark + + + Fist of Bane + M + humanoid (lawful evil) + 30 ft. + 18 (chain mail, shield) + 1/2 + 161113121011 + 11 + 22 (4d8+4) + Frightened + common + + Source + Baldur’s Gate Descent Into Avernus, p. 232 + + + Tactical Discipline + The fist of Bane has advantage on all ability checks and saving throws made during combat. + + + Mace + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) bludgeoning damage. + Mace|5|1d6+3 + + + Longbow + Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. Hit 4 (1d8) piercing damage. + Longbow|2|1d8 + + underdark + + + Flying Dagger + T + construct + Unaligned + 17 (natural armor) + 7 (3d4) + walk 0 ft., fly 50 ft. + 12 + 15 + 11 + 1 + 5 + 1 + Dex +4 + + 7 + + 1/4 + + poison, psychic + + blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned + blindsight 60 ft. (blind beyond this radius) + + Antimagic Susceptibility + The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute. + + + False Appearance + While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger. + + + Longdagger + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage. + Longdagger|3|1d8+1 + + Source: Baldur's Gate: Descent Into Avernus p. 30 + + + + Hellwasp + L + fiend (lawful evil) + 10 ft., fly 60 ft. (Hover) + 19 (natural armor) + 5 + 18151210107 + 10 + 52 (8d10+8) + cold + fire + darkvision 60 ft. + infernal, telepathy 300 ft. (with other hellwasps only) + Dex +5, Wis +3 + + Source + Baldur's Gate Descent Into Avernus, p. 236. + + + Magic Weapons + The hellwasp's weapon attacks are magical. + + + Multiattack + The hellwasp makes two attacks: one with its sting and one with its sword talons. + + + Sting + Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end ofeach of its turns, ending the effect on itself on a success. + Sting|7|1d8+4+2d6 + + + Sword Talons + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 11 (2d6+4) piercing damage. + Sword Talons|7|2d6+4 + + underdark + + + Hollyphant + S + celestial + Lawful Good + 18 (natural armor) + 36 (8d6+8) + walk 20 ft., fly 120 ft. + 10 + 11 + 12 + 16 + 19 + 16 + Dex +3, Con +4, Cha +6 + + 14 + Celestial, telepathy 120 ft. + 5 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + + + Aura of Invulnerability + An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). + + + Magic Weapons + The hollyphant's weapon attacks are magical. + + + Tusks + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Tusks|3|1d6 + + + Trumpet (3/Day) + The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant: + + + Trumpet of Blasting + Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage. + + + Trumpet of Sparkles + Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage. + + + Innate Spellcasting + The hollyphant's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: light + 2/day each: bless, cure wounds, protection from evil and good + 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error) + + light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport + Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty. + A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. + Source: Baldur's Gate: Descent Into Avernus p. 237 + + + + Iron Consul + M + humanoid (lawful evil) + 30 ft. + 16 (chain mail) + 2 + 171116151216 + 14 + 45 (6d8+18) + Frightened + Common + Wis +4 + Intimidation +5,Perception +5 + + Source + Baldur’s Gate Descent Into Avernus, p. 232 + + + Tactical Discipline + The iron consul has advantage on all ability checks and saving throws made during combat. + + + Multiattack + The iron consul makes one attack with its spear and can use its Voice of Command ability. + + + Spear + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 6 (1d6+3) piercing damage, or 7 (1d8+3) piercing damage when used with two hands to make a melee attack. + Spear|5|1d6+3 + Spear|7|1d8+3 + + + Voice of Command + The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack. + + underdark + + + Master of Souls + M + humanoid (neutral evil) + 30 ft. + 12 + 4 + 101417141913 + 12 + 45 (6d8+18) + abyssal, common, infernal + Wis +4 + Arcana +6,Religion +6 + + Source + Baldur’s Gate Descent Into Avernus, p. 234 + + + Grave Magic + When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic. + + + Spellcasting + The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation + 1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield + 2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below) + 3rd level (2 slots): animate dead, fireball + + + Multiattack + The master of souls attacks twice with its flail. + + + Silver Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn. + Skull Flail|2|1d8+4d6 + + + Chill Touch (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. Hit: 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. + Chill Touch|6|2d8 + + + Ray of Sickness (1st-level Spell; Requires a Spell Slot) + Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end ofthe master of souls' next turn. Ifthe master ofsouls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + Ray of Sickness|6|2d8 + + + Scorching Ray (2nd-level Spell; Requires a Spell Slot) + Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). Hit: 7 (2d6) fire damage per ray. + Scorching Ray|6|2d6 + + chill touch,mage hand,message,prestidigitation,burning hands,detect magic,ray of sickness,shield,darkness,misty step,scorching ray,animate dead,fireball + 4,3,2 + underdark + + + Necromite of Myrkul + M + humanoid (neutral evil) + 30 ft. + 11 + 1/2 + 101315111610 + 10 + 13 (2d8+4) + abyssal, common, infernal + Arcana +5,Religion +5 + + Source + Baldur’s Gate Descent Into Avernus, p. 234 + + + Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit 4 (1d8) bludgeoning damage. + Skull Flail|2|1d8 + + + Claws of the Grave + Ranged Spell Attack: +5 to hit, reach 5 ft., one target. Hit 8 (2d4+3) necrotic damage. + Claws|5|2d4+3 + + underdark + + + Necrotic Centipede + H + monstrosity + Unaligned + 17 (natural armor) + 195 (17d12+85) + walk 30 ft., burrow 20 ft. + 24 + 13 + 21 + 4 + 10 + 5 + + + 10 + + 11 + + cold, fire + + + darkvision 60 ft., tremorsense 60 ft. + + Heated Body + A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. + + + Bite + Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the centipede can't bite another target. + Bite|11|6d10+7 + + + Swallow + The centipede makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the centipede, and it takes 21 (6d6) acid damage at the start of each of the centipede's turns. + If the centipede takes 30 damage or more on a single turn from a creature inside it, the centipede must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he centipede. If the centipede dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone. + + Source: Baldur's Gate: Descent Into Avernus p. 119 + arctic + + + Night Blade + M + humanoid (chaotic evil) + 40 ft. + 12 + 1/4 + 111512111014 + 11 (2d8+2) + 10 + Common + Intimidation +4,Stealth +6 + + Source + Baldur’s Gate Descent Into Avernus, p. 233 + + + Aura of Murder + As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Dagger + Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 4 (1d4+2) piercing damage, + Dagger|4|1d4+2 + + + + Reaper of Bhaal + M + humanoid (human, chaotic evil) + 40 ft. + 12 + 2 + 112013121516 + 13 + 11 (2d8+2) + Darkvision 60 ft. + Common + Intimidation +5,Perception +3,Persuasion +5,Stealth +9 + + Source + Baldur’s Gate Descent Into Avernus, p. 233 + + + Aura of Murder + As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gains vulnerability to piercing damage unless they have resistance or immunity to such damage. + + + Innate Spellcasting + The reaper’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: + + 1/day each: charm person, disguise self, sanctuary + + + Multiattack + The reaper makes two dagger attacks and uses Shroud Self. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft., or range 20/60 ft., one target. Hit 7 (1d4+5) piercing damage. + Dagger|7|1d4+5 + + + Shroud Self + The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell. + + underdark + + + Scavenger + H + infernal vehicle + 100 + 20 + 201220000 + 150 + fire, poison, psychic + blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious + + Source: Baldur’s Gate Descent into Avernus, p. 219 + + + Crushing Wheels + The Scavenger can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + Crushing Wheels|0|3d10 + + + Magic Weapons + The Scavenger’s weapon attacks are magical. + + + Prone Deficiency + If the Scavenger rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Helm (Requires 1 Crew and Grants Three-Quarter Cover) + Drive and steer the Scavenger. + + + Grappling Claw (Requires 1 Crew and Grants Half Cover) + Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The tar- get is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. + The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding. + + underdark + + + Skull Lasher of Myrkul + M + humanoid (neutral evil) + 30 ft. + 12 + 1 + 101415131610 + 11 + 32 (5d8+10) + Abyssal, common, infernal + Wis +3 + Arcana +5,Religion +5 + + Source + Baldur’s Gate Descent Into Avernus, p. 234 + + + Spellcasting + The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared: + + Cantrips (at will): mage hand, message, prestidigitation + 1st level (4 slots): detect magic, protection from evil and good, + ray of sickness (see "Actions" below), shield + 2nd level (2 slots): darkness, misty step + + + Multiattack + The skull lasher makes two attacks with its flail. + + + Iron Skull Flail + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn. + Skull Flail|2|1d8+2d6 + + + Ray of Sickness (1st-level spell; Requires a Spell Slot) + Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. + Ray of Sickness|5|2d8 + + mage hand,message,prestidigitation,detect magic,protection from evil and good,ray of sickness,darkness,misty steps + 4,2 + underdark + + + Smiler the Defiler + M + fey (elf) + Chaotic Evil + 18 (leather armor +2) + 165 (22d8+66) + walk 30 ft. + 14 + 20 + 16 + 18 + 11 + 18 + + Deception +7, Persuasion +7 + 10 + Common, Elvish, Sylvan + 7 + bludgeoning, piercing, slashing from nonmagical attacks + + + + darkvision 60 ft. + + Fey Step (Recharge 4-6) + As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine. + + + Magic Resistance + Smiler has advantage on saving throws against spells and other magical effects. + + + Equipment + Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword + + + Multiattack + Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks. + + + +1 Shortsword + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage. + +1 Shortsword|9|1d6+6 + + + Innate Spellcasting + Smiler's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components: + At will: charm person, Tasha's hideous laughter + 3/day each: confusion, enthrall, suggestion + 1/day each: hallucinatory terrain, Otto's irresistible dance + + charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance + Smiler has an unnerving smile—hence his name. + A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane. + One of Smiler's favorite antics is to use a hallucinatory terrain spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots. + This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while. + Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang. + Source: Baldur's Gate: Descent Into Avernus p. 133 + + + + Sylvira Savikas + M + humanoid (tiefling) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13, Investigation +2 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + darkvision 60 ft. + + Magic Resistance + Sylvira has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|6|1d4+2 + + + Spellcasting + Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sylvira can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Sylvira casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + + Innate Spellcasting + Sylvira's innate spellcasting ability is Charisma (spell save DC 15). Sylvira can innately cast the following spells, requiring no material components: + At will: thaumaturgy + 1/day each: darkness, hellish rebuke + + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, thaumaturgy, darkness, hellish rebuke + Source: Baldur's Gate: Descent Into Avernus p. 46 + + + + Thavius Kreeg + M + humanoid (human) + Lawful Evil + 10 + 40 (9d8) + walk 30 ft. + 12 + 10 + 11 + 15 + 18 + 16 + + Deception +5, Medicine +6, Persuasion +5, Religion +4 + 14 + Abyssal, Common, Infernal + 1/2 + + + + + + + Shadow of Guilt + Thavius's shadow is that of a pudgy, horned devil with small wings. + + + Mace + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage. + Mace|3|1d6+1 + + Source: Baldur's Gate: Descent Into Avernus p. 42 + + + + Thurstwell Vanthampur + M + humanoid (human) + Lawful Evil + 9 + 5 (2d8-4) + walk 30 ft. + 7 + 8 + 6 + 15 + 17 + 12 + + Deception +3, Insight +5, Perception +5, Religion +4 + 15 + Common, Elvish, Infernal + 1/8 + + + + + + + Dark Devotion + Thurstwell has advantage on saving throws against being charmed or frightened. + + + Sacred Flame (Cantrip) + Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover. + + + Spellcasting + Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared: + Cantrips (at will): guidance, sacred flame (see "Actions" below), thaumaturgy + • 1st level (3 slots): command, detect evil and good, sanctuary + + 3 + guidance, sacred flame, thaumaturgy, command, detect evil and good, sanctuary + Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt. + Source: Baldur's Gate: Descent Into Avernus p. 34 + + + + Tormenter + H + infernal vehicle + 100 + 21 (19 while motionless) + 161414000 + fire, poison, psychic + blinded, charmed, deafened, frightened, paralysed, petrified, poisoned, stunned, unconcious + + Source: Baldur’s Gate Descent into Avernus, p. 218 + + + Prone Deficiency + If the Tormentor rolls over and falls prone, it can't right itself and is incapacitated until flipped upright. + + + Magic Weapons + The Tormenter’s weapon attacks are magical. + + + Crushing Wheels + The Tormentor can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn. + 2d10 + + + Raking Scythes + When the Tormentor moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10+2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw. + Raking Scythes|0|2d10+2 + + + Helm (Requires 1 Crew and Grants Three Quarters Cover) + Drive and steer the Tormentor. + + + Harpoon Flinger (Requires 1 Crew and Grants Half Cover) + Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 11 (2d8+2) piercing damage. + Harpoon Flinger|7|2d8+2 + + + Juke + If the Tormentor is able to move, the driver can use its reaction to grant the Tormentor advantage on a Dexterity saving throw. + + underdark + + + Torogar Steelfist + L + monstrosity + Lawful Evil + 17 (natural armor) + 168 (16d10+80) + walk 40 ft. + 25 + 17 + 20 + 8 + 9 + 16 + Str +11, Con +9 + + 9 + Abyssal, Common + 11 + + + + + darkvision 60 ft. + + Goring Rush + Immediately after using the Dash action, Torogar can make one melee attack with his horns. + + + Labyrinthine Recall + Torogar can perfectly recall any path he has traveled. + + + Rage (Recharges after a Short or Long Rest) + As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits: + He has advantage on Strength checks and Strength saving throws. + He deals an extra 3 damage when he hits a target with a melee weapon attack. + He has resistance to bludgeoning, piercing, and slashing damage. + + + Special Equipment + Torogar wears gauntlets of flaming fury and a belt of fire giant strength. Without the belt, his Strength is 21. He also carries a soul coin. + + + Multiattack + Torogar makes three attacks: two with his scimitars and one with his horns. + + + Scimitar + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage, or 17 (2d6 + 10) slashing damage while raging, plus 3 (1d6) fire damage from the gauntlets of flaming fury. + Scimitar|11|2d6+7 + + + Horns + Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 16 (2d8 + 7) piercing damage, or 19 (2d8 + 10) piercing damage while raging. + Horns|11|2d8+7 + + Source: Baldur's Gate: Descent Into Avernus p. 112 + + + + Traxigor + T + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Traxigor has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|6|1d4+2 + + + Spellcasting + Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Traxigor can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): plane shift + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Traxigor casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, plane shift, mind blank, time stop + Source: Baldur's Gate: Descent Into Avernus p. 50 + + + + Tressym (monstrosity) + T + beast + Chaotic Neutral + 12 + 5 (2d4) + walk 40 ft., climb 30 ft., fly 40 ft. + 3 + 15 + 10 + 11 + 12 + 12 + + Perception +5, Stealth +4 + 15 + understands Common but can't speak + 0 + + poison + + poisoned + darkvision 60 ft. + + Detect Invisibility + Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight + + + Keen Smell + The tressym has advantage on Wisdom (Perception) checks that rely on smell. + + + Poison Sense + The tressym can detect whether a substance is poisonous by taste, touch, or smell. + + + Familiar + With the DM's permission, a person who casts the find familiar spell can choose to conjure a tressym in stead of a normal cat. + + + Claws + Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage. + + Source: Baldur's Gate: Descent Into Avernus p. 241, Infernal Machine Rebuild + + + + Ulder Ravengard + M + humanoid (human) + Neutral + 20 (plate armor, shield) + 112 (15d8+45) + walk 25 ft. + 17 + 14 + 16 + 11 + 10 + 17 + Con +6, Wis +3 + Athletics +6, Intimidation +6, Perception +3 + 13 + Common + 5 + + + + + + + Multiattack + Ulder makes three melee attacks, only one of which can be with his shield. + + + +1 Longsword + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands. + +1 Longsword|7|1d8+4 + + + Shield + Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature. + Shield|6|1d6+3 + + + Guardian Strike + If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy. + + Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke. + Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own. + Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and invisible bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock. + Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless. + Source: Baldur's Gate: Descent Into Avernus p. 70 + + + + Rilsa Rael + M + humanoid (human) + Neutral + 15 (leather armor) + 52 (8d8+16) + walk 30 ft. + 14 + 18 + 14 + 10 + 11 + 15 + Dex +6, Wis +2 + Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight of hand +6, Stealth +6 + 12 + Common, Thieves' cant + 3 + + + + + + + Cunning Action + On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action. + + + Focus + If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn. + + + Tactical Leadership + As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands. + + + Multiattack + Rilsa makes three weapon attacks. + + + Shortsword + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage. + Shortsword|6|1d6+4 + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage. + Dagger|6|1d4+4 + + The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. + Source: Baldur's Gate: Descent Into Avernus p. 199 + + + + Nine-Fingers Keene + M + humanoid (human) + Neutral + 15 (leather armor) + 84 (13d8+26) + walk 30 ft. + 12 + 18 + 14 + 13 + 17 + 14 + Dex +7, Int +4 + Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of hand +10, Stealth +10 + 16 + Common, Thieves' cant + 5 + + + + + + + Cunning Action + On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action. + + + Dagger Thrower + Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks). + + + Multiattack + Nine-Fingers attacks three times with her daggers. + + + Dagger + Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it's a ranged attack. + Dagger|7|1d4+4 + + + Uncanny Dodge + Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker. + + The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. + Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes. + Source: Baldur's Gate: Descent Into Avernus p. 170 + + + + Mortlock Vanthampur + M + humanoid (human) + Lawful Evil + 12 + 90 (12d8+36) + walk 30 ft. + 18 + 14 + 17 + 10 + 12 + 13 + + Athletics +6, Intimidation +5 + 11 + Common + 3 + + + + + + + Indomitable (2/Day) + Mortlock can reroll a saving throw that he fails. He must use the new roll. + + + Multiattack + Mortlock makes two attacks with his greatclub. + + + Greatclub + Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4) bludgeoning damage if Mortlock has taken any damage since his last turn. + Greatclub|6|2d4+4 + + + Heavy Crossbow + Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage. + Heavy Crossbow|4|1d10+2 + + Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock's face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance. + Source: Baldur's Gate: Descent Into Avernus p. 26 + + + + Mahadi the Rakshasa + M + fiend + Lawful Evil + 17 (natural armor) + 195 (23d8+92) + walk 40 ft. + 14 + 18 + 18 + 14 + 18 + 20 + Wis +9, Cha +10 + Arcana +7, Deception +10, Insight +9, Perception +9 + 19 + all (can read only), Common, Infernal + 14 + bludgeoning, piercing, slashing from nonmagical attacks + + piercing from magic weapons wielded by good creatures + + darkvision 120 ft. + + Limited Magic Immunity + Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. + + + Magic Weapons + Mahadi's weapon attacks are magical. + + + Multiattack + Mahadi makes four claw attacks. + + + Claw + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic. + Claw|7|2d6+2 + + + Summon Erinyes (1/Day) + Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option. + + + Innate Spellcasting + Mahadi's innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components: + At will: detect thoughts, disguise self, mage hand, minor illusion + 3/day each: charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion + 1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing + + detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion, banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing + Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron. + In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed. + In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance. + Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem. + Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium. + Source: Baldur's Gate: Descent Into Avernus p. 127 + + + + + Krull + M + humanoid (tortle) + Lawful Evil + 17 (natural armor) + 117 (18d8+36) + walk 30 ft. + 20 + 14 + 15 + 12 + 20 + 12 + Wis +8, Cha +4 + Arcana +4, Medicine +8, Nature +4, Survival +8 + 15 + Aquan, Common, Draconic + 6 + + + + + + + Hold Breath + Krull can hold his breath for 1 hour. + + + Inescapable Destruction + Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage. + + + Claws + Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage. + Claws|8|1d4+5 + + + +1 Maul + Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage. + +1 Maul|9|2d6+6 + + + Shell Defense + Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell. + + + Spellcasting + Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared: + Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy + • 1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness + • 2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon + • 3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch + • 4th level (3 slots): banishment, blight, death ward, divination, locate creature + • 5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration + • 6th level (1 slots): create undead, true seeing + • 7th level (1 slots): divine word, regenerate + + 4, 3, 3, 3, 2, 1, 1 + chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy, cure wounds, detect evil and good, false life, inflict wounds, ray of sickness, blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon, animate dead, magic circle, speak with dead, spirit guardians, vampiric touch, banishment, blight, death ward, divination, locate creature, antilife shell, cloudkill, contagion, greater restoration, create undead, true seeing, divine word, regenerate + Source: Baldur's Gate: Descent Into Avernus p. 110 + + + + Kostchtchie + L + fiend (demon) + Chaotic Evil + 16 (natural armor) + 243 (18d10+144) + walk 40 ft. + 30 + 12 + 27 + 18 + 22 + 19 + Dex +9, Con +16, Wis +14 + Intimidation +12, Perception +14, Survival +14 + 24 + Abyssal, Giant, telepathy 120 ft + 25 + fire, lightning + cold, poison; bludgeoning, piercing, slashing from nonmagical attacks + + charmed, frightened, poisoned + truesight 120 ft + + Legendary Resistance (3/Day) + If Kostchtchie fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Kostchtchie has advantage on saving throws against spells and other magical effects. + + + Multiattack + Kostchtchie makes two melee attacks, only one of which can be a bite attack. + + + Bite + Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. 13 (1d6 + 10) piercing damage. + Bite|18|1d6+10 + + + Matalotok (Warhammer) + Melee Weapon Attack: +18 to hit, reach 10 ft., one target. 19 (2d8 + 10) bludgeoning damage, or 21 (2d10 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it. + Matalotok (Warhammer)|18|2d8+10 + + + Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn. + + + Attack + Kostchtchie makes one melee weapon attack. + + + Charge + Kostchtchie moves up to his speed. + + + Curse (Costs 2 Actions) + Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn. + + + Innate Spellcasting + Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components: + At will: command, darkness + 1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walk + + command, darkness, dispel evil and good, gate, harm, telekinesis, teleport, wind walk + The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head. + Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss. + Source: Baldur's Gate: Descent Into Avernus p. 105 + + + + Gideon Lightward + M + undead + Lawful Evil + 11 + 136 (16d8+64) + walk 30 ft. + 18 + 13 + 18 + 10 + 18 + 13 + Dex +4, Con +7, Wis +7 + Insight +7, Religion +6 + 14 + Common + 6 + bludgeoning, piercing, slashing from nonmagical attacks + necrotic, poison + radiant + exhaustion, paralyzed, poisoned + darkvision 60 ft. + + Regeneration + Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate. + + + Multiattack + Gideon attacks twice with his fists. + + + Fist + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. + Fist|7|2d6+4 + + + Withering Gaze + Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one. + + Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. + Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands. + Source: Baldur's Gate: Descent Into Avernus p. 65 + + + + Duke Thalamra Vanthampur + M + humanoid (human) + Lawful Evil + 10 + 78 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 13 + 16 + 18 + + Deception +6, Insight +5, Intimidation +6, Religion +3 + 13 + Common, Infernal + 4 + + + + + darkvision 120 ft. (see devil's sight below) + + Dark Devotion + Thalamra has advantage on saving throws against being charmed or frightened. + + + Devil's Sight + Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet. + + + Multiattack + Thalamra uses eldritch blast twice or makes two unarmed strikes. + + + Eldritch Blast (Cantrip) + Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (1d10 + 4) force damage. + Eldritch Blast (Cantrip)|6|1d10+4 + + + Unarmed Strike + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 bludgeoning damage. + + + Hellish Rebuke (1st-Level Spell; 2/Day) + When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. + + Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society. + Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths. + Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate. + Source: Baldur's Gate: Descent Into Avernus p. 38 + + + + Bone Whelk + L + monstrosity + Unaligned + 12 (natural armor) + 27 (5d10) + walk 15 ft., climb 15 ft. + 10 + 5 + 11 + 6 + 9 + 3 + + + 9 + + 1/4 + + + + + darkvision 60 ft. + + Adhesive + The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10). + + + Death Scream + When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage. + + + Spider Climb + The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. + + + Bite + Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 4 (1d8) piercing damage. + Bite|2|1d8 + + Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection. + Source: Baldur's Gate: Descent Into Avernus p. 119 + + + + Bel + L + fiend (devil) + Lawful Evil + 19 (natural armor) + 364 (27d10+216) + walk 30 ft., fly 60 ft. + 28 + 14 + 26 + 25 + 19 + 26 + Dex +10, Con +16, Wis +12 + Arcana +14, Deception +15, Insight +11, Persuasion +15 + 14 + Common, Infernal, Telepathy 120 ft. + 25 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + truesight 120 ft. + + Fear Aura + Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours. + + + Legendary Resistance (3/Day) + If Bel fails a saving throw, he can choose to succeed instead. + + + Magic Resistance + Bel has advantage on saving throws against spells and other magical effects. + + + Magic Weapons + Bel's weapon attacks are magical. + + + Multiattack + Bel makes three attacks: two with his greatsword and one with his tail. + + + Greatsword + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire. + Greatsword|16|4d6+9 + + + Tail + Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn. + Tail|16|3d10+9 + + + The fiend (devil) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn. + + + Fireball + Bel casts fireball. + + + Tactical Edge (Costs 2 Actions) + Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute. + + + Summon Ice Devil (Costs 3 Actions) + Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action. + + + Innate Spellcasting + Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components: + At will: detect magic, fireball + 3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire + 1/day each: imprisonment, meteor swarm + + detect magic, fireball, dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire, imprisonment, meteor swarm + From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart. + Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel. + Source: Baldur's Gate: Descent Into Avernus p. 115 + + + + Bitter Breath + L + fiend (devil) + Lawful Evil + 18 (natural armor) + 178 (17d10+85) + walk 20 ft., fly 60 ft. + 22 + 17 + 21 + 12 + 16 + 17 + Str +10, Dex +7, Wis +7, Cha +7 + + 13 + Infernal, telepathy 120 ft. + 11 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Bitter Breath's darkvision. + + + Magic Resistance + Bitter Breath has advantage on saving throws against spells and other magical effects. + + + Multiattack + Bitter Breath makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack. + + + Fork + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage. + Fork|10|2d8+6 + + + Tail + Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Bitter Breath hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. + Tail|10|1d8+6 + + + Hurl Flame + Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. + Hurl Flame|7|4d6 + + Source: Baldur's Gate: Descent Into Avernus p. 90 + + + + Burney the Barber + G + dragon + Chaotic Good + 21 (natural armor) + 350 (20d20+140) + walk 40 ft., climb 40 ft., fly 80 ft. + 27 + 12 + 25 + 20 + 17 + 19 + Dex +8, Con +14, Wis +10, Cha +11 + Deception +11, Perception +17, Stealth +8 + 27 + Common, Draconic + 21 + + acid + + + blindsight 60 ft., darkvision 120 ft. + + Legendary Resistance (3/Day) + If Burney fails a saving throw, it can choose to succeed instead. + + + Multiattack + Burney can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. + + + Bite + Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage. + Bite|15|2d10+8 + + + Claw + Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage. + Claw|15|2d6+8 + + + Tail + Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage. + Tail|15|2d8+8 + + + Frightful Presence + Each creature of Burney's choice that is within 120 feet of Burney and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Burney's Frightful Presence for the next 24 hours. + + + Breath Weapons (Recharge 5-6) + Burney uses one of the following breath weapons. + Acid Breath.Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one. + Slowing Breath.Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. + + + Change Shape + Burney magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Burney's choice). + In a new form, Burney retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form. + + + The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn. + + + Detect + Burney makes a Wisdom (Perception) check. + + + Tail Attack + Burney makes a tail attack. + + + Wing Attack (Costs 2 Actions) + Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Burney can then fly up to half its flying speed. + + + Lair Actions + On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects: + • The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies. + • The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20. + + + Regional Effects + The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects: + • Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair. + • Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts. + • Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing. + If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately. + + Source: Baldur's Gate: Descent Into Avernus p. 129 + hill + + + Chukka + M + humanoid (kenku) + Chaotic Neutral + 13 + 13 (3d8) + walk 30 ft. + 10 + 16 + 10 + 11 + 10 + 10 + + Deception +4, Perception +2, Stealth +5 + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + + + + + + Ambusher + In the first round of a combat, Chukka has advantage on attack rolls against any creature it surprised. + + + Mimicry + Chukka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|5|1d6+3 + + Source: Baldur's Gate: Descent Into Avernus p. 83 + forest, urban + + + Clonk + M + humanoid (kenku) + Chaotic Neutral + 13 + 13 (3d8) + walk 30 ft. + 10 + 16 + 10 + 11 + 10 + 10 + + Deception +4, Perception +2, Stealth +5 + 12 + understands Auran and Common but speaks only through the use of its Mimicry trait + 1/4 + + + + + + + Ambusher + In the first round of a combat, Clonk has advantage on attack rolls against any creature it surprised. + + + Mimicry + Clonk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. + + + Shortsword + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. + Shortsword|5|1d6+3 + + + Shortbow + Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage. + Shortbow|5|1d6+3 + + Source: Baldur's Gate: Descent Into Avernus p. 83 + forest, urban + + + Dryad Spirit + M + undead + Chaotic Evil + 12 + 58 (13d8) + walk 0 ft., fly 40 ft. + 1 + 14 + 10 + 12 + 11 + 17 + Wis +2, Cha +5 + + 10 + Common, Elvish + 4 + acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks + cold, necrotic, poison + + charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained + darkvision 60 ft. + + Detect Life + The dryad can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations. + + + Incorporeal Movement + The dryad can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. + + + Corrupting Touch + Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage. + Corrupting Touch|4|3d6+2 + + + Horrifying Visage + Each non-undead creature within 60 feet of the dryad that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dryad is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dryad's Horrifying Visage for the next 24 hours. + + + Wail (1/Day) + The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. + + Source: Baldur's Gate: Descent Into Avernus p. 108 + forest, coastal + + + Elliach + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 40 (9d8) + walk 30 ft. + 9 + 14 + 11 + 17 + 12 + 11 + Int +6, Wis +4 + Arcana +6, History +6 + 11 + any four languages + 6 + + + + + + + Dagger + Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|5|1d4+2 + + + Spellcasting + Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Elliach has the following wizard spells prepared: + Cantrips (at will): fire bolt, light, mage hand, prestidigitation + • 1st level (4 slots): detect magic, mage armor, magic missile, shield + • 2nd level (3 slots): misty step, suggestion + • 3rd level (3 slots): counterspell, fireball, fly + • 4th level (3 slots): greater invisibility, ice storm + • 5th level (1 slots): cone of cold + + 4, 3, 3, 3, 1 + fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold + Source: Baldur's Gate: Descent Into Avernus p. 130 + + + + Feonor + M + humanoid (any race) + Any alignment + 12 (15 with mage armor) + 99 (18d8+18) + walk 30 ft. + 10 + 14 + 12 + 20 + 15 + 16 + Int +9, Wis +6 + Arcana +13, History +13 + 12 + any six languages + 12 + damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin) + + + + + + Magic Resistance + Feonor has advantage on saving throws against spells and other magical effects. + + + Dagger + Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage. + Dagger|6|1d4+2 + + + Spellcasting + Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Feonor can cast disguise self and invisibility at will and has the following wizard spells prepared: + At will: disguise self, invisibility + Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp + • 1st level (4 slots): detect magic, identify, mage armor*, magic missile + • 2nd level (3 slots): detect thoughts, mirror image, misty step + • 3rd level (3 slots): counterspell, fly, lightning bolt + • 4th level (3 slots): banishment, fire shield, stoneskin* + • 5th level (3 slots): cone of cold, scrying, wall of force + • 6th level (1 slots): globe of invulnerability + • 7th level (1 slots): teleport + • 8th level (1 slots): mind blank* + • 9th level (1 slots): time stop + *Feonor casts these spells on itself before combat. + + 4, 3, 3, 3, 3, 1, 1, 1, 1 + disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop + Source: Baldur's Gate: Descent Into Avernus p. 130 + + + + Harkina Hunt + M + humanoid (any race) + Any alignment + 10 + 4 (1d8) + walk 30 ft. + 10 + 10 + 10 + 10 + 10 + 10 + + + 10 + any one language (usually Common) + 0 + + + + + + + Club + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage. + Club|2|1d4 + + Source: Baldur's Gate: Descent Into Avernus p. 53 + arctic, desert, coastal, grassland, hill, urban, forest + + + Hellwasp Grub + S + beast + Unaligned + 13 (natural armor) + 4 (1d6+1) + walk 30 ft., climb 30 ft. + 5 + 14 + 12 + 1 + 7 + 3 + + + 8 + + 1/4 + + + + + blindsight 30 ft. + + Bite + Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. + Bite|4|1d4+2 + + Source: Baldur's Gate: Descent Into Avernus p. 95 + underdark, urban + + + Lulu + S + celestial + Lawful Good + 18 (natural armor) + 36 (8d6+8) + walk 20 ft., fly 120 ft. + 10 + 11 + 12 + 16 + 19 + 16 + Dex +3, Con +4, Cha +6 + + 14 + Celestial, telepathy 120 ft. + 5 + bludgeoning, piercing, slashing from nonmagical attacks + poison + + poisoned + + + Aura of Invulnerability + An invisible aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Lulu can use an action to suppress this trait until its concentration ends (as if concentrating on a spell). + + + Magic Weapons + Lulu's weapon attacks are magical. + + + Tusks + Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. + Tusks|3|1d6 + + + Trumpet (3/Day) + Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by Lulu: + + + Trumpet of Blasting + Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage. + + + Trumpet of Sparkles + Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage. + + + Innate Spellcasting + Lulu's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components: + At will: light + 2/day each: bless, cure wounds, protection from evil and good + 1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error) + + light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport + Source: Baldur's Gate: Descent Into Avernus p. 5 + + + + Mad Maggie + M + fiend + Neutral Evil + 17 (natural armor) + 112 (15d8+45) + walk 30 ft. + 18 + 15 + 16 + 16 + 14 + 16 + + Deception +7, Insight +6, Perception +6, Stealth +6 + 16 + Abyssal, Common, Infernal, Primordial + 5 + cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + charmed + darkvision 120 ft. + + Magic Resistance + Maggie has advantage on saving throws against spells and other magical effects. + + + Night Hag Items + A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. + Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. + Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag). + + + Hag Coven + When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Maggies continues to desire more personal power. + A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos. + + + Hag Eye (Coven Only) + A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Maggie eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Maggie eye sees if Maggie eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. + A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Maggies can't perform it while blinded. During the ritual, if Maggies take any action other than performing the ritual, they must start over. + + + Claws (Hag Form Only) + Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage. + Claws (Hag Form Only)|7|2d8+4 + + + Change Shape + Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. + + + Etherealness + Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Maggie must have a heartstone in her possession. + + + Nightmare Haunting (1/Day) + While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Maggie's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. + + + Innate Spellcasting + Maggie's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: + At will: detect magic, magic missile + 2/day each: plane shift (self only), ray of enfeeblement, sleep + + + Shared Spellcasting (Coven Only) + While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: + • 1st level (4 slots): identify, ray of sickness + • 2nd level (3 slots): hold person, locate object + • 3rd level (3 slots): bestow curse, counterspell, lightning bolt + • 4th level (3 slots): phantasmal killer, polymorph + • 5th level (2 slots): contact other plane, scrying + • 6th level (1 slots): eyebite + For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Maggie's Intelligence modifier, and the spell attack bonus is 4 + Maggie's Intelligence modifier. + + 4, 3, 3, 3, 2, 1 + detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite + Source: Baldur's Gate: Descent Into Avernus p. 74 + + + + Peacock + M + beast + Unaligned + 10 + 5 (1d8+1) + walk 10 ft., fly 50 ft. + 7 + 10 + 13 + 2 + 12 + 4 + + Perception +3 + 13 + + 0 + + + + + + + Keen Sight and Smell + The peacock has advantage on Wisdom (Perception) checks that rely on sight or smell. + + + Pack Tactics + The peacock has advantage on an attack roll against a creature if at least one of the peacock's allies is within 5 feet of the creature and the ally isn't incapacitated. + + + Beak + Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage. + Beak|2|1d4 + + Source: Baldur's Gate: Descent Into Avernus p. 195 + grassland, hill, desert + + + Princeps Kovik + M + fiend (devil) + Lawful Evil + 16 (natural armor) + 85 (10d8+40) + walk 30 ft. + 18 + 15 + 18 + 11 + 12 + 14 + Con +7, Wis +4, Cha +5 + + 8 + Infernal, telepathy 120 ft. + 8 + cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + fire, poison + + poisoned + darkvision 120 ft. + + Devil's Sight + Magical darkness doesn't impede Kovik's darkvision. + + + Magic Resistance + Kovik has advantage on saving throws against spells and other magical effects. + + + Multiattack + Kovik makes two attacks with its chains. + + + Chain + Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if Kovik isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. + Chain|8|2d6+4 + + + Animate Chains (Recharges after a Short or Long Rest) + Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under Kovik's control, provided that the chains aren't being worn or carried. + Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Kovik uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Kovik is incapacitated or dies. + + + Unnerving Mask + When a creature Kovik can see starts its turn within 30 feet of Kovik, Kovik can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Kovik, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn. + + Source: Baldur's Gate: Descent Into Avernus p. 91 + + + + Raggadragga + M + humanoid (human, shapechanger) + Neutral Evil + 10 (in humanoid form, 11 (natural armor) in boar or hybrid form) + 120 (12d8+24) + walk 30 ft. + 17 + 10 + 15 + 10 + 11 + 8 + + Perception +2 + 12 + Common (can't speak in boar form) + 4 + + bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered + + + + + Shapechanger + Raggadragga can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. + + + Charge (Boar or Hybrid Form Only) + If Raggadragga moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. + + + Relentless (Recharges after a Short or Long Rest) + If Raggadragga takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. + + + Multiattack (Humanoid or Hybrid Form Only) + Raggadragga makes two attacks, only one of which can be with its tusks. + + + Maul (Humanoid or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage. + Maul (Humanoid or Hybrid Form Only)|5|2d6+3 + + + Tusks (Boar or Hybrid Form Only) + Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. + Tusks (Boar or Hybrid Form Only)|5|2d6+3 + + + Variant: Nonhuman Lycanthropes + The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait. + + Source: Baldur's Gate: Descent Into Avernus p. 87 + grassland, forest, hill + + + Skeletal Rats + M + swarm of Medium beasts + Unaligned + 10 + 24 (7d8-7) + walk 30 ft. + 9 + 11 + 9 + 2 + 10 + 3 + + + 10 + + 1/4 + bludgeoning, piercing, slashing + + + charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned + darkvision 30 ft. + + Keen Smell + The swarm has advantage on Wisdom (Perception) checks that rely on smell. + + + Swarm + The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points. + + + Bites + Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. + Bites|2|2d6 + + Source: Baldur's Gate: Descent Into Avernus p. 23 + swamp, urban + + + Undead Tree + H + plant + Chaotic Good + 16 (natural armor) + 138 (12d12+60) + walk 30 ft. + 23 + 8 + 21 + 12 + 16 + 12 + + + 13 + Common, Druidic, Elvish, Sylvan + 9 + bludgeoning, piercing + + fire + + + + False Appearance + While the treant remains motionless, it is indistinguishable from a normal tree. + + + Siege Monster + The treant deals double damage to objects and structures. + + + Multiattack + The treant makes two slam attacks. + + + Slam + Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage. + Slam|10|3d6+6 + + + Rock + Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage. + Rock|10|4d10+6 + + + Animate Trees (1/Day) + The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. + + Source: Baldur's Gate: Descent Into Avernus p. 23 + forest + diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index ae28127..592b4fd 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -554,6 +554,120 @@ + + + Revenant Blade + Elf + You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits: + • Increase your Strength or Dexterity score by 1, to a maximum of 20 + • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class. + • A double-bladed scimitar has the finesse property when you wield it. + Source: Eberron: Rising from the Last War p. 22 + + + Aberrant Dragonmark + + You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: + • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells. + • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage. + You also develop a random flaw from the Aberrant Dragonmark Flaws table. + d8 | Flaw + 1 | Your mark is a source of constant physical pain. + 2 | Your mark whispers to you. Its meaning can be unclear. + 3 | When you're stressed, the mark hisses audibly. + 4 | The skin around the mark is burned, scaly, or withered. + 5 | Animals are uneasy around you. + 6 | You have a mood swing any time you use your mark. + 7 | Your looks change slightly whenever you use the mark. + 8 | You have horrific nightmares after you use your mark. + + Source: Eberron: Rising from the Last War p. 52 + Constitution +1 + + + + + House Agent + Investigation, Persuasion + + Description + You have sworn fealty to a dragonmarked house. If you have a dragonmark, you're likely a member of one of the house's influential families; otherwise you're an outsider who hopes to make your fortune through the house. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative. + • Skill Proficiencies: Investigation, Persuasion + • Tool Proficiency: Two proficiencies from the House Tool Proficiencies table + • Equipment: A set of fine clothes, house signet ring, identification papers, and a purse containing 20 gp. + Your House | Proficiencies + Cannith | Alchemist's supplies and tinker's tools + Deneith | One gaming set and vehicles (land) + Ghallanda | Brewer's supplies and cook's utensils + Jorasco | Alchemist's supplies and herbalism kit + Kundarak | Thieves' tools and tinker's tools + Lyrandar | Navigator's tools and vehicles (sea and air) + Medani | Disguise kit and thieves' tools + Orien | One gaming set and vehicles (land) + Phiarlan | Disguise kit and one musical instrument + Sivis | Calligrapher's supplies and forgery kit + Tharashk | One gaming set and thieves' tools + Thuranni | One musical instrument and poisoner's kit + Vadalis | herbalism kit and vehicles (land) + Source: Eberron: Rising from the Last War p. 53 + + + Role + You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities. + d8 | Role + 1 | Acquisition + 2 | Investigation + 3 | Research & Development + 4 | Security + 5 | Intimidation + 6 | Exploration + 7 | Negotiation + 8 | Covert Operations + + + + Feature: House Connections + As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Beyond this, you have many old friends, mentors, and rivals in your house, and you may encounter one of them when you interact with a house business. The degree to which such acquaintances are willing to help you depends on your current standing in your house. + + + + Suggested Characteristics + House agents are diverse. Consider the house you serve and the work you do when choosing characteristics. + d6 | Personality Trait + 1 | I'm always looking to improve efficiency. + 2 | I love to share trivia about my house's business. + 3 | I never forget an insult against me or my house. + 4 | I'm enthusiastic about everything my house does. + 5 | I represent my house and take pride in my looks. + 6 | I'm critical of monarchies and limits on the houses. + + d6 | Ideal + 1 | Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) + 2 | Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) + 3 | Innovation. Abandon old traditions and find better ways to do things. (Chaotic) + 4 | Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) + 5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) + 6 | Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) + + d6 | Bond + 1 | My house is my family. I would do anything for it. + 2 | I love someone from another house, but the relationship is forbidden. + 3 | Someone I love was killed by a rival faction within my house, and I will have revenge. + 4 | I don't care about the house as a whole, but I would do anything for my old mentor. + 5 | My house must evolve, and I'll lead the evolution. + 6 | I'm determined to impress the leaders of my house, and to become a leader myself. + + d6 | Flaw + 1 | I'm fixated on following official protocols. + 2 | I'm obsessed with conspiracy theories and worried about secret societies and hidden demons. + 3 | My house and bloodline make me the best! + 4 | My secret could get me expelled from my house. + 5 | My religious beliefs aren't widespread in my house. + 6 | I'm working for a hidden faction in my house that gives me secret assignments. + + + + Absorb Elements diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml index 4563a10..3a58060 100644 --- a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml @@ -1,5 +1,108 @@ + + + Centaur + M + 40 + Str 2, Wis 1 + + + + Description + Roamers at heart, centaurs love open spaces and the freedom to travel. As much as they can, centaurs run. They race the wind, hooves thundering and tails streaming behind them. + In the sprawling city of Ravnica, where "open road" seems like a contradiction and "open plain" is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the freedom to travel. As much as they can, centaurs run—in wide plazas, spacious parks, and expanses of rubble and ruin. They race the wind, hooves thundering and tails streaming behind them, until the next wall looms in their path and brings them to a stop. + Source: Guildmasters' Guide to Ravnica p. 15 + + + Age + Centaurs mature and age at about the same rate as humans. + + + + Alignment + Centaurs are inclined toward neutrality. Those who join the Selesnya are more often neutral good, while those who join the Gruul are typically chaotic neutral. + + + + Size + Centaurs stand between 6 and 7 feet tall, with their equine bodies reaching about 4 feet at the withers. Your size is Medium. + + + + Fey + Your creature type is fey, rather than humanoid. + + + + Charge + If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves. + + + + Hooves + Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Equine Build + You count as one size larger when determining your carrying capacity and the weight you can push or drag. + In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. + + + + Survivor + You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival. + + + + Languages + You can speak, read, and write Common and Sylvan. Sylvan is widely spoken in the Selesnya Conclave, for it is rich in vocabulary to describe natural phenomena and spiritual forces. + + + + Nature's Cavalry + Centaurs have humanoid upper bodies, displaying all the human variety of skin tones and features. In size, they are comparable to a human rider mounted on a horse, and they fill similar roles—as cavalry, messengers, outriders, and scouts. + Centaurs' ears are slightly pointed, but their faces are more wide and square than those of elves. Below the waist, they have the bodies of horses, with coats tending toward brown shades (chestnut or bay) and darker tails. + + + + Nature and Community + Centaurs have a strong sense of the interconnectedness of the natural world, and they celebrate family and community as microcosms of that greater connection. The birth of a foal is always cause for festivities. At the same time, centaurs revere the traditions of the past, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own hybrid nature, and delight in the feeling of running alongside herds and packs of beasts. + + + + Centaur Names + Centaurs' given names are passed down through family lines. The name given to a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. + Centaurs rarely use family names, but wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottos, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. + + + + Nature's Cavalry + Centaurs have the upper bodies, down to the waist, of muscular humans, displaying all the human variety of skin tones and features. Their ears are slightly pointed, but their faces are wider and squarer than those of elves. Below the waist, they have the bodies of small horses, with a similar range of coloration—from various shades of chestnut or bay to dappled or even zebra-like striped patterns. Most centaurs style their hair and their tails in a similar way. Selesnya centaurs favor long, flowing hair. Gruul centaurs cut their hair in rough, spiky styles. + The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts. + + + + Affinity for Nature + Centaurs have an affinity for the natural world. Among the guilds that share that affinity, centaurs favor the rubblebelts of the Gruul Clans and the wide plazas of the Selesnya Conclave over the undercity tunnels of the Golgari and the laboratories of the Simic. + Centaurs celebrate life and growth, and the birth of a foal is always cause for festivities. At the same time, they revere the traditions of the past, and among both the Gruul and the Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like bodies, and delight in the feeling of running alongside herds and packs of other beasts. + + + + Clans and Community + Centaurs sense the interconnectedness of the natural world. Thus, they celebrate family and community as microcosms of that greater connection. Among the Gruul, they have a strong clan identity, and Selesnya centaurs are fiercely loyal to their individual communities as well as the guild as a whole. Their love of history and tradition also means that centaurs are more likely than most other Ravnicans to join the same guild that their parents did. + + + + Centaur Names + Centaurs' given names are passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory—and, the centaurs believe, some shard of the spirit—of the departed. Centaurs don't use family names, but they wear symbols that represent their family membership. These symbols might include graphical representations of plants or animals, printed mottoes, braids and beads worn in the hair and tail, or even specific patterns of woven fabric. + • Male Names: Bonmod, Boruvo, Chodi, Drozan, Kozim, Milosh, Ninos, Oleksi, Orval, Radovas, Radom, Rostis, Svetyos, Tomis, Trijiro, Volim, Vlodim, Yarog + • Female Names: Daiva, Dunja, Elnaya, Galisnya, Irinya, Kotyali, Lalya, Litisia, Madya, Mira, Nedja, Nikya, Ostani, Pinya, Rada, Raisya, Stasolya, Tatna, Zhendoya, Zoria + + + + Encode Thoughts @@ -17,6 +120,1406 @@ Source: Guildmasters' Guide to Ravnica p. 47 + + Loxodon + M + 30 + Con 2, Wis 1 + + + + Description + Humanoid elephants, loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in their sonorous tones and move slowly or sit in perfect stillness. Provoked to action, loxodons are holy terrors—bellowing with rage, trumpeting and flapping their ears. Their still wisdom and their furious strength—as well as their fierce loyalty and unwavering conviction—are tremendous assets to their guilds. + The humanoid elephants called loxodons are often oases of calm in the busy streets of Ravnica. They hum or chant in sonorous tones and move slowly or sit in perfect stillness. If provoked to action, loxodons are true terrors—bellowing with rage, trumpeting and flapping their ears. Their serene wisdom, fierce loyalty, and unwavering conviction are tremendous assets to their guilds. + Source: Guildmasters' Guide to Ravnica p. 17 + + + Age + Loxodons physically mature at the same rate as humans, but they live about 450 years. They highly value the weight of wisdom and experience and are considered young until they reach the age of 60. + + + + Alignment + Most loxodons are lawful, believing in the value of a peaceful, ordered life. They also tend toward good. + + + + Size + Loxodons stand between 7 and 8 feet tall. Their massive bodies weigh between 300 and 400 pounds. Your size is Medium. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Loxodon Serenity + You have advantage on saving throws against being charmed or frightened. + + + + Natural Armor + You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. + + + + Trunk + You can grasp things with your trunk, and you can use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. + Your trunk can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. + + + + Keen Smell + Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell. + + + + Languages + You can speak, read, and write Common and Loxodon. + + + + Lumbering Giants + Loxodons tower above most other humanoids, standing over seven feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking humanoid bodies covered by thick, leathery skin. Their hands have four thick digits, and their feet are the flat, ovalshaped feet of elephants. + Like that of an elephant, a loxodon's trunk is a useful appendage that supplements the hands. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects, and the two finger-like protrusions at the tip are capable of delicate manipulation. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel. + + + + Gifted Stoneworkers + Loxodons are tireless, patient artisans, with an unrivaled intuition about their craft. While they make nurturing spiritual leaders, their gift at stonework is so natural that they are often at a loss when it comes to imparting their knowledge to others. Among the Selesnya, it primarily falls to them to build the guild's magnificent cathedral-like arboretum structures. + + + + Relentlessly Loyal + Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some who stress the benefits of order have been known to join the Orzhov Syndicate or the Azorius Senate. + Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, they devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect the same loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed. + The primary difference among loxodons who join different guilds is their sense of the size of the communities they belong to. For loxodons in the Selesnya Conclave, the community is the world and all living beings in it, all valuable, all meant to live in harmony, and all interdependent. For Azorius loxodons, community primarily means the society of sentient races, who need law and order in order to function together. For those in the Orzhov Syndicate, community means the syndicate, with its interests taking priority over those of any other group. + + + + Loxodon Names + A loxodon's name includes overtones of sound, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most members of other races can't hear or distinguish these tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint. + • Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool + • Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja + + + + Lumbering Giants + Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads—trunks, tusks, ears, and faces—of elephants, and hulking bipedal bodies covered by thick, leathery skin. Each of their hands has four thick digits, and their feet are the flat-bottomed, oval-shaped feet of elephants. + Like that of an elephant, a loxodon's trunk is a useful appendage. In addition to providing a keen sense of smell, the trunk can be used to lift and carry even heavy objects. The trunk can be used to carry both food and liquid to the mouth and can even act as a snorkel. + + + + Gifted Stoneworkers + Loxodons are tireless, patient artisans with an unrivaled intuition about their craft. Although they make nurturing spiritual leaders, their gift for stonework is so ingrained that they are often at a loss when they try to impart that knowledge to others. Among the Selesnya, it primarily falls to loxodons to build the guild's magnificent, cathedral-like arboretum structures. + + + + Relentlessly Loyal + Loxodons believe in the value of community and life, and thus are most often found in the Selesnya Conclave. Some find fulfillment in the cause of order by joining the Orzhov Syndicate or the Azorius Senate. + Loxodons believe that the members of a group have a responsibility to look out for each other. Once they have joined a guild or bonded with other individuals in any capacity, loxodons devote themselves to maintaining that bond. They coordinate their efforts and are often willing to sacrifice themselves for the sake of the group. They expect reciprocal loyalty and commitment from the other members of their communities and can be severe in their disappointment when their trust is betrayed. + The primary difference between loxodons who join different guilds is their sense of the size of the community they belong to. For loxodons in the Selesnya Conclave, their community is the world and all living beings in it—everything valuable, meant to live in harmony, and interdependent. For Azorius loxodons, community primarily means a society of different peoples who need adherence to law and order so they can function together. For those in the Orzhov Syndicate, community means the syndicate alone, with its interests taking priority over those of any other group. + + + + Loxodon Names + A loxodon's name includes subtle tones, produced in a loxodon's resonant nasal chambers, that indicate status, family connection, and community role. Since most non-loxodons can't distinguish these underlying tones, let alone produce them, loxodons often translate them into titles, such as Hierarch, Revered, Grandmother, Healer, or Saint, when interacting with other races. + • Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Golomov, Heruj, Ilromov, Kel, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Vasool + • Female Names: Ajj, Boja, Dancu, Dooja, Elyuja, Fanoor, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja + + + + + Minotaur + M + 30 + Str 2, Con 1 + + + + Description + These traits are also suitable for minotaurs in other D&D worlds where these people have avoided the demonic influence of Baphomet. + The minotaurs of Ravnica are strong in body, dedication, and courage. They are at home on the battlefield, willing to fight for their various causes. They combine a burning fury in battle with keen tactics that make them excellent commanders as well as valuable shock troops. + Source: Guildmasters' Guide to Ravnica p. 18 + + + Age + Minotaurs enter adulthood at around the age of 17 and can live up to 150 years. + + + + Alignment + Most minotaurs who join the Boros Legion lean toward lawful alignments, while those associated with the Cult of Rakdos or the Gruul Clans tend toward chaotic alignments. + + + + Size + Minotaurs average over 6 feet in height, and they have stocky builds. Your size is Medium. + + + + Horns + Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Goring Rush + Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. + + + + Hammering Horns + Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. + + + + Imposing Presence + You have proficiency in one of the following skills of your choice: Intimidation or Persuasion. + + + + Languages + You can speak, read, and write Common and Minotaur. + + + + Horns and Hooves + Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage. + Manes of shaggy fur extend down minotaurs' necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with long, tufted tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long tail in the way. + + + + Strength and Zeal + Minotaurs are zealous and love battle. They are found among the Gruul Clans, but the minotaurs of the Ordruun family line, long associated with the Boros Legion, are much better known and respected. Boros minotaurs choose the precision of the legion over the fury of the pack. + Minotaurs tend to vent their outrage through violence, but they aren't generally quick to anger. They are passionate, loving their friends and partners fiercely, and they laugh loud and long at good jokes. + + + + Family and Guild + Minotaur legends describe a small pantheon of heroes—perhaps they were once thought of as gods—who established the minotaurs' place in the world. Every minotaur in Ravnica claims descent from one of these heroes. The Ordruun line is the most prominent, with thousands of members descended from an ancient hero who is said to have taught minotaurs the arts of war. Other important family lines include the Kharran line (primarily associated with the Gruul Scab clan), the Drendaa line (found scattered among the Gruul Clans), and the Tazgral line (divided between the Boros and the Gruul, with a significant number in the Rakdos as well). + Since each family line has so many members, minotaurs don't usually find it helpful to connect the name of the line to their personal names; even though Commander Grozdan of the Boros Legion's Kamen Fortress is a prominent member of the Ordruun line, he would never call himself Grozdan Ordruun the way a human would. + + + + Minotaur Names + The legends that recount the deeds of ancient minotaur heroes are full of other names as well: those of the retainers, allies, lovers, servants, enemies, and others who played roles, however small, in the lives of the heroes. Almost every minotaur name is drawn from that long list of minor characters of legend, so that those folk are never forgotten. + • Male Names: Alovnek, Brogmir, Brozhdar, Dornik, Drakmir, Drazhan, Grozdan, Kalazmir, Klattic, Melislek, Nirikov, Prezhlek, Radolak, Rugilar, Sarovnek, Svarakov, Trovik, Vraslak, Yarvem + • Female Names: Akra, Bolsa, Cica, Dakka, Drakisla, Eleska, Enka, Irnaya, Jaska, Kalka, Makla, Noraka, Pesha, Raisha, Sokali, Takyat, Vrokya, Veska, Yelka, Zarka, Zoka + + + + + Simic Hybrid + M + 30 + Con 2 + + + + Description + The Simic Combine uses magic to fuse different life forms together. In recent years, they have extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes call themselves guardians. + The Simic Combine uses magic to fuse different life forms together. In recent years, the Simic Combine has extended this research to humanoid subjects, magically transferring the traits of various animals into humans, elves, and vedalken. The goal of the Guardian Project is to build a Simic army of soldiers perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic hybrids, though they sometimes refer to themselves as guardians. + Source: Guildmasters' Guide to Ravnica p. 20 + + + Age + Hybrids begin their lives as adult humans, elves, or vedalken. They age at a slightly accelerated rate, so their maximum life spans are probably reduced somewhat. The Guardian Project has not been operating long enough to observe the full effect of this phenomenon. + + + + Alignment + Most hybrids share the generally neutral outlook of the Simic Combine. They are more interested in scientific research and the standing of their guild than in moral or ethical questions. Those who leave the Combine, however, often do so because their philosophical outlook and alignment are more in line with a different guild's. + + + + Size + Your size is Medium, within the normal range of your humanoid base race. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Languages + You can speak, read, and write Common and your choice of Elvish or Vedalken. + + + + Animal Enhancement + Your body has been altered to incorporate certain animal characteristics. You choose one animal enhancement now and a second enhancement at 5th level. + At 1st level, choose one of the following options: + • Manta Glide: You have ray-like fins that you can use as wings to slow your fall or allow you to glide. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. + • Nimble Climber: You have a climbing speed equal to your walking speed. + • Underwater Adaptation: You can breathe air and water, and you have a swimming speed equal to your walking speed. + At 5th level, your body evolves further, developing new characteristics. Choose one of the options you didn't take at 1st level, or one of the following options: + • Grappling Appendage: You have two special appendages growing alongside your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can't precisely manipulate anything and can't wield weapons, magic items, or other specialized equipment. + • Carapace: Your skin in places is covered by a thick shell. You gain a +1 bonus to AC when you're not wearing heavy armor. + • Acid Spit: As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target takes 2d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Consitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. + + + + Extensive Adaptation + Simic hybrids share many of the characteristics of their original race, including their basic physical form. Human hybrids are the most versatile, filling a variety of roles. Agile elf hybrids retain the ability to see in darkness, making them ideal as spies, scouts, and infiltrators. And vedalken hybrids possess the same calculating intellect as other vedalken, making them superior tacticians, strategists, and spellcasters. + Hybrids' biological enhancements can change their appearance drastically. All hybrids possess some physical characteristics of animals, mostly aquatic and reptilian creatures. These include crab claws, squid tentacles, wings that look like mays or fins, translucent or camouflaged skin, or sharklike maws filled with sharp teeth. + Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the hybrid a deserter and the new guild might never fully welcome a hybrid who could easily be a Simic spy. + + + + Hybrid Names + A hybrid usually bears the name given by their human, elf, or vedalken parents. But some hybrids assume a new name after their transformation, a name chosen by themselves or by those who transformed them. + + + + Extensive Adaptation + A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth. + Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Simic Combine and join another guild, but the Simic would consider the individual a deserter. And the new guild might never fully welcome a hybrid who could easily be a Simic spy. + + + + Simic Hybrid Names + A hybrid usually bears the name given by their human, elf, or vedalken parents. Some hybrids assume a new name after their transformation—a name chosen personally or by those who transformed them. + + + + + Vedalken + M + 30 + Int 2, Wis 1 + + + + Description + Nothing is perfect—vedalken believe this and rejoice in it. Every imperfection is a chance for improvement, whether it's in law or in science, and progress is an endless march toward a state of perfection that might never be reached. This leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. + Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement. + Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. + Source: Guildmasters' Guide to Ravnica p. 21 + + + Age + Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500. + + + + Alignment + Vedalken are usually lawful and non-evil. + + + + Size + Tall and slender, Vedalken stand 6 to 6½ feet tall on average and usually weigh less than 200 pounds. Your size is Medium. + + + + Vedalken Dispassion + You have advantage on all Intelligence, Wisdom, and Charisma saving throws. + + + + Tireless Precision + You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. + Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total. + + + + Partially Amphibious + By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest. + + + + Languages + You can speak, read, and write Common, Vedalken, and one other language of your choice. + + + + Cool Rationality + Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin covers a range of shades of blue, from pale sky blue through bright azure to deep indigo, almost purple. Their eyes are darker shades of blue or violet. They lack external ears, and their noses are broad and flat. + As a rule, vedalken are gregarious in conversation. However, they are private concerning their personal lives, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions focus on their thoughts about those issues rather than their feelings about them. To members of other races, vedalken often appear cold, even emotionless. That assessment isn't fair—they feel emotion every bit as vividly as other races, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing at all when the ideal outcome relies on inaction. + + + + Reasoning toward Perfection + Their curious intellects and rational minds incline vedalken strongly toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things: laws, procedures, and magical sciences. + Vedalken believe that the path toward the impossible goal of perfection is built with bricks of education, careful deliberation, and controlled experimentation. (Their desire for close control to prevent disastrous mistakes makes them generally less inclined toward the Izzet League, where explosive mistakes are celebrated.) Some vedalken direct their energy toward perfecting themselves, including by means of Simic bioengineering or through extensive study, while others focus on perfecting society through the careful crafting and application of laws. + + + + Vedalken Names + Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names. + • Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz + • Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol + + + + Cool Rationality + Despite being talkative, vedalken keep their personal lives private, and they tend to engage more with ideas than with people. They form close friendships based on mutual interests or compelling disagreements, and their interactions dwell on their thoughts about those issues rather than their feelings about them. + To members of other races, vedalken often seem cold, even emotionless. That assessment isn't fair—they feel emotion every bit as intensely as other folk do, but they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such inaction. + + + + Reasoning toward Perfection + Their curious intellects and rational minds incline vedalken toward membership in the Azorius Senate, the Simic Combine, and (less often) the Izzet League. Whatever their guild affiliation, they put their intelligence to use in crafting and improving things, whether those things are laws, procedures, or magical sciences. + Vedalken believe that the path toward the impossible goal of perfection is paved with bricks of education, careful deliberation, and controlled experimentation. Some vedalken direct their energy toward perfecting themselves, whether by means of Simic bioengineering or through extensive study, and others concentrate on perfecting society through the careful drafting and application of laws. + + + + Vedalken Names + Vedalken are given names at birth, but usually choose new names for themselves as part of their transition into adulthood. They rarely use family names. + • Male Names: Aglar, Bellin, Dallid, Firellan, Kavin, Koplony, Lomar, Mathvan, Modar, Nebun, Nhillosh, Nitt, Otrovac, Ovlan, Pelener, Rill, Trivaz, Uldin, Yolov, Zataz + • Female Names: Azi, Barvisa, Brazia, Direll, Fainn, Griya, Hallia, Katrille, Kovel, Lilla, Mirela, Morai, Nedress, Ossya, Pierenn, Roya, Sestri, Triel, Uzana, Yaraghiya, Zlovol + + + + + + + Azorius Functionary + Insight, Intimidation + + Description + The brutes are at the gate, chaos is looming, and the only thing standing in the way of disaster is the foundation of law and order—as embodied in the Azorius Senate. You're a proud member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely. + • Skill Proficiencies: Insight, Intimidation + • Languages: Two of your choice + • Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a Ink (1-ounce bottle), a ink pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius-minted 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 33 + + + Feature: Legal Authority + You have the authority to enforce the laws of Ravnica, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your Azorius insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you're dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position. + + + + Azorius Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Azorius Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | friends, message + 1st | command, ensnaring strike + 2nd | arcane lock, calm emotions, hold person + 3rd | clairvoyance, counterspell + 4th | compulsion, divination + 5th | dominate person + + Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place. + + + + Suggested Characteristics + Members of the Azorius Senate tend toward a demeanor of cold dignity and a pragmatic, orderly nature. Steeped in the law as they are, their ideals and priorities revolve around legal issues. + d8 | Trait + 1 | I try never to let my judgment become clouded by emotion. + 2 | I have infinite patience with the dolts and boors I'm forced to deal with every day. + 3 | When I give an order, I expect it to be obeyed. + 4 | I just want things the way I like them: neat, orderly, and clean. + 5 | No wrongdoing can escape my watchful gaze. + 6 | I always say exactly what I mean, no matter how many words it takes to communicate the particular nuance I am attempting to convey. + 7 | I'm very literal and don't appreciate metaphor or sarcasm. + 8 | I never change my mind once it's made up. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Order. The law is meant to ensure that the gears of society turn smoothly and quietly. (Lawful) + 3 | Peace. The ultimate object of the law is to remove violence from society. (Good) + 4 | Compliance. Coercion is a fine way of ensuring that the laws are obeyed. (Lawful) + 5 | Legislation. The law embodies excellence in its precision and detail. (Lawful) + 6 | Punishment. A public display of consequences is an excellent deterrent for other criminals. (Evil) + + d6 | Bond + 1 | I am beholden to an Azorius arrester who captured the criminal who killed my parents, saving me from the same fate. + 2 | I hope one day to write the laws, not just enforce them. + 3 | I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator. + 4 | I successfully prevented a murder, and the would-be perpetrator wants me dead. + 5 | One of my parents was prominent in the guild, and I resent constantly being compared to that standard. + 6 | I've modeled my career after a highly respected lawmage or arrester, but I fear that my role model might be involved in something illegal. + + d6 | Flaw + 1 | I'm unable to distinguish between the letter and the spirit of the law. + 2 | I seem like a harsh judge to others, but I judge myself most harshly of all. + 3 | I have a secret, illegal vice. + 4 | I was traumatized by witnessing a crime as a child. + 5 | I'm incapable of deception. + 6 | I wish I had joined the Boros, but I fear they'd never accept me. + + + + Contacts + The Azorius Senate is a sprawling bureaucracy, and people in a variety of positions throughout the guild can pull strings to make things happen. Because of the guild's role in making and enforcing laws for the entire city, your place in the Azorius can easily bring you into contact with members of other guilds, for good or ill. + Roll twice on the Azorius Contacts table (for an ally and a rival) and once on the Non-Azorius Contacts table. + d8 | Contact + 1 | As a teenager, I was a page for a prominent judge. + 2 | One of my childhood friends is now a precognitive mage in service of the guild. + 3 | I joined the Azorius hoping to impress an arrester whom I admire. + 4 | My former mentor is now a warden at Udzec, the new Azorius prison. + 5 | I was second best at everything in my legal training, and now I work with the person who was always just a little bit better. + 6 | A good friend was promoted into work they can't tell me about. + 7 | I know a homunculus in the halls of New Prahv who can get things done behind the scenes. + 8 | I was once summoned to the presence of Supreme Judge Isperia, the guildmaster of the Azorius, who complimented me on my work. + + d10 | Contact + 1 | Roll an additional Azorius contact; you can decide if the contact is an ally or a rival. + 2 | The person who recruited me into the Azorius left and joined the Boros. + 3 | I have a friendship with a Dimir agent who sometimes funnels me secrets about Azorius activities. + 4 | A Golgari spore druid would love to see me slip up and break the law. + 5 | A lesser Gruul chieftain seems to think I could be useful. + 6 | The black sheep of my family is putting their maniacal genius to use in the Izzet. + 7 | I'm friends with an Orzhov advokist; we compare notes on different forms of law magic. + 8 | I was ridiculed once in a Rakdos performance; the performer was impressed with my good humor about it and now does me occasional favors. + 9 | I have a fanatical Selesnya cousin who keeps trying to recruit me and everyone else in the family. + 10 | While growing up, I was bullied by a brat who's now a hybrid in the Simic Combine. + + + + How Do I Fit In? + As a member of the Azorius Senate, you are probably engaged in the work of law enforcement (even if your background involved the legislative or judicial aspects of the senate's activities). Legislative aides and judges' clerks find little reason to venture beyond the Azorius guildhalls, but soldiers and lawmages patrol the streets daily. + An Azorius soldier or lawmage is a force for order, charged with fighting crime on the streets—and in the halls of power. You might spend your time foiling thefts, putting a stop to Orzhov extortion, rooting out Dimir spies, or hunting down Golgari assassins. Perhaps you take your orders from a precognitive mage (or you are one yourself) who receives unpredictable and cryptic visions of future crimes that you and your allies must try to prevent. + + + + + Boros Legionnaire + Athletics, Intimidation + + Description + As a member of the Boros Legion, your life is devoted to the service of angels and consecrated to the work of establishing justice and peace on the streets of Ravnica. You might be a true believer, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the footsteps of a Boros parent, succumbed to the persuasion of a charismatic recruiter's lofty promises, or were drawn in by the prospect of a life of action. + • Skill Proficiencies: Athletics, Intimidation + • Tool Proficiencies: One type of gaming set + • Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur + • Equipment: A Boros insignia, a feather from an angel's wing, a tattered piece of a Boros banner (a souvenir from a famous battle), a set of common clothes, and a belt pouch containing 2 gp (Boros-minted 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 40 + + + Feature: Legion Station + You have an established place in the hierarchy of the Boros Legion. You can requisition simple equipment for temporary use, and you can gain access to any Boros garrison in Ravnica, where you can rest in safety and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor lifestyle between adventures. + + + + Boros Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Boros Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | fire bolt, sacred flame + 1st | guiding bolt, heroism + 2nd | aid, scorching ray + 3rd | beacon of hope, blinding smite + 4th | death ward, wall of fire + 5th | flame strike + + Your magic often features dramatic bursts of flame or radiance. When you cast beneficial spells on your allies, they appear momentarily surrounded with halos of bright fire. + + + + Suggested Characteristics + The Boros Legion is a zealous army, full of righteous energy tempered with military discipline. Its members share its leadership's devotion to the ideals of justice, or they find satisfaction in the more warfare-oriented aspects of the legion's work. + d8 | Personality Trait + 1 | I approach every task with the same high degree of military precision. + 2 | I am always the first into the fray. + 3 | I bear any injury or indignity with stoic discipline. + 4 | My righteous wrath is easily inflamed by the slightest iniquity. + 5 | My honor is more important to me than my life. + 6 | Dangerous work is best accomplished by an orderly group working with common purpose. + 7 | I treat my weapons, uniform, and insignia with reverence, for they are gifts of the angels. + 8 | I pace when standing and fidget incessantly when forced to sit. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good) + 3 | Protection. It isn't right for innocents to suffer because of the arrogance of the powerful. (Good) + 4 | Solidarity. It is most crucial to act with a single will, marching side by side in perfect accord. (Lawful) + 5 | Order. Society functions only if people do their duty and respect the chain of command. (Lawful) + 6 | Conviction. Anything worth doing is worth doing with your whole heart. (Lawful) + + d6 | Bond + 1 | I would lay down my life for Aurelia and the angels. + 2 | I owe my life to the Boros captain who took me in when I was living on the streets. + 3 | My fellow legionnaires are my family. + 4 | I wield the same Boros weapon my grandparent did, for the honor of our family. + 5 | I ran with the Rakdos in my youth, and I'm striving to atone for my past misdeeds. + 6 | I do what I can to help out the spouse of a comrade who died in battle. + + d6 | Flaw + 1 | I act bravely when I'm in a group, but I'm a coward when I'm alone. + 2 | I see everything in clear-cut black and white. + 3 | I'm just a little fascinated by the ways of the Gruul. + 4 | I trust the chain of command more than anything—more even than my closest friends. + 5 | I'm slow to trust members of other guilds. + 6 | I've been known to turn a blind eye to injustice, with the help of a modest bribe. + + + + Contacts + The ordered structure of the Boros Legion offers abundant opportunities to make friends—and rivals—in higher places. You might have close friends in other guilds that share the Boros emphasis on order and community, or bitter enemies among the guilds that represent chaos and destruction. + Roll twice on the Boros Contacts table (for an ally and a rival) and once on the Non-Boros Contacts table. + d8 | Contact + 1 | A former comrade in arms was promoted into the prestigious Sunhome Guard. + 2 | One of my parents is a ranking Boros officer. + 3 | A close friend serves aboard the Parhelion II, a flying fortress. + 4 | I had a tangled affair with a Boros garrison captain. + 5 | I have maintained a relationship with one of my instructors at Horizon Military Academy. + 6 | I competed with a fellow student for the attention of a mentor at Horizon Military Academy. + 7 | The person who recruited me into the legion changed the course of my life. + 8 | A Boros angel knows my name. + + d10 | Contact + 1 | One of my siblings is an Azorius arrester. + 2 | Roll an additional Boros contact; you can decide if the contact is an ally or a rival. + 3 | I showed mercy to an injured, now-grateful Dimir spy. + 4 | I suspect someone I know is a Golgari assassin, but I can't prove it. + 5 | An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned. + 6 | I once befriended an Izzet scientist, and we're still cordial though the relationship ended messily. + 7 | I owe a monetary debt to an Orzhov syndic. + 8 | A Rakdos blood witch seems to enjoy harassing me. + 9 | I tried to recruit a friend who ended up joining the Selesnya. + 10 | I keep running into a particular Simic biomancer, and I enjoy the arguments that inevitably result. + + + + How Do I Fit In? + As a member of the Boros Legion, you are subject to the orders of your superior officers. You go where the angels tell you to go, and you do what they command you to do, to the best of your ability. If you enjoy some measure of independence, it's either because you have proven yourself capable of working without close supervision or because you're a rebellious sort who is willing to disobey orders now and face the consequences later. + As a soldier on the street, you are tasked with bringing dangerous threats like the Rakdos and the Gruul in line. You might contend with Rakdos performances gone horribly out of control, Gruul raids on outlying neighborhoods, shipments of rot-infested vegetation from the Golgari undercity, and violent uprisings among the guildless. At the same time, you might have to worry about Dimir spies infiltrating your leadership, overzealous or corrupt Azorius senators abusing the law at the expense of justice, Izzet experiments leveling city blocks, and Simic creations that break out of laboratories and wreak havoc through the Tenth District. + + + + + Dimir Operative + Deception, Stealth + + Description + You're a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they're written in locked journals or hidden away in someone's mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission's sole purpose is to conceal the motivation behind another strike performed in a different part of the city, or simply to spread fear. + As part of your covert work for House Dimir, you maintain a false identity as a member of another guild. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within. + • Skill Proficiencies: Deception, Stealth + • Tool Proficiencies: Disguise kit + • Languages: One of your choice + • Equipment: A Dimir insignia, three small knives, a set of dark-colored common clothes, and the starting equipment of the background described in this chapter for your secondary guild + Source: Guildmasters' Guide to Ravnica p. 46 + + + Feature: False Identity + You have more than one identity. The one you wear most of the time makes you appear to be a member of a guild other than House Dimir. You have documentation, established acquaintances, and disguises that allow you to assume that persona and fit into the secondary guild. + Whenever you choose, you can drop this identity and blend into the guildless masses of the city. + Consider why you're embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you. + d8 | Reason for Infiltration + 1 | My parents belong to this guild, and I let them think I'm following in their footsteps. + 2 | I've been assigned to track this guild's activities. + 3 | I've been assigned to get close to an individual in this guild and learn their secrets. + 4 | I've been assigned to recruit a new Dimir spy from the ranks of this guild. + 5 | I was a member of this guild before the Dimir recruited me. + 6 | I don't like what this guild stands for and want to destroy it from within. + 7 | I secretly wish I could leave the Dimir and join this guild, but there is no escaping the Dimir. + 8 | I chose this guild at random or on a lark. + + + + Dimir Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Dimir Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | encode thoughts, mage hand + 1st | disguise self, sleep + 2nd | detect thoughts, pass without trace + 3rd | gaseous form, meld into stone, nondetection + 4th | arcane eye, freedom of movement + 5th | modify memory + + Your magic is meant to be subtle and undetectable, but it might pull shadows or clouds of mist around you as you cast your spells. Using the encode thoughts cantrip described below, you can turn a creature's thoughts (including your own) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir. + + + + Suggested Characteristics + Skilled at infiltration, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild. + d8 | Personality Trait + 1 | I'm good at hiding my true thoughts and feelings. + 2 | When I'm in doubt about revealing something, I assume it's a secret, and I don't share it. + 3 | I like to sound mysterious, because wisdom hidden grows deeper with time. + 4 | I have no patience with people who get in my way. + 5 | I love hearing about other people's nightmares. + 6 | Combat is meant to be quick, clean, and one-sided. + 7 | I like to stick to the shadows. + 8 | I never show my anger. I just plot my revenge. + + d6 | Ideal + 1 | Guild. My true guild is all that really matters. (Any) + 2 | Control. I like pulling the strings. (Lawful) + 3 | Secrets. I collect secrets and never reveal them. (Any) + 4 | Knowledge. I want to know as much as I can about this city and how it works. (Any) + 5 | Independence. I value the freedom to pursue my own goals without interference. (Chaotic) + 6 | Nihilism. I don't believe in anything, and anyone who does is a fool. (Neutral) + + d6 | Bond + 1 | I discovered a secret I can't let anyone else uncover—including my guild superiors. + 2 | I formed a close friendship or romance with someone in the guild I'm infiltrating. + 3 | The Dimir agent who recruited me was unmasked and killed. My revenge on the killers will be thorough and painful. + 4 | I spend as much time as I can in the Ismeri Library because I'm certain an information hub operates behind its facade. I want its secrets! + 5 | I'm utterly loyal to my superior in the guild, more than to the guild or its guildmaster. + 6 | Someone has discovered my true identity. + + d6 | Flaw + 1 | I like secrets so much that I'm reluctant to share details of a plan even with those who need to know. + 2 | I would let my friends die rather than reveal my true identity. + 3 | I have trouble trusting anyone but myself. + 4 | I have a particular vice that puts all my secrets at risk if I'm not careful. + 5 | I'm pretty sure I've done something horrible that I can't remember because of the guild's mind magic. + 6 | I put too much trust in the people who give me orders. + + + + Contacts + As an agent of House Dimir working undercover, you have limited contacts within your guild. Your relationships within your secondary guild, in the guise of your false identity, are usually more extensive. + Roll once on the Dimir Contacts table, giving you an ally who serves as your contact in Dimir. Then roll twice on the table for your secondary guild. The first roll gives you an ally there, and the second roll gives you a rival. + d8 | Contact + 1 | I know a Dimir courier who relays messages to me from someone higher up the chain of command. + 2 | I get orders from a shapeshifter I recognize only through a series of code phrases we exchange. + 3 | An ostentatiously wealthy vampire is my secret guild superior, summoning me to a luxurious estate by means of coded messages. + 4 | I have never met my guild contact, but I receive telepathic messages, usually in my dreams. + 5 | I've never met my guild contact, but I get coded messages from a pattern of street lights and graffiti. + 6 | I didn't discover the identity of my guild contact until after we had begun a romantic relationship. + 7 | My superior maintains an elaborate identity as a young street urchin... unless it's all a lie, and I'm being sent on ridiculous missions by a twisted child. + 8 | My sibling and I both get telepathic orders from a mysterious contact, and I'm starting to question the authenticity of my sibling's orders. + + + + How Do I Fit In? + As a Dimir adventurer, you are a member of the guild's network of spies, thieves, assassins, and mind mages that lurks behind the facade of the public guild. On the surface, House Dimir presents the appearance of a network of couriers, investigators, media reporters, and archivists, dealing in information and spreading news. But you and your peers trade in secrets. You use secret symbols, runes, and signals to surreptitiously communicate with other Dimir agents, often in plain sight. + Like any good spy, you have multiple identities: your true face as an agent of House Dimir; a guildless identity; and a role as a member of another guild. Within that secondary guild, you might already be on a mission for House Dimir, assigned to spy on the guild, collect information about a person, or recruit another spy from the ranks of the guild. Or that guild could be a launching point for your real mission. Perhaps, for example, you were ordered to infiltrate the Azorius in hopes of gaining access to a notorious inmate in an Azorius prison. + + + + + Golgari Agent + Nature, Survival + + Description + You are a member of a teeming horde—one small part of a sprawling organism. Just as you are part of the swarm, the swarm is part of a larger ecosystem, a never-ending cycle of life, death, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle. + • Skill Proficiencies: Nature, Survival + • Tool Proficiencies: Poisoner's kit + • Languages: Choose one of Elvish, Giant, or Kraul + • Equipment: A Golgari insignia, a poisoner's kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed coins + Source: Guildmasters' Guide to Ravnica p. 53 + + + Feature: Undercity Paths + You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren't in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn't guaranteed to be safe. + + + + Golgari Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Golgari Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | dancing lights, spare the dying + 1st | entangle, ray of sickness + 2nd | protection from poison, ray of enfeeblement, spider climb + 3rd | animate dead, plant growth + 4th | giant insect, grasping vine + 5th | cloudkill, insect plague + + Golgari magic is often accompanied by a sickly green glow and a rotting stench. + + + + Suggested Characteristics + Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others by reminding them of death's inevitable approach. + d8 | Personality Trait + 1 | Remember, I could kill you in your sleep. Or put centipedes in your bedroll. + 2 | I like to remind people of their inevitable demise. + 3 | Sometimes I give voice to the whispers of the rot, which I hear but no one else does. + 4 | I do my best to discourage anyone from approaching or talking to me. + 5 | I have accepted my death. Hence, I don't fear it. + 6 | Like roots growing through stone, I am relentless and determined in my action. + 7 | I put my knowledge of anatomy to use by narrating the injuries my enemies suffer in grisly detail. + 8 | Like a wild animal, I lash out viciously when I'm provoked—and I'm easily provoked. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Stoicism. All of us are part of the cyclical march of nature, which will continue with or without us. (Neutral) + 3 | Nature. The natural world is more important than the edifices of the city and civilization. (Neutral) + 4 | Interdependence. We are all part of nature's web. (Lawful) + 5 | Ambition. The time of Golgari ascendance is at hand, and I intend to have a prominent place in the new world order. (Evil) + 6 | Live and Let Live. Meddling in the affairs of other guilds is a great way to get squashed like a bug. (Neutral) + + d6 | Bond + 1 | I cherish the finger of a family member who was petrified by a medusa. + 2 | I have an identical twin who is as different from me as any person could be. + 3 | I want to lead one faction of the guild to a new position of dominance. + 4 | I love spending time in the moss-covered building where I took part in my first reclamation mission. + 5 | I found something in the sewer that must never come to light. + 6 | I am forever grateful to the reclaimer who found me floating facedown in the sewer, moments from death. + + d6 | Flaw + 1 | Death comes for us all, so you can't expect me to take care of someone who can't fight it off. + 2 | I assume that anyone outside the Golgari looks down on me. + 3 | I feel a need for revenge against those who enjoy the privilege of living above ground. + 4 | I don't bother to couch my opinions in flattering words. + 5 | I can't help but pocket any trinket or coin I come across, no matter how worthless. + 6 | I'm convinced that I'm better and stronger than members of other guilds, isolated as they are from the realities of life and death. + + + + Contacts + To the extent that the Golgari Swarm acts like a single organism, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make meaningful connections with others. + Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table. + d8 | Contact + 1 | One of my parents is an elite assassin, a member of the Ochran. + 2 | I learned combat from a kraul. + 3 | I know a medusa who is stationed in the guildhall. + 4 | I had a torrid romance with a spore druid responsible for a large rot farm. + 5 | There's a troll in a remote area of the undercity who seems to find me interesting—and who knows more than you'd think. + 6 | An elf lich is determined to see me become a lich someday, too. + 7 | A medusa decided it would be more fun to recruit me into the guild than to kill me. + 8 | I know a findbroker who can locate just about anything, for the right price. + + d10 | Contact + 1 | An Azorius arrester I literally pulled out of the gutter will do anything for me. + 2 | Someone joined the Gruul in a battle against the Boros once, and the sergeant of that Boros squad would love to prove that it was me. + 3 | I had a romance with a Dimir agent whom I still feed secrets to. + 4 | Roll an additional Golgari contact; you can decide if the contact is an ally or a rival. + 5 | I joined the Gruul in a battle against the Boros once, and the chief of that small clan thanks me for turning the tide. + 6 | An Izzet scientist resents that I sold a scrapped invention I found in the sewer. + 7 | My undercity explorations led me into an Orzhov vault, and a spirit thinks I stole something valuable. + 8 | I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me. + 9 | A Selesnya druid and I share an interest in the same garden, and we have enjoyable arguments there. + 10 | I regularly pick up refuse from beneath a Simic laboratory, and sometimes I talk to the researcher who dumps it there. + + + + How Do I Fit In? + As part of the Golgari Swarm, you are a specialized instrument of the greater body. Your orders, when you have such, come from the guildmaster by way of his chancellors, who carry his messages throughout the guild. The swarm relies on you to advance the greater good by protecting some part, however small, of its teeming existence. That responsibility doesn't mean you're indispensable; your eventual death is part of your purpose and function, too, and you'll be replaced even as your body provides nutrients to further the swarm's growth. + A classic adventuring role for a member of the Golgari involves crawling through dungeon-like environments—the sewers and ancient vaults of the undercity—in search of treasures left behind by the dead. Sometimes you might be sent to find a specific item believed lost in a dangerous part of the undercity. At other times, you could be asked to collect samples of a specific fungus, retrieve a body floating in the muck of the sewers, or bring back whatever booty you can to help fill the swarm's coffers. + You might gain enough renown to become a member of the Ochran, assigned to a variety of tasks concerning thievery, assassination, or the protection of important figures in your guild. You might steal something because the guild needs it, or because its loss will bring harm to another guild, hastening that group's decline. You could be assigned to kill an outspoken and active enemy of the Golgari, such as an overzealous Boros captain whose raids into the undercity have approached dangerously close to the swarm's inner sanctum. Or you could serve as a bodyguard to one of Guildmaster Jarad's high chancellors, escorting this figure through the undercity while being ready to intervene at a moment's notice if things go wrong. + The shamans of the Golgari use their magic to accelerate the cycle of decay and regrowth. You might be sent to spread spores throughout an area that the Golgari want to claim as their territory or to convince the inhabitants of such a territory to abandon it. You might also contend with the ever-present threat of hostile monsters encroaching into Golgari-controlled regions. + + + + + Gruul Anarch + Animal Handling, Athletics + + Description + The entire world of Ravnica is a sprawling metropolis, but you are a native of the wild areas that still exist—the abandoned districts, the rubblebelts, the overgrown parks, and the crumbling ruins. You are part of a savage society that clings desperately to the Old Ways—attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization's march of progress. + • Skill Proficiencies: Animal Handling, Athletics + • Tool Proficiencies: Herbalism kit + • Languages: Choose one of Draconic, Giant, Goblin, or Sylvan + • Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler's clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 60 + + + Feature: Rubblebelt Refuge + You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find food and fresh water in these areas for yourself and up to five other people each day. + + + + Gruul Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Gruul Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | fire bolt, produce flame + 1st | compelled duel, speak with animals, thunderwave + 2nd | beast sense, shatter + 3rd | conjure animals, conjure barrage + 4th | dominate beast, stoneskin + 5th | destructive wave + + Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands. + + + + Suggested Characteristics + Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica. + d8 | Personality Trait + 1 | Unlike people, the beasts of the wild are friends who won't stab me in the back. + 2 | Go ahead and insult me—I dare you. + 3 | I scorn those who can't survive away from the comforts of the city. + 4 | Don't tell me I'm not allowed to do something. + 5 | Laws are for people who are afraid to face their inner beasts. + 6 | I smear the blood of my enemies over my skin. + 7 | I was, in fact, raised by maaka. + 8 | HarrRRAAGGHH! [I rarely form a coherent sentence and prefer to express myself by breaking things.] + + d6 | Ideal + 1 | Clan. My clan is all that really matters. (Any) + 2 | Anarchy. No person or law or custom can tell another what to do. (Chaotic) + 3 | Nature. We weren't born tame or domesticated, so we shouldn't have to live that way. (Neutral) + 4 | Might. The strongest are meant to dominate the weak. (Evil) + 5 | Rage. AAAAAARRRRggggh! [To live is to feel and express the rage burning in your belly.] (Chaotic) + 6 | Tradition. The Old Ways must be preserved and upheld. (Any) + + d6 | Bond + 1 | I am determined that one day I will lead my clan—or a new one. + 2 | I would give my life for my clan chieftain. + 3 | The chieftain of another clan has a grudge against me. + 4 | I am devoted to a sacred site in the midst of the rubblebelt. + 5 | My weapon is made from the first raktusk I ever hunted. + 6 | GrrrRRAAAAGGHH! [I will do anything to prove myself greater than my siblings or ancestors.] + + d6 | Flaw + 1 | If you question my courage, I will never back down. + 2 | HrrrGGGAAAARRuuuh! [My anger in battle led to the death of a loved one.] + 3 | I'm as stubborn as a batterboar. + 4 | I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it. + 5 | I'm easily manipulated by people I find attractive. + 6 | I'm not actually all that angry. + + + + Contacts + The members of the Gruul Clans rely on each other even as they vie for territory and glory. Their encounters with members of other guilds are more often violent than friendly, but occasional bonds do form. + Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul Contacts table. + d8 | Contact + 1 | One of my parents is a renowned warrior in my clan. + 2 | My sibling has the ear of the clan chief. + 3 | I have cousins in a different clan. + 4 | When we were younger, I was romantically involved with a prominent warrior in my clan. + 5 | A druid in my clan believes I have a destiny to fulfill. + 6 | The warrior who trained me remembers me for my exceptional potential. + 7 | My clan chief killed one of my parents, who had challenged the chief for leadership of the clan. Some combination of resentment and remorse stirs the clan chief to help me sometimes. + 8 | I made a strong impression on Borborygmos. + + d10 | Contact + 1 | An Azorius arrester thinks I can be reformed. + 2 | A Boros soldier gives me gifts in exchange for information about other clans' movements. + 3 | I once caught and released a Dimir spy. + 4 | I consult with a Golgari shaman for spiritual guidance at times. + 5 | Roll an additional Gruul contact; you can decide if the contact is an ally or a rival. + 6 | An Izzet scientist blames the Gruul for the destruction of his life's work in a raid, but seems to think that I'm not like other Gruul. + 7 | I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice. + 8 | A close friend left our clan and joined the Cult of Rakdos. + 9 | A distant relative is trying to recruit me into the Selesnya Conclave. + 10 | I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them. + + + + How Do I Fit In? + In service of a simple goal, you have a simple part to play: Fight. Unleash your rage. Flatten buildings and defeat those who stand in your way. Be Gruul, in your own way. + You will frequently be summoned to participate in a raid your clan is launching against the city or against a group of its defenders. Your clan leader might also send you on a special mission, though it would almost certainly still qualify as a raid. You might join a small group of Gruul warriors on a dangerous charge deep into the settled streets to plunder a certain location, retrieve an item stolen from your clan, or assault a Boros garrison. + Sometimes your objective might be more esoteric. With prophecies of the return of Ilharg the Raze-Boar spreading like wildfire among the Gruul druids, you might be asked to carry out some task that the druids believe will speed his coming. Such a task might involve collecting a sacred relic held in an Orzhov vault or collecting sacrifices for a grand ceremony in the Raze-Boar's honor. + + + + + Izzet Engineer + Arcana, Investigation + + Description + Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the Izzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities. + • Skill Proficiencies: Arcana, Investigation + • Tool Proficiencies: One type of artisan's tools + • Languages: Choose one of Draconic, Goblin, or Vedalken + • Equipment: An Izzet insignia, one set of artisan's tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 66 + + + Feature: Urban Infrastructure + The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture—primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. + You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions. + + + + Izzet Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | produce flame, shocking grasp + 1st | chaos bolt, create or destroy water, unseen servant + 2nd | heat metal, rope trick + 3rd | call lightning, elemental weapon, glyph of warding + 4th | conjure minor elementals, divination, Otiluke's resilient sphere + 5th | animate objects, conjure elemental + + Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles. + If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear. + The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature. + + + + Suggested Characteristics + Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions. + d8 | Personality Trait + 1 | I have a hard time staying focused on... oh, and my brain tends to jump from one... did I mention focus? + 2 | I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is! + 3 | It's not magic—or anything, really—if you do it only halfway. Whatever I do, I give it all I've got. + 4 | I do what my gut tells me. + 5 | Life's an experiment, and I can't wait to see what happens. + 6 | I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension. + 7 | Great ideas are fine, but great results are what counts. + 8 | If you can guess what I'm about to do, that means I've run out of imagination. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic) + 3 | Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any) + 4 | Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful) + 5 | Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic) + 6 | Power. Someday I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil) + + d6 | Bond + 1 | I have dedicated my life to finding a solution to a scientific problem. + 2 | I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me. + 3 | I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it. + 4 | I have the schematics for an invention that I hope to build one day, once I have the necessary resources. + 5 | A fellow student and I are racing to solve the same scientific puzzle. + 6 | I would do anything the guildmaster told me to do. + + d6 | Flaw + 1 | If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it. + 2 | I get bored easily, and if nothing is happening I'll make something happen. + 3 | Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated. + 4 | I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety. + 5 | I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect. + 6 | I'm incapable of admitting a flaw in my logic. + + + + Contacts + The laboratories of the Izzet League are constantly starting up new projects and dissolving old ones, so it's easy for even the lowliest attendant to make friends (and enemies) in laboratories across Ravnica. + Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table. + d8 | Contact + 1 | An older relative is a member of the guild's board of directors. + 2 | I know a sprite who carries important messages among the guild's laboratories. + 3 | A sibling is the head of a laboratory doing exotic research. + 4 | A former colleague is now an attendant in a laboratory in the central guildhall. + 5 | I'm in regular communication with an instructor who set me on the course of my life and research. + 6 | I had a romance with a chemister working in the Blistercoils. + 7 | As an attendant, I had a fierce rivalry with another attendant for our supervisor's attention. + 8 | The guildmaster, Niv-Mizzet, took note of one of my experiments! + + d10 | Contact + 1 | An Azorius inspector seems interested in my work. + 2 | I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me. + 3 | One of my former assistants turned out to be a Dimir spy. We're not on friendly terms anymore, but we have a habit of running into each other. + 4 | A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings. + 5 | I helped a minor Gruul chieftain acquire an Izzet weapon. + 6 | Roll an additional Izzet contact; you can decide if the contact is an ally or a rival. + 7 | An Orzhov banker financed my laboratory's current work and expects great returns. + 8 | I have a cousin in the Cult of Rakdos, and we get along quite well. + 9 | A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other. + 10 | I compare notes and techniques with a Simic scientist over lunch sometimes. + + + + How Do I Fit In? + Whatever your role in the Izzet League, you are expected to contribute to its research in some way. That contribution might involve participating in tests, whether as an assistant, a researcher, or a subject. You might be one of the soldiers who protects a laboratory, or a laborer responsible for lifting heavy pieces of equipment into place. Everyone's contribution matters, even if the Izzet know that some matter more than others. + + + + + Orzhov Representative + Intimidation, Religion + + Description + The prospect of immense wealth is the promise of membership in the Orzhov Syndicate. All of the guild's endeavors channel wealth from Ravnican society into the ranks of the Orzhov—and concentrates the spoils at the top of the hierarchy. As a functionary in that system, your best hope is to claim as much as possible of the money that passes through your hands on its way up, so that you can work your way into a more prominent position. + Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value. + • Skill Proficiencies: Intimidation, Religion + • Languages: Two of your choice + • Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and a belt pouch containing 1 pp (an Orzhov-minted 10-zino coin) + Source: Guildmasters' Guide to Ravnica p. 72 + + + Feature: Leverage + You can exert leverage over one or more individuals below you in the guild's hierarchy and demand their help as needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater positions of power. + + + + Orzhov Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Orzhov Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | friends, guidance + 1st | command, illusory script + 2nd | enthrall, ray of enfeeblement, zone of truth + 3rd | bestow curse, speak with dead, spirit guardians + 4th | blight, death ward, Leomund's secret chest + 5th | geas + + Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might draw the blood of your enemies, or even directly touch their souls. + + + + Suggested Characteristics + Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished. + d8 | Personality Trait + 1 | I am always willing to act in accordance with the financial incentive offered. + 2 | Debts are never meant to be forgiven. + 3 | I am accustomed to enjoying the finest pleasures money can buy. + 4 | No one could doubt that I am a cut above the masses of pitiful peasants that infest the city. + 5 | I can't stand to spend a zib more than necessary to purchase what I need. + 6 | I hate it when people try to make light of a serious situation. + 7 | I want to make sure everyone is aware of how wealthy, powerful, and important I am. + 8 | I can't think of anything to look forward to. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Wealth. I will do whatever it takes to become as rich as the oligarchs. (Evil) + 3 | Power. One day, I will be the one giving orders. (Evil) + 4 | Prestige. I want to be admired, respected, feared, or even hated for my position and wealth. (Evil) + 5 | Stability. The economy functions best when chaos is kept under control and everyone knows their place. (Lawful) + 6 | Eternity. I want to live forever—in the flesh as long as possible, and as a spirit afterward. (Any) + + d6 | Bond + 1 | The unbearable weight of my debt has driven me to desperation. + 2 | I'm duty-bound to obey the dictates of an ancestor on the Ghost Council. + 3 | I value my worldly goods more highly than my mortal life. + 4 | An oligarch publicly humiliated me, and I will exact revenge on that whole family. + 5 | My faith in the Obzedat never wavers. + 6 | I want to prove myself more worthy than an older sibling and thereby ensure that I inherit a greater share of my parents' wealth. + + d6 | Flaw + 1 | I hold a scandalous secret that could ruin my family forever—but could also earn me the favor of the Ghost Council. + 2 | I'm convinced that everyone I know is plotting against me. + 3 | I'll brave any risk if the monetary reward is great enough. + 4 | I am convinced that I am far more important than anyone else is willing to acknowledge. + 5 | I have little respect for anyone who isn't wealthy. + 6 | I'll take any opportunity to steal from wealthier people, even for worthless trinkets. + + + + How Do I Fit In? + The structure of the Orzhov Syndicate means that you are always doing the bidding of someone higher up the ladder than you are. Ultimately, your role in the guild is defined by whatever the people (and spirits) above you decide for you. + For most of your career, you can expect to engage in some aspect of the day-to-day criminal operations of the guild. That can mean throwing your weight around to enforce the will of the guild or using religious authority to extort offerings from the people. But it can also mean doing various errands for your superiors, from bearing messages to carrying out assassinations. + + + + + Rakdos Cultist + Acrobatics, Performance + + Description + You're an entertainer at heart, a performer with a flair for the dramatic and a love of the spotlight. You've spent years honing your craft, mastering a demanding set of skills so you can perform them with panache and make them look easy. The wild applause, the screams of the crowds, the mayhem and terror spreading into the streets—this is what you live for. + You're also a member of a cult devoted to an ancient demon who delights in violence and chaos. It just so happens that Rakdos loves a good show, and your highest aspiration is to please the Defiler, the Lord of Riots, with your own performance. + • Skill Proficiencies: Acrobatics, Performance + • Tool Proficiencies: One type of musical instrument + • Languages: Choose either Abyssal or Giant + • Equipment: A Rakdos insignia, a musical instrument (one of your choice), a costume clothes, a hooded lantern made of wrought iron, a 10-foot length of chain with sharply spiked links, a tinderbox, 10 torch, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice + Source: Guildmasters' Guide to Ravnica p. 79 + + + A Flair for the Dramatic + Rakdos performance styles typically fuse standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred style of performance. + d8 | Type of Performer + 1 | Spikewheel acrobat + 2 | Lampooning satirist + 3 | Fire juggler + 4 | Marionette puppeteer + 5 | Pain artist + 6 | Noise musician + 7 | Nightmare clown + 8 | Master of ceremonies + + + + Feature: Fearsome Reputation + People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius. + + + + Rakdos Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | fire bolt, vicious mockery + 1st | burning hands, dissonant whispers, hellish rebuke + 2nd | crown of madness, enthrall, flaming sphere + 3rd | fear, haste + 4th | confusion, wall of fire + 5th | dominate person + + Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face. + + + + Suggested Characteristics + Members of demonic cults aren't generally known as the kindest or most mentally stable individuals, so you're likely to have something in your nature that distinguishes you from the law-abiding citizens of Ravnica. + d8 | Personality Trait + 1 | I revel in mayhem, the more destructive the better. + 2 | When violence breaks out, I lose myself in rage, and it's sometimes hard to stop. + 3 | Everything is funny to me, and the most hilarious and bloodiest things leave me cackling with sadistic glee. + 4 | I derive genuine pleasure from the pain of others. + 5 | I enjoy testing other people's patience. + 6 | I can't stand it when things are predictable, so I like to add a little chaos to every situation. + 7 | I throw my weight around to make sure I get my way. + 8 | I enjoy breaking delicate works of art. And fingers, which are sort of the same. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Hedonism. Death comes for everyone, so take as much pleasure as you can from every moment of life. (Neutral) + 3 | Creativity. I strive to find more ways to express my art through pain—my own as well as others'. (Chaotic) + 4 | Freedom. No one tells me what to do. (Chaotic) + 5 | Equality. I want to see Ravnica remade, with no guilds and no hierarchies. (Chaotic) + 6 | Spectacle. People are inspired by the greatness they see in art. (Any) + + d6 | Bond + 1 | I have belonged to the same performance troupe for years, and these people mean everything to me. + 2 | A blood witch told me I have a special destiny to fulfill, and I'm trying to figure out what it is. + 3 | I'm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence. + 4 | I own something that Rakdos once touched (it's seared black at the spot), and I cherish it. + 5 | I want to be better at my chosen form of performance than any other member of my troupe. + 6 | I am devoted to Rakdos and live to impress him. + + d6 | Flaw + 1 | My family is prominent in another guild. I enjoy my wild life, but I don't want to embarrass them. + 2 | I couldn't hide my emotions and opinions even if I wanted to. + 3 | I throw caution to the wind. + 4 | I resent the rich and powerful. + 5 | When I'm angry, I lash out in violence. + 6 | There's no such thing as too much pleasure. + + + + Contacts + The Cult of Rakdos is anything but organized. Individuals frequently move from one performance troupe to another. Almost all members of the cult know former castmates now in different troupes, which allows for the possibility of a widespread network of contacts. + Roll twice on the Rakdos Contacts table (for an ally and a rival) and once on the Non-Rakdos Contacts table. + d8 | Contact + 1 | I was part of a two-person act until my former partner moved to a different troupe. + 2 | My sibling and I ran away from home and joined the Cult of Rakdos together. We're very close. + 3 | A childhood friend of mine is an attendant in Rix Maadi, the Rakdos guildhall. + 4 | My parents brought me into the guild and taught me my trade. + 5 | There's a lesser demon in the cult who thinks he owes me a favor, and who am I to argue? + 6 | The master of ceremonies in my troupe is well connected with other troupes. + 7 | I had a romance with a pain artist in another troupe. + 8 | Rakdos himself has witnessed me perform. + + d10 | Contact + 1 | I know an Azorius elocutor who has a very amusing dark side. + 2 | A Boros captain really wants to "redeem" me. + 3 | I think a member of my troupe is a Dimir agent. + 4 | I once convinced a Golgari medusa to participate in a show. We've been on good terms ever since. + 5 | I came from the Gruul and still have relatives there. + 6 | An Izzet technician provides pyrotechnics for my performances. + 7 | An Orzhov oligarch has taken an interest in my career, like a patron of the arts. + 8 | Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival. + 9 | A Selesnya healer attends my performances regularly. + 10 | A Simic biomancer provides mutant monsters to add a taste of the bizarre to our shows. + + + + How Do I Fit In? + The Cult of Rakdos encourages independent action on the part of its members. Its goal is fomenting chaos, and it firmly believes in putting its own house in disorder before carrying that mission into the larger city. So your role is to execute your vision of grand satire and disruptive performance art, as you aspire to outdo your guild mates and attract the attention of Rakdos himself. + You work as part of a troupe, with your artistic talents used in service to a ringmaster's vision. But your performance is your own, and no one expects you to follow a script. In fact, if you go through a performance without doing something you haven't done before, you're clearly not trying hard enough. + + + + + Selesnya Initiate + Nature, Persuasion + + Description + You are a member of a blessed community, built on the ideals of harmony. Here, nature and civilization coexist peacefully, living and growing in accordance with the will of the Worldsoul, Mat'Selesnya. As a member of the Selesnya Conclave, you are surrounded by people and other creatures who share your worldview and your longing for deeper spiritual communion with the world, and you have a fervent desire to share the joy you have experienced with Ravnica. Along with the rest of the conclave, you are committed to resisting the ambitions of the other guilds—with military force if necessary. + • Skill Proficiencies: Nature, Persuasion + • Tool Proficiencies: One type of artisan's tools or one musical instrument + • Languages: Choose one of Elvish, Loxodon, or Sylvan + • Equipment: A Selesnya insignia, a healer's kit, robes, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 86 + + + Feature: Conclave's Shelter + As a member of the Selesnya Conclave, you can count on your guild mates to provide shelter and aid. You and your companions can find a place to hide or rest in any Selesnya enclave in the city, unless you have proven to be a danger to them. The members of the enclave will shield you from the law or anyone else searching for you, though they will not risk their lives in this effort. + In addition, as a guild member you can receive free healing and care at a Selesnya enclave, though you must provide any material components needed for spells. + + + + Selesnya Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Selesnya Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | druidcraft, friends + 1st | aid, animal friendship, charm person + 2nd | animal messenger, calm emotions, warding bond + 3rd | plant growth, speak with plants + 4th | aura of life, conjure minor elementals + 5th | awaken, commune with nature + + Members of the Selesnya Conclave refer to their magic as "doruvati," a Sylvan word meaning "gift." When you use these gifts of Mat'Selesnya, graceful swirls of green and silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your spells. + + + + Suggested Characteristics + Most members of the Selesnya Conclave are true believers—the tight-knit community allows little room for the cynical or disillusioned. They are spiritual, empathetic, and generally peaceful—unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community. + d8 | Personality Trait + 1 | I never raise my voice or lose my temper. + 2 | I feel the pains and joys of everyone around me, friend or foe. + 3 | I would rather make a friend than thwart an enemy. + 4 | I'm always straining to peer into another reality that seems to be just beyond my senses. + 5 | I'm uneasy if I can't see plants growing or feel soil beneath my feet. + 6 | Seeing illness or injury in any creature saddens me. + 7 | I have much to be proud of, but I am still just one strand in the grand, interwoven tapestry of life. + 8 | Nature offers rich and abundant metaphors for understanding the complexities of life. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Harmony. Nothing is more beautiful than voices and actions aligned in common purpose. (Good) + 3 | Order. Like a well-pruned tree, society thrives when everything is kept in good order. (Lawful) + 4 | Life. Preserving life and nature is always a worthwhile endeavor. (Good) + 5 | Humility. Ambition and pride are the roots of strife. (Good) + 6 | Evangelism. When all have joined the Selesnya Conclave, Ravnica will finally know peace. (Any) + + d6 | Bond + 1 | I would give my life in the defense of the small enclave where I first encountered Mat'Selesnya. + 2 | I love beasts and plants of all kinds, and am loath to harm them. + 3 | A healer nursed me to recovery from a mortal illness. + 4 | I'll sing the invitation of Mat'Selesnya with my dying breath. + 5 | I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree. + 6 | Every member of the conclave is my kin, and I would fight for any one of them. + + d6 | Flaw + 1 | I'm terrified of getting into a fight where my side is outnumbered. + 2 | I assume that people mean well until they prove otherwise. + 3 | I enjoy comfort and quiet, and prefer to avoid extra effort. + 4 | I have a fierce temper that doesn't reflect the inner calm I seek. + 5 | I'm convinced that everyone else in the conclave has a deeper connection to the Worldsoul than I do. + 6 | I'm trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits. + + + + Contacts + The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other guilds, and often these new guild members maintain friendships with former guild mates. + Roll twice on the Selesnya Contacts table (for an ally and a rival) and once on the Non-Selesnya Contacts table. + d8 | Contact + 1 | A wise centaur trainer believed in me even though I was a terrible student. + 2 | A good friend has risen to become a Ledev guardian. + 3 | I left my former guild and joined the Selesnya along with a close friend. + 4 | The dryad at the head of my enclave has taken an interest in my activities. + 5 | A sibling is an instructor at the guild's training grounds. + 6 | One of my parents is a votary, tasked with protecting the temple gardens at the Vitu-Ghazi guildhall. + 7 | I had a romance with a well-known Selesnya healer. + 8 | Trostani, the head of the guild and the voice of Mat'Selesnya, once welcomed me into her presence. + + d10 | Contact + 1 | I left the Azorius, and a former colleague still resents me for that act. + 2 | A good friend, eager for action, left the Selesnya and joined the Boros. + 3 | I had a relationship with a guild mate who turned out to be a Dimir agent. + 4 | I know a disgruntled Golgari assassin who is ripe for recruitment. + 5 | I'm friendly with a Gruul centaur who almost joined us a few years back. + 6 | I once had a heated public argument with an Izzet chemister, and neither of us is allowed back into that restaurant. + 7 | I paid off my debt to the Orzhov Syndicate, but my good friend was not so lucky and remains indebted to that guild. + 8 | At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor. + 9 | Roll an additional Selesnya contact; you can decide if the contact is an ally or a rival. + 10 | I have a sibling in the Simic Combine, and we argue every time we see each other. + + + + How Do I Fit In? + Although the guild teaches the importance of subjugating the individual will to the good of the conclave, it also celebrates the diversity of individuals, in the same sense that a field that produces different crops is healthier than one that yields a single crop. That principle applies to your skills as an adventurer. As long as your efforts are directed toward advancing the goals of the guild rather than your private agenda, you're allowed to put your talents to work in your unique way. + That said, you must never lose sight of the fact that you are part of a larger community. That includes the whole guild, of course, but your ties to community start with your vernadi (enclave) and its voda (dryad leader). The dryads want to know what you're doing and what purpose it serves, and they act to curtail your actions—or even expel you from the guild—if they determine that you aren't serving Selesnya's best interests. + + + + + Simic Scientist + Arcana, Medicine + + Description + Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance—but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better. + • Skill Proficiencies: Arcana, Medicine + • Languages: Two of your choice + • Equipment: A Simic insignia, a set of common clothes, a book of research notes, an ink pen, a Ink (1-ounce bottle), a oil (flask) (made from blubber), a acid (vial) (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins) + Source: Guildmasters' Guide to Ravnica p. 93 + + + Clades and Projects + As a Simic researcher, you are part of a clade—a diverse group of individuals combining disparate talents in pursuit of a common goal—or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research. + d6 | Clade/Project + 1 | Hull Clade, focused on protection and durability + 2 | Fin Clade, focused on movement + 3 | Gyre Clade, focused on cyclical patterns and metamagic + 4 | Guardian Project, focused on creating guard monsters and super soldiers + 5 | Crypsis Project, focused on intelligence and counterintelligence + 6 | Independent research in a new area + + + + Feature: Researcher + When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. + Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. + + + + Simic Guild Spells + Prerequisite: Spellcasting or Pact Magic class feature + For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) + Spell Level | Spells + Cantrip | acid splash, druidcraft + 1st | detect poison and disease, expeditious retreat, jump + 2nd | alter self, enhance ability, enlarge/reduce + 3rd | gaseous form, water breathing, wind wall + 4th | freedom of movement, polymorph + 5th | creation + + When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature. + + + + Suggested Characteristics + The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research—including their creation of new life forms, which they can become very attached to. + d8 | Personality Trait + 1 | I can't wait to see what I become next! + 2 | I am convinced that everything inclines toward constant improvement. + 3 | I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest. + 4 | I assume that everyone needs even the most basic concepts explained to them. + 5 | I describe everything that happens as if it were going into my research notes (and it often is). + 6 | I am insatiably curious about the seemingly infinite forms and adaptations of life. + 7 | I can't resist prying into anything forbidden, since it must be terribly interesting. + 8 | I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication. + + d6 | Ideal + 1 | Guild. My guild is all that really matters. (Any) + 2 | Change. All life is meant to progress toward perfection, and our work is to hurry it along—no matter what must be upended along the way. (Chaotic) + 3 | Knowledge. Understanding the world is more important than what you do with your knowledge. (Neutral) + 4 | Greater Good. I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good) + 5 | Logic. It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful) + 6 | Superiority. My vast intellect and strength are directed toward increasing my sway over others. (Evil) + + d6 | Bond + 1 | I helped create a krasis that I love like a pet and would carry with me everywhere... except it's the size of a building, and it might eat me. + 2 | In my laboratory, I discovered something that I think could eliminate half the life on Ravnica. + 3 | The other researchers in my clade are my family—a big, eccentric family including members and parts of many species. + 4 | The laboratory where I did my research contains everything that is precious to me. + 5 | I will get revenge on the shortsighted fool who killed my precious krasis creation. + 6 | Everything I do is an attempt to impress someone I love. + + d6 | Flaw + 1 | I have a rather embarrassing mutation that I do everything I can to keep hidden. + 2 | I'm more interested in taking notes on monstrous anatomy than in fighting monsters. + 3 | Every social situation I'm in seems to lead to my asking rude personal questions. + 4 | I'm supremely confident in my ability to adapt to any situation and handle any danger. + 5 | I'll take any risk to earn recognition for my scientific brilliance. + 6 | I have a tendency to take shortcuts in my research and any other tasks I have to complete. + + + + Contacts + The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds. + Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table. + d8 | Contact + 1 | My research builds on my parents' work and takes it in interesting new directions. + 2 | If a serious problem confounds me, I can count on my mentor to provide clarity of thought. + 3 | A former laboratory colleague went on to work on the Guardian Project. + 4 | A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal. + 5 | A former lover is now the supervisor of a prominent clade. + 6 | My sibling has become an almost unrecognizable mutant. + 7 | An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles. + 8 | My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica. + + d10 | Contact + 1 | My older sibling is upset that I didn't follow them into the Azorius. + 2 | A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious. + 3 | A friend in my clade thinks I don't know they're a Dimir agent. + 4 | I helped a Golgari spore druid with the fertilization and growth of their fungus field. + 5 | I can't fathom what could have made my childhood friend run off and join the Gruul. + 6 | I love comparing notes with my friend in the Izzet, though our fields of research are very different. + 7 | I borrowed a lot of money from an Orzhov syndic to help finance my research. + 8 | A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act. + 9 | I left the Selesnya—and a lover—behind when I joined the Simic. + 10 | Roll an additional Simic contact; you can decide if the contact is an ally or a rival. + + + + How Do I Fit In? + As a Simic adventurer, your mission likely aligns with the Adaptationist philosophy; the disagreements and tensions among the guilds will soon erupt into open conflict, and your guild needs your help to ensure that the Simic survive. That help might come in the form of defending against Golgari incursions into Simic zonots or shielding Simic research from Azorius intrusion. It could also involve more subtle, diplomatic work to maintain balance among the guilds, or subterfuge aimed at undermining another guild's grab for power. + Self-improvement is also an important part of your mission. Anything you can do to make yourself more capable—whether learning a new spell or adopting a new hybridizing mutation—gives the Simic a stronger weapon in its arsenal. The combine must change to survive, and that means individual members of the guild must grow and adapt as well. + + + From a3044276faafc103cde1a72de02fc81ff22f1b06 Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Wed, 29 Jan 2020 23:39:34 -0700 Subject: [PATCH 2/3] feature: Add more races and subclasses - Renamed races shared by Eberron and Wayfinder's Guide to include the source --- FightClub5eXML/CHANGELOG.md | 59 +- .../Sources/EberronRisingFromTheLastWar.xml | 2228 +++++++++++++++++ .../Sources/GuildmastersGuideToRavnica.xml | 250 ++ .../Sources/RulesSupplementsAndAdventures.xml | 60 +- 4 files changed, 2541 insertions(+), 56 deletions(-) diff --git a/FightClub5eXML/CHANGELOG.md b/FightClub5eXML/CHANGELOG.md index 7662bc5..bd11f8f 100644 --- a/FightClub5eXML/CHANGELOG.md +++ b/FightClub5eXML/CHANGELOG.md @@ -3,6 +3,9 @@ ### 2020-01-29 Added remaining monsters from Baldur's Gate: Descent Into Avernus. + +Added subclasses from Guildmaster's Guide To Ravnica. + Added races, feats, and backgrounds from... - Acquisitions Incorporated @@ -10,6 +13,7 @@ Added races, feats, and backgrounds from... - Eberron: Rising From The Last War - Guildmaster's Guide To Ravnica +Renamed some races to avoid naming conflicts. ### 2020-01-28 @@ -19,6 +23,7 @@ Added and separated Artificer and Artificer (UA) spells. ### 2020-01-25 Added Artificer class from Eberron: Rising from the Last War. + Renamed the Artificer from Unearthed Arcana to avoid conflicts. @@ -48,29 +53,30 @@ Added "CoreRulebooks" collection. Updated more monsters for descent into avernus -Death’s Head of Bhaal -Necromite of Myrkul -Skull Lash of Myrkul -Master of Souls -Fiendish Flesh Golem -Hellwasp +- Death’s Head of Bhaal +- Necromite of Myrkul +- Skull Lash of Myrkul +- Master of Souls +- Fiendish Flesh Golem +- Hellwasp ### 2019-11-16 Updated some monsters from Baldur’s Gate descent into avernus. -Crokek’toeck -Fist of Bane -Iron Consul -Black Gauntlet of Bane -Night Blade -Reaper of Bhaal +- Crokek’toeck +- Fist of Bane +- Iron Consul +- Black Gauntlet of Bane +- Night Blade +- Reaper of Bhaal Some typo fixes ### 2019-10-12 Updated and completed the magical items from Baldur’s Gate Descent into Avernus + Updated and added all Infernal Vehicles stats, these can be added as companions in your character sheet. Details on mounted combat and infernal vehicles should be consulted with your DM who is running Avernus. ### 2019-10-01 @@ -83,7 +89,7 @@ Completed Ghosts of saltmarsh ### 2019-09-09 -amended some spell slots for spellcasters to have proper number +Amended some spell slots for spellcasters to have proper number ### 2019-09-08 @@ -96,6 +102,7 @@ Updated more from Ghosts of Saltmarsh, additional pirates, sahuagin. ### 2019-09-05 Added Nimblewright from Waterdeep Dragon Heist + Added more ghosts of saltmarsh merfolk salvager, minotaur living statue, monstrous peryton, various pirates. ### 2019–08-31 @@ -106,24 +113,24 @@ Lots more Typos crushed following an XML validation Updated more Ghosts of Saltmarsh monsters: -Living Iron Statue -Lizardfolk Commoner -Lizardfolk Render -Lizardfolk Scaleshield -Lizardfolk Subchief -Locathah -Locathah Hunter -Maw of Sekolah +- Living Iron Statue +- Lizardfolk Commoner +- Lizardfolk Render +- Lizardfolk Scaleshield +- Lizardfolk Subchief +- Locathah +- Locathah Hunter +- Maw of Sekolah ### 2019-08-12 Updated more Ghosts of Saltmarsh monsters: -Harpy Matriarch -Juvenile Kraken -Koalinth -Koalinth Sergeant -Kysh +- Harpy Matriarch +- Juvenile Kraken +- Koalinth +- Koalinth Sergeant +- Kysh ### 2019-08-08 diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 592b4fd..3eea1d1 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -1,5 +1,2233 @@ + + + Elf, Mark of Shadow (Eberron) + M + 30 + Dex 2, Cha 1 + Perception + Charisma + + Description + + Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. + Dwarves + "Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality." + Halflings + "Halflings are people of simple pleasures, and that is not a quality to scorn. They're a good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises." + Humans + "All that haste, their ambitions and drive to accomplish something before their brief lives pass away - human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement." + Source: Eberron: Rising from the Last War p. 49 + + + + Cunning Intuition + When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the ability check. + + + Shape Shadows + You know the minor illusion cantrip. Starting at 3rd level, you can cast the invisibility spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Shadow Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | disguise self, silent image + 2nd | darkness, pass without trace + 3rd | clairvoyance, major image + 4th | greater invisibility, hallucinatory terrain + 5th | mislead + + + + Age + Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. + + + Alignment + Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good than not. + + + Size + Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. + + + Darkvision + Accustomed to twilit forests and the night sky, 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. + + + Keen Senses + You have proficiency in the Perception skill. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Trance + Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. + If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. + + + Languages + You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. + + + Slender and Graceful + With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. + Elves' coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. + + + A Timeless Perspective + Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter-lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. + Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. + + + Hidden Woodland and Realms + Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). + Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. + + + Exploration and Adventure + Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. + + + Elf Names + + Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. + On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf's adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. + • Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall + • Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis + • Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia + • Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Nailo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal) + + + + + Gnome, Mark of Scribing (Eberron) + S + 25 + Int 2, Cha 1 + + Intelligence + + Description + A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. + Source: Eberron: Rising from the Last War p. 47 + + + Gifted Scribe + When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check. + + + Scribe's Insight + You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | comprehend languages, illusory script + 2nd | animal messenger, silence + 3rd | sending, tongues + 4th | arcane eye, confusion + 5th | dream + + + + Age + Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years. + + + Alignment + Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. + + + Size + Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small. + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + Gnome Cunning + You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. + + + Languages + You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. + + + Vibrant Expression + + A gnome's energy and enthusiasm for living shines through every inch his or her tiny body. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown face's are usually adorned with broad smiles (beneath their prodigious noses), and their bright eyes shine with excitement. Their fair hair has a tendency to stick out in every direction, as if expressing the gnome's insatiable interest in everything around. + A gnome's personality is writ large in his or her appearance. A male gnome's beard, in contrast to his wild hair, is kept carefully trimmed but often styled into curious forks or neat points. A gnome's clothing, though usually made in modest earth tones, is elaborately decorated with embroidery, embossing, or gleaming jewels. + + + + Delighted Dedication + + As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can't get in enough of the things they want to do and see. + Gnomes speak as if they can't get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way. + Though gnomes love jokes of all kinds, particularly puns and pranks, they're just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkerers, and inventors. They're willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large. + + + + Bright Burrows + + Gnomes makes their homes in hilly, wooded lands. They live underground but get more fresh air than dwarves do, enjoying the natural, living world on the surface where ever they can. Their homes are well hidden by both clever construction and simple illusions. Welcome visitors are quickly ushered into the bright, warm burrows. Those who are not welcome are unlikely to find the burrows in the first place. + Gnomes who settle in human lands are commonly gemcutters, engineers, sages, or tinkerers. Some human families retained gnome tutors, ensuring that their pupils enjoy a mix of serious learning and delighted enjoyment. A gnome might tutor several generations of a single human family over the course of his or her long life. + + + + Gnome Names + + Gnomes love names, and most have half a dozen or so. A gnome's mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are truly new inventions. When dealing with humans and others who are "Stuffy" about names, a gnome learns to use no more than three names; A personal name, a clan name, and a nickname, choosing the one in each category that's the most fun to say. + • Male Names: Alston, Alvyn, Boddynock, Brocc, Ettrgell, Dimble, Eldon, Erky, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle. Orryn, Roondar, Seebo, Warryn, Wrenn, Zook + • Female Names: Bimpnottin, Breena, Caramip, Carlin, Donella, Duvamil, Ella, Ellyjobell, Ellywick, Lilli, Loopmottin, Lorilla, Mardnab, Nissa, Nyx, Oda, Orla, Roywyn, Shamil, Tana, Waywocket, Zanna + • Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, Ningcl, Raulnor, Seheppen, Timbers, Turen + • Nicknames: Aleslosh, Aslthearth, Badger, Cloak, Doublelock, Filchbatter, Fnipper, Ku, Nina, Oneshoe, Pock, Sparklegem, Scumbleduck + + + + Seeing The World + Curious and impulsive, gnomes might take up adventuring as a way to see the world or for the love of exploring. As lovers of gems and other fine items, some gnomes take to adventuring as s quick, if dangerous, path to wealth. Regardless of what spurs them to adventure, gnomes who adopt this way of life eke as much enjoyment out of it as they do out of any other activity they undertake, sometimes to the great annoyance of their adventuring companions. + + + Deep Gnomes + A third sub race of gnomes, the deep gnomes (or svirfneblin) live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. + + + + Half-Elf, Mark of Detection (Eberron) + M + 30 + Cha 2, Wis 2 + + Intelligence + + Description + Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. + Source: Eberron: Rising from the Last War p. 40 + + + Magical Detection + You can cast the detect magic and detect poison and disease spells with this trait. Starting at 3rd level, you can also cast the see invisibility spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't require material components for them. + + + Spells of the Mark + + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Detection Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | detect evil and good, detect poison and disease + 2nd | detect thoughts, find traps + 3rd | clairvoyance, nondetection + 4th | arcane eye, divination + 5th | legend lore + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + Darkvision + Thanks to your elf blood, 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. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Deductive Intuition + When you make an Intelligence (Investigation) or a Wisdom (Insight) check, you can roll a d4 and add the number rolled to the ability check. + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + Of Two Worlds + To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. + + + Diplomats or Wanderers + + Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. + In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. + + + + Half-Elf Names + Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. + + + Excellent Ambassadors + Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other). + + + + Half-Elf, Mark of Storm (Eberron) + M + 30 + Cha 2, Cha 2, Dex 1 + + Charisma + + Description + Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing to adulthood while their peers continue to live as children, growing restless in the timeless elven realms. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life. + Source: Eberron: Rising from the Last War p. 50 + + + Storm's Boon + You have resistance to lightning damage. + + + Headwinds + You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once with this trait, and you regain the ability to cast it when you finish a long rest. Charisma is your spellcasting ability for these spells. + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | feather fall, fog cloud + 2nd | gust of wind, levitate + 3rd | sleet storm, wind wall + 4th | conjure minor elementals, control water + 5th | conjure elemental + + + + Age + Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years. + + + Alignment + Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. + + + Size + Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium. + + + Darkvision + Thanks to your elf blood, 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. + + + Fey Ancestry + You have advantage on saving throws against being charmed, and magic can't put you to sleep. + + + Windwright's Intuition + When you make a Dexterity (Acrobatics) check or any ability check involving navigator's tools, you can roll a d4 and add the number rolled to the ability check. + + + Languages + You can speak, read, and write Common, Elvish, and one extra language of your choice. + + + Of Two Worlds + To humans, half-elves look like elves, and to elves, they look human. In height, they're on par with both parents, though they're neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie, somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents. + + + Diplomats or Wanderers + Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. + In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some prefer to avoid company altogether, wandering the wilds as foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers. + + + Half-Elf Names + Half-elves use either human or elven naming conventions. As if to emphasize that they don't really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names. + + + Excellent Ambassadors + Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elves grace without elves aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other). + + + + Half-Orc, Mark of Finding (Eberron) + M + 30 + Str 2, Con 1, Con 1, Wis 2 + + Wisdom + + Description + Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury. + Source: Eberron: Rising from the Last War p. 41 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | faerie fire, longstrider + 2nd | locate animals or plants, locate object + 3rd | clairvoyance, speak with plants + 4th | divination, locate creature + 5th | commune with nature + + + + + Age + Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. + + + + Alignment + Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. + + + + Size + Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. + + + + Scarred and Strong + Half-orcs' grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. + Orcs regard battle scars as tokens or pride and ornamental scars as things of beauty. Other scars, though, mark an Orc, or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame. + + + + The Mark of Gruumsh + The one-eyed god Gruumsh created the Orcs, and even those orcs who turn away from his worship can't fully escape his influence. The same is true of half orcs, though their human blood moderates the impact of their orcish heritage. Some half-orcs hear the whispers of Grummsh in their dreams, calling them to unleash the rage that simmers within them. Others feel Gruumsh's exultation when they join in melee combat-and either exult along with him or shiver with fear and loathing. Half-orcs are not evil by nature, but evil does lurk within them, whether they embrace it or rebel against it. + Beyond the rage of Gruumsh, half-orcs feel emotion powerfully. Rage doesn't just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures-feasting, drinking, wrestling, drumming, and wild dancing-fill their hearts with joy. They tend to be short tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self control to get by in a civilized land. + + + + Half-Orc Names + Half-orcs usually have names appropriate to the culture in which they were raised. A half-orc who wants to fit in among humans might trade an orc name for a human name. Some half-orcs with human names decide to adopt a guttural orc name because they think it makes them more intimidating. + • Male Orc Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk + • Female Orc Names: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen, Yevelda + + + + Grudging Acceptance + Each half-orc finds a way to gain acceptance from those who hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them. + + + + + Dwarf, Mark of Warding (Eberron) + M + 25 + Con 2, Int 1 + + Intelligence + + Description + + Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs-these common threads unite all dwarves. + Elves + "It's not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc's head, they're as apt to start singing as to pull out a sword. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out of the mountains, an elf's good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do." + Halflings + "Sure, they're pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?" + Humans + "You take the time to get to know a human, and by then the human's on her deathbed. If you're lucky, she's got kin-a daughter or granddaughter, maybe-who's got hands and heart as good as hers. That's when you can make a human friend. And watch them go!. They set their hearts on something, they'll get it whether it's a dragon's hoard or an empire's throne. You have to admire that kind of dedication, even if it gets them in trouble more often than not." + Source: Eberron: Rising from the Last War p. 51 + + + Warder's Intuition + When you make an Intelligence (Investigation) check or an ability check using thieves' tools, you can roll a d4 and add the number rolled to the ability check. + + + + Wards and Seals + You can cast the alarm and mage armor spells with this trait. Starting at 3rd level, you can also cast the arcane lock spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells, and you don't need material components for them when you cast them with this trait. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Warding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | alarm, armor of Agathys + 2nd | arcane lock, knock + 3rd | glyph of warding, magic circle + 4th | Leomund's secret chest, Mordenkainen's faithful hound + 5th | antilife shell + + + + + Age + Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. + + + + Alignment + Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. + + + + Size + Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. + + + + Speed + Your speed is not reduced by wearing heavy armor. + + + + Darkvision + Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Dwarven Resilience + You have advantage on saving throws against poison, and you have resistance against poison damage. + + + + Dwarven Combat Training + You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. + + + + Tool Proficiency + You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. + + + + Stonecunning + Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. + + + + Languages + You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. + + + + Short and Stout + Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. + Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. + Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. + + + + Long Memory, Long Grudges + Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. + Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don't abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. + Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf's entire clan, so what begins as one dwarf's hunt for vengeance can become a full-blown clan feud. + + + + Clans and Kingdoms + Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. + The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. + Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. + + + + Gods, Gold, and Clan + Dwarves who take up the adventuring life might be motivated by a desire for treasure-for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago. + + + + Dwarf Names + A dwarf's name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name belongs to the clan, not to the individual. + A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. + • Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal + • Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra + • Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart + + + + Duergar + In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size. + + + + + Human, Mark of Finding (Eberron) + M + 30 + Con 1, Wis 2 + + Wisdom + + Description + + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 41 + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Hunter's Intuition + When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check. + + + + Finder's Magic + You can cast the hunter's mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | faerie fire, longstrider + 2nd | locate animals or plants, locate object + 3rd | clairvoyance, speak with plants + 4th | divination, locate creature + 5th | commune with nature + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Handling (Eberron) + M + 30 + Wis 2 + + Wisdom + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 42 + + + Wild Intuition + When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check. + + + + Primal Connection + You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Wisdom is your spellcasting ability for these spells. + + + + The Bigger They Are + Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | animal friendship, speak with animals + 2nd | beast sense, calm emotions + 3rd | beacon of hope, conjure animals + 4th | aura of life, dominate beast + 5th | awaken + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Making (Eberron) + M + 30 + Int 2 + + Intelligence + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 45 + + + Artisan's Intuition + When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check. + + + + Maker's Gift + You gain proficiency with one type of artisan's tools of your choice. + + + + Spellsmith + You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | identify, Tenser's floating disk + 2nd | continual flame, magic weapon + 3rd | conjure barrage, elemental weapon + 4th | fabricate, stone shape + 5th | creation + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Passage (Eberron) + M + 35 + Dex 2 + + Dexterity + + Description + + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 46 + + + Courier's Speed + Your base walking speed increases to 35 feet. + + + + Intuitive Motion + When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. + + + + Magical Passage + You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Dexterity is your spellcasting ability for this spell. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | expeditious retreat, jump + 2nd | misty step, pass without trace + 3rd | blink, phantom steed + 4th | dimension door, freedom of movement + 5th | teleportation circle + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Human, Mark of Sentinel (Eberron) + M + 30 + Con 2, Wis 1 + + Wisdom + + Description + In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. + Dwarves + "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though." + Elves + "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them." + Halflings + "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling - good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something." + Calishite + Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. + They're found primarily in southwest Faerun. + • Calishite Names:: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, ]asmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, ]assan, Khalid, Mostana, Pashar, Rein + Chondathan + Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerun, around the Inner Sea. + • Chondathan Names:: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Chessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag + Damaran + Found primarily in the northwest of Faerun, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. + • Damaran Names:: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag + Illuskan + Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. + • Illuskan Names:: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver + Mulan + Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. + • Mulan Names:: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt + Rashemi + Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. + • Rashemi Names:: (Male) Borivik, Faurgar, ]andar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina + Shou + The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerun. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. + • Shou Names:: (Male) An, Chen, Chi, Fai, ]iang, ]un, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Lia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan + Tethyrian + Widespread along the entire Sword Coast at the western edge of Faerun, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. + Turami + Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. + • Turami Names:: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, ]alana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo + Source: Eberron: Rising from the Last War p. 48 + + + Sentinel's Intuition + When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check. + + + + Guardian's Shield + You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell. + + + + Vigilant Guardian + When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | compelled duel, shield of faith + 2nd | warding bond, zone of truth + 3rd | counterspell, protection from energy + 4th | death ward, guardian of faith + 5th | Bigby's hand + + + + + Age + Humans reach adulthood in their late teens and live less than a century. + + + + Alignment + Humans tend toward no particular alignment. The best and the worst are found among them. + + + + Size + Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. + + + + Languages + You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. + + + + A Broad Spectrum + With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. + + + + Variety in All Things + Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. + + + + Lasting Institutions + Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. + Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. + + + + Exemplars of Ambition + Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. + + + + + Halfling, Mark of Healing (Eberron) + S + 25 + Dex 2, Wis 1 + + Wisdom + + Description + The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. + Dwarves + "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" + Elves + "They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on." + Humans + "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well." + Source: Eberron: Rising from the Last War p. 43 + + + Medical Intuition + When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check. + + + + Healing Touch + You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | cure wounds, healing word + 2nd | lesser restoration, prayer of healing + 3rd | aura of vitality, mass healing word + 4th | aura of purity, aura of life + 5th | greater restoration + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + Small and Practical + The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. + Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. + Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. + + + + Kind and Curious + Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. + Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. + + + + Blend into the Crowd + Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. + Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. + + + + Pastoral Pleasantries + Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. + Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. + + + + Exploring Opportunities + Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. + + + + Halfling Names + A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. + • Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby + • Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna + • Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough + + + + + Halfling, Mark of Hospitality (Eberron) + S + 25 + Dex 2, Cha 1 + + Charisma + + Description + The comforts of home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. + Dwarves + "Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?" + Elves + "They're so beautiful! Their faces, their music, their grace and all. It's like they stepped out of a wonderful dream. But there's no telling what's going on behind their smiling faces-surely more than they ever let on." + Humans + "Humans are a lot like us, really. At least some of them are. Step out of the castles and keeps, go talk to the farmers and herders and you'll find good, solid folk. Not that there's anything wrong with the barons and soldiers - you have to admire their conviction. And by protecting their own lands, they protect us as well." + Source: Eberron: Rising from the Last War p. 44 + + + Ever Hospitable + When you make a Charisma (Persuasion) check or an ability check involving brewer's supplies or cook's utensils, you can roll a d4 and add the number rolled to the ability check. + + + + Innkeeper's Magic + You know the prestidigitation cantrip. You can also cast the purify food and drink and unseen servant spells with this trait. Once you cast either spell with this trait, you can't cast that spell with it again until you finish long rest. Charisma is your spellcasting ability for these spells. + + + + Spells of the Mark + If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Hospitality Spells table are added to the spell list of your spellcasting class. + Spell Level | Spells + 1st | goodberry, sleep + 2nd | aid, calm emotions + 3rd | create food and water, Leomund's tiny hut + 4th | aura of purity, Mordenkainen's private sanctum + 5th | hallow + + + + + Age + A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. + + + + Alignment + Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. + + + + Size + Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. + + + + Lucky + When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. + + + + Brave + You have advantage on saving throws against being frightened. + + + + Halfling Nimbleness + You can move through the space of any creature that is of a size larger than yours. + + + + Languages + You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. + + + + Small and Practical + The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. + Halflings' skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. + Halfling practicality extends beyond their clothing. They're concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. + + + + Kind and Curious + Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. + Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. + + + + Blend into the Crowd + Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. + Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. + + + + Pastoral Pleasantries + Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don't recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. + Many halflings live among other races, where the halflings' hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. + + + + Exploring Opportunities + Halflings usually set out on the adventurer's path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. + + + + Halfling Names + A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. + • Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby + • Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna + • Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough + + + + + Bugbear (Eberron) + M + 30 + Str 2, Dex 1 + Stealth + + + Description + Source: Eberron: Rising from the Last War p. 25 + + + Age + Bugbears reach adulthood at age 16 and live up to 80 years. + + + + Alignment + Bugbears live on the fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d12 + Height = 6 feet + your size modifier in inches + Weight in pounds = 200 + (2d6 x your size modifier) + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Long-Limbed + When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Sneaky + You are proficient in the Stealth skill. + + + + Surprise Attack + If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Goblin (Eberron) + S + 30 + Dex 2, Con 1 + + + + Description + Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are. + Source: Eberron: Rising from the Last War p. 26 + + + Age + Goblins reach adulthood at age 8 and live up to 60 years. + + + + Alignment + In Eberron, goblins are usually neutral. They tend to look out for themselves, preferably without drawing unwanted attention from any larger, more powerful people. + + + + Size + Your size is Small. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d4 + Height = 3 feet + 5 inches + your size modifier in inches + Weight in pounds = 35 + your size modifier + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + Small and Wiry + Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. + Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing. + + + + Unfettered Emotion + Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs. + Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up. + Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others. + + + + Goblin Names + The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender. + • Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix + + + + + Hobgoblin (Eberron) + M + 30 + Con 2, Int 1 + + + + Description + Source: Eberron: Rising from the Last War p. 26 + + + Age + Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs. + + + + Alignment + Hobgoblin society in Eberron is shaped by the ideal of a strict code of honor and rigid martial discipline. Most hobgoblins are lawful, tending toward harsh enforcement of their laws. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d10 + Height = 4 feet + 8 inches + your size modifier in inches + Weight in pounds = 110 + (2d4 x your size modifier) + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Martial Training + You are proficient with two martial weapons of your choice and with light armor. + + + + Saving Face + Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common and Goblin. + + + + + Orc (Eberron) + M + 30 + Str 2, Con 1, Int -2, Str 2, Con 1 + + + + Description + Source: Eberron: Rising from the Last War p. 31 + + + Age + Orcs reach adulthood at age 12 and live up to 50 years. + + + + Alignment + The orcs of Eberron are a passionate people, given to powerful emotion and deep faith. They are generally chaotic, but can be any alignment. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 5 feet + 4 inches + your size modifier in inches + Weight in pounds = 175 + (2d6 x your size modifier) + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Aggressive + As a bonus action, you can move up to your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started. + + + + Primal Intuition + You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival. + + + + Powerful Build + You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. + + + + Languages + You can speak, read, and write Common and Orc. + + + + + Kalashtar (Eberron) + M + 30 + Wis 2, Cha 1 + + + + Description + I am kalashtar, born of two worlds. Over a thousand years ago, my ancestor bound her bloodline to the spirit Kashtai, and I am a child of that union. Kashtai moves within me. Her memories come to me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive—and as long as she lives, she will fight il-Lashtavar. + The kalashtar are a compound people, created from the union of humanity and renegade spirits from the plane of dreams—spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. There is an unmistakable alien quality to the kalashtar, though, as they are haunted by the conflicts of their otherworldly spirits. + Source: Eberron: Rising from the Last War p. 29 + + + Age + Kalashtar mature and age at the same rate as humans. + + + Alignment + The noble spirit tied to a kalashtar drives it toward lawful and good behavior. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit. + + + Size + + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d6 + Height = 5 feet + 4 inches + your size modifier in inches + Weight in pounds = 110 + (1d6 x your size modifier) + + + + Dual Mind + You have advantage on all Wisdom saving throws. + + + + Mental Discipline + You have resistance to psychic damage. + + + + Mind Link + You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your level. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. + When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can give this ability to only one creature at a time; giving it to a creature takes it away from another creature who has it. + + + + Severed from Dreams + Kalashtar sleep, but they don't connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and other magical effects that require you to dream, like dream, but not to spells and other magical effects that put you to sleep, like sleep. + + + + Languages + You can speak, read, and write Common, Quori, and one other language of your choice. + + + + Bound to Spirits + Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them in a variety of ways. Kalashtar have symmetrical, slightly angular features, and their eyes often glow when they are focused or expressing strong emotions. + Kalashtar can't directly communicate with their quori spirits. Rather, they might experience this relationship as a sense of instinct and inspiration, drawing on the memories of the spirit when they dream. This connection grants kalashtar minor psionic abilities, as well as protection from psychic attacks. All of these quori dream-spirits are virtuous, but some are warriors and others are more contemplative. Work together with the DM to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as an orphan kalashtar raised among strangers. + The bond to the spirit can cause some kalashtar to display unusual quirks. Consider rolling or selecting a trait from the Kalashtar Quirks table. + d10 | Quirk + 1 | You try to understand the motives and feelings of your enemies. + 2 | You prefer using telepathy over speaking aloud. + 3 | You feel a strong drive to protect the innocent. + 4 | You apply dream logic to mundane situations. + 5 | You discuss things out loud with your quori spirit. + 6 | You suppress your emotions and rely on logic. + 7 | You are strongly influenced by the emotions of those around you. + 8 | You prefer to find nonviolent solutions to problems whenever possible. + 9 | You are driven by a warrior spirit and will fight for any noble cause. + 10 | You are obsessed with Dreaming Dark conspiracies. + + + + Hunted by Nightmares + The virtuous spirits tied to the kalashtar fled from the dream-realm of Dal Quor to escape evil spirits that dominate it. The rebel quori believe that through meditation and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. + Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings. + + + Kalashtar Names + A kalashtar name adds a personal prefix to the name of the quori spirit within the kalashtar. Such names have no relation to the kalashtar's gender. + Kalashtar orphans are unlikely to know the name of their spirit and take names from another source. + Quori Names: Ashana, Ashtai, Ishara, Hareth, Khad, Kosh, Melk, Nari, Tana, Tari, Tash, Ulad, Vakri, Vash + Kalashtar Names: Coratash, Dalavash, Dolishara, Halakosh, Khoratari, Koratana, Lanhareth, Molavakri, Nevitash, Sorashana, Torashtai, Valakhad, Vishara + + + + Shifter, Beasthide (Eberron) + M + 30 + Con 2, Str 1 + Athletics + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Natural Athlete + You have proficiency in the Athletics skill. + + + + Shifting Feature + Whenever you shift, you gain 1d6 additional temporary hit points. While shifted, you have a +1 bonus to your Armor Class. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + 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. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Longtooth (Eberron) + M + 30 + Str 2, Dex 1 + Intimidation + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Fierce + You have proficiency in the Intimidation skill. + + + + Shifting Feature + While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + 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. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Swiftstride (Eberron) + M + 30 + Dex 2, Cha 1 + Acrobatics + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Graceful + You have proficiency in the Acrobatics skill. + + + + Shifting Feature + While shifted, your walking speed increases by 10 feet. Additionally, you can move up to 10 feet as a reaction when a creature ends its turn within 5 feet of you. This reactive movement doesn't provoke opportunity attacks. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + 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. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Shifter, Wildhunt (Eberron) + M + 30 + Wis 2, Dex 1 + Survival + + + Description + Geth's ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or heightened senses. Geth's gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an animal's tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable! + Shifters are sometimes called the weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they can't fully change shape, they can temporarily enhance their animalistic features—a state they call shifting. Each shifter walks on the knife's edge between the wilds and the world around them. Do they embrace their primal instincts or the path of civilization? + Source: Eberron: Rising from the Last War p. 33 + + + Natural Tracker + You have proficiency in the Survival skill. + + + + Shifting Feature + While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you're incapacitated. + + + + Age + Shifters are quick to mature both physically and emotionally, reaching young adulthood at age 10. They rarely live to be more than 70 years old. + + + + Alignment + Shifters tend toward neutrality, being more focused on survival than concepts of good and evil. A love of personal freedom can drive shifters toward chaotic alignments. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d8 + Height = 4 feet + 6 inches + your size modifier in inches + Weight in pounds = 90 + (2d4 x your size modifier) + + + + Speed + Your base walking speed is 30 feet. + + + + Darkvision + 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. + + + + Shifting + As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. + Once you shift, you can't do so again until you finish a short or long rest. + + + + Languages + You can speak, read, and write Common. + + + + The Beast Within + Early in childhood, a shifter forms a bond with a beast within, a totemic force that shapes their body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter's personality takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter's personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast within they physically transform for a short time. + A shifter's beast within is reflected by the shifter's subrace. Four subraces are especially common: + Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. + Longtooth shifters typically have lupine traits and prefer to run with a pack. + Swiftstride are often predatory and feline, but a swiftstride could also be a cunning rat who darts through the shadows. + Wildhunt shifters are born from any creature that tracks its prey. + While the beast within certainly has a physical impact on a shifter, it has a spiritual and psychological effect, as well. Two beasthide shifters share the same special ability, but if one has the aspect of the boar and the other is more like a bear, they'll be quite different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character. + + + + Similar and Diverse + Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. + The traits of the beast within affect a shifter's appearance as well. A swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter's appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral. + + + + The Journey Yet to Come + Shifters have a strong presence in the Eldeen Reaches but can be found in rural areas across Khorvaire, where they often live among humans. While they form powerful bonds to friends and kin, shifters place great value on self-reliance and freedom. It's a shifter proverb to "always be prepared for the journey yet to come," and most shifters strive to be ready for change or opportunity. + Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges their urge to wander and hunt. A shifter rogue harnesses their own predatory instincts. But shifters can pursue any path or faith. + + + + Shifter Names + Shifters have no language of their own and often live in blended communities. Their names typically overlap with the names of other cultures in their region. Many shifters prefer to keep their personal names for their friends and use "wandering names" with strangers. These are usually tied to a physical or personality trait. + Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf + + + + + Warforged (Eberron) + M + 30 + Con 2 + + + + Description + "Pierce was built by design, while you were built by accident," Lakashtai said. "The soul is what matters, not the shape of the vessel." + "What makes you think he has a soul?" Gerrion said + "What makes you think you do?" + The warforged were built to fight in the Last War. While the first warforged were mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted as a new species. Warforged are made from wood and metal, but they can feel pain and emotion. Built as weapons, they must now find a purpose beyond war. A warforged can be a steadfast ally, a cold-hearted killer, or a visionary in search of meaning. + Source: Eberron: Rising from the Last War p. 35 + + + Age + A typical warforged is between two and thirty years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects. + + + + Alignment + Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d6 + Height = 5 feet + 10 inches + your size modifier in inches + Weight in pounds = 270 + (4 x your size modifier) + + + + Constructed Resilience + You were created to have remarkable fortitude, represented by the following benefits: + • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. + • You don't need to eat, drink, or breathe. + • You are immune to disease. + • You don't need to sleep, and magic can't put you to sleep. + + + + Sentry's Rest + When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal. + + + + Integrated Protection + Your body has built-in defensive layers, which can be enhanced with armor: + • You gain a +1 bonus to Armor Class. + • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. + • While you live, your armor can't be removed from your body against your will. + + + + Specialized Design + You gain one skill proficiency and one tool proficiency of your choice. + + + + Languages + You can speak, read, and write Common and one other language of your choice. + + + + Living Steel and Stone + Warforged are formed from a blend of organic and inorganic materials. Root-like cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored plates form a protective outer shell and reinforce joints. Warforged share a common facial design, with a hinged jaw and crystal eyes embedded beneath a reinforced brow ridge. Beyond these common elements of warforged design, the precise materials and build of a warforged vary based on the purpose for which it was designed. + Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids. + + + + Warforged Personality + The warforged were built to serve and to fight. For most of their existence, warforged had a clearly defined function and were encouraged to focus purely on that role. The Treaty of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them. + The typical warforged shows little emotion. Many warforged embrace a concrete purpose—such as protecting allies, completing a contract, or exploring a land—and embrace this task as they once did war. However, there are warforged who delight in exploring their feelings, their freedom, and their relationships with others. Most warforged have no interest in religion, but some embrace faith and mysticism, seeking higher purpose and deeper meaning. + The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity. + The more a warforged develops its individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating. + + + + Quirks + Warforged often display an odd personality trait or two, given how new they are to the world. The Warforged Quirks table contains example quirks. + d8 | Quirk + 1 | You analyze—out loud—the potential threat posed by every creature you meet. + 2 | You often misread emotional cues. + 3 | You are fiercely protective of your friends. + 4 | You try to apply wartime discipline to every situation. + 5 | You don't know how to filter your feelings and are prone to dramatic emotional outbursts. + 6 | You don't understand clothing beyond its utility and assume it denotes a person's function. + 7 | You are obsessed with your appearance and constantly polish and buff yourself. + 8 | War is the only thing that makes sense to you, and you're always looking for a fight. + + + + + Warforged Names + Most warforged were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As independent individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor. + Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall + + + + + Changeling (Eberron) + M + 30 + Cha 2 + + + + Description + Long ago there was a woman named Jes, and she had one hundred children. Her rivals conspired against her and swore to kill her children. Jes begged the Sovereigns for help, but their only answer was the wind and rain. In the depths of her despair, a lonely traveler took her hand. "I will protect your children if they follow my path. Let them wander the world. They may be shunned and feared, but they will never be destroyed." Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still. + Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion. + Source: Eberron: Rising from the Last War p. 17 + + + Age + Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. + + + + Alignment + Changelings tend toward pragmatic neutrality, and few changelings embrace evil. + + + + Size + Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: + Size modifier = 2d4 + Height = 5 feet + 1 inch + your size modifier in inches + Weight in pounds = 115 + (2d4 x your size modifier) + + + + Shapechanger + As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. + You stay in the new form until you use an action to revert to your true form or until you die. + + + + Changeling Instincts + You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. + + + + Languages + You can speak, read, and write Common and two other languages of your choice. + + + + A Hidden People + Wherever humans live, changelings reside also; the question is whether their presence is known. + Changelings are born to one of three paths. A few are raised in stable communities where changelings are true to their nature and deal openly with the people around them. Some are orphans, raised by other races, who find their way in the world without ever knowing another like themselves. Others are part of nomadic changeling clans spread across the Five Nations, families who keep their true nature hidden from the single-skins. Some clans maintain safe havens in major cities and communities, but most prefer to wander the unpredictable path of the god known as the Traveler. + In creating a changeling adventurer, consider the character's relationships with people around them. Does the character conceal their true changeling nature? Do they embrace it? Do they have connections to other changelings or are they alone and in search of companions? + + + + Masks and Personas + In their true form, changelings are pale, with colorless eyes and silver-white hair. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This focused identity helps a changeling pinpoint a particular skill or emotion. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. + Personas can be shared by multiple changelings; there might be three healers in a community, but whoever is on duty will adopt the persona of Tek, the kindly old medic. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users. + + + + Changeling Names + A changeling might use a different name for each mask and persona and adopt new names as easily as they change faces. The true name of a changeling tends to be simple and monosyllabic; however, there are often accents to a changeling's name that are expressed through shapeshifting, something single-skins will likely miss. So, two changelings might have the name Jin, but one is Jin-with-vivid-blue-eyes and one is Jin-with-golden-nails. + Changelings have a fluid relationship with gender, seeing it as one characteristic to change among many. + Changeling Names: Aunn, Bin, Cas, Dox, Fie, Hars, Jin, Lam, Mas, Nix, Ot, Paik, Ruz, Sim, Toox, Vil, Yug + + + + Artificer diff --git a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml index 3a58060..03d696f 100644 --- a/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml +++ b/FightClub5eXML/Sources/GuildmastersGuideToRavnica.xml @@ -102,6 +102,256 @@ + + Goblin (Ravnica) + S + 30 + Dex 2, Con 1 + + + + Description + Whether sniveling in fear, cackling with mad laughter, or snarling in a fury, goblins are wretched and inconsequential—at least in the eyes of most of Ravnica's other folk. In their own minds, though, they are content to lurk in the shadows only until they fully come into their own and receive the recognition they believe they deserve. They are entitled to some credit for their tenacity, agility, crafty ingenuity, and dumb luck, all of which has enabled them to survive in a world overrun with creatures larger and more powerful than they are. + Source: Guildmasters' Guide to Ravnica p. 16 + + + Age + Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years. + + + + Alignment + Most of the goblins of Ravnica are chaotic, with no inclination toward good or evil. + + + + Size + Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. + + + + Darkvision + You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. + + + + Fury of the Small + When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. + + + + Nimble Escape + You can take the Disengage or Hide action as a bonus action on each of your turns. + + + + Languages + You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation. + + + + Small and Wiry + Standing around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. + Most goblins are bald, either by heredity or by choice, but a few boast shocks of red or black hair. Their arms and legs are elongated in proportion to their small bodies, and their fingers and toes are also long and slender. Many goblins prefer to go unshod to leave their toes exposed for climbing. + + + + Unfettered Emotion + Creatures of raw impulse, goblins are found among guilds that value that quality, particularly the Izzet (where they typically serve as attendants for researchers), the Gruul (in camps that form hapless buffers between the clans and civilized regions), the Rakdos (putting their love of explosions to good use), and occasionally the Boros (if they discover a well of discipline and courage within themselves, or find themselves unable to resist the shininess of Boros weapons and armor). Many goblins are guildless and make their way as members of street gangs. + Sometimes driven by wild mood swings, goblins have an inclination toward destruction, which can take a playful form but is often anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up. + Goblins have an outrageous sense of humor, usually expressed through mischievous pranks. The malicious among them find pleasure in the misfortune of others and tend to cackle maniacally whenever they're amused. They can act with apparent randomness, sometimes just to confuse and befuddle others. + + + + Goblin Names + The Goblin language is fond of certain sounds, and goblin names tend to repeat those sounds to form what can sound like nonsense words. A goblin's name gives no indication of gender. + • Goblin Names: Azzinax, Babolax, Blixanix, Crixizix, Dazzaz, Estrix, Finizix, Juzba, Kaluzax, Lyzaxa, Mizzix, Myznar, Nixispix, Paxizaz, Ravixiz, Stixil, Sunnix, Tozinox, Uxivozi, Vazozav, Wexiny, Zizzix + + + + + + + Cleric + + + Divine Domain: Order Domain + The Order Domain represents discipline, as well as devotion to a society or an institution and strict obedience to the laws governing it. On Ravnica, the domain is favored by clerics of the Azorius Senate, who use it to maintain and enforce the law, and of the Orzhov Syndicate, who exploit law and order for their personal gain. On other worlds, gods who grant access to this domain include Bane, Tyr, Majere, Erathis, Pholtus, Wee Jas, Aureon, Maglubiyet, Nuada, Athena, Anubis, Forseti, and Asmodeus. + The ideal of order is obedience to the law above all else, rather than to a specific individual or the passing influence of emotion or popular rule. Clerics of order are typically concerned with how things are done, rather than whether an action's results are just. Following the law and obeying its edicts is critical, especially when it benefits these clerics and their guilds or deities. + Law establishes hierarchies. Those selected by the law to lead must be obeyed. Those who obey must do so to the best of their ability. In this manner, law creates an intricate web of obligations that allows society to forge order and security in a chaotic multiverse. + At each indicated cleric level, you add the listed spells to your spells prepared. + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Cleric Level | Spells + 1st | command, heroism + 3rd | hold person, zone of truth + 5th | mass healing word, slow + 7th | compulsion, locate creature + 9th | commune, dominate person + + Bonus Proficiencies + When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice). + + Voice of Authority + Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. + If the spell targets more than one ally, you choose the ally who can make the attack. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Channel Divinity: Order's Demand (Order Domain) + Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others. + As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Embodiment of the Law (Order Domain) + At 6th level, you become remarkably adept at channeling magical energy to compel others. + If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action. + 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. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Divine Strike (Order Domain) + 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 to the target. When you reach 14th level, the extra damage increases to 2d8. + Blessed Strikes (Order Domain) + 8th-level cleric Divine Domain feature (replaces Divine Strike) + In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Order's Wrath (Order Domain) + Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn. + + Source: Guildmasters' Guide to Ravnica p. 25 + + + + + Druid + + + Druid Circle: Circle of Spores + Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. + These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form. + Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted. + + Circle Spells + Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. + Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Druid Level | Circle Spells + 3rd | blindness/deafness, gentle repose + 5th | animate dead, gaseous form + 7th | blight, confusion + 9th | cloudkill, contagion + + Halo of Spores + Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. + + Symbiotic Entity + At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: + • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. + • Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. + These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. + + Rule Tip: Temporary Hit Points Don't Stack + If you have temporary hit points and receive more of them, you don't add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player's Handbook. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Fungal Infestation (Circle of Spores) + At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. + In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. + 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. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Spreading Spores (Circle of Spores) + At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. + Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. + While the cube of spores persists, you can't use your Halo of Spores reaction. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + + + Fungal Body (Circle of Spores) + At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. + + Source: Guildmasters' Guide to Ravnica p. 26 + + + diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml index 15c38be..e3ed1c6 100644 --- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml +++ b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml @@ -9735,7 +9735,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Changeling + Changeling (Wayfinder's Guide) M 30 Cha 2 @@ -9849,7 +9849,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Dwarf, Mark of Warding + Dwarf, Mark of Warding (Wayfinder's Guide) M 25 Con 2, Dex 1, Int 1 @@ -9905,7 +9905,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Aereni High + Elf, Aereni High (Wayfinder's Guide) M 30 Dex 2, Int 1 @@ -9955,7 +9955,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Aereni Wood + Elf, Aereni Wood (Wayfinder's Guide) M 35 Dex 2, Wis 1 @@ -10077,7 +10077,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Mark of Shadow + Elf, Mark of Shadow (Wayfinder's Guide) M 30 Dex 2, Cha 1 @@ -10246,7 +10246,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Valenar High + Elf, Valenar High (Wayfinder's Guide) M 30 Dex 2, Int 1 @@ -10296,7 +10296,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Elf, Valenar Wood + Elf, Valenar Wood (Wayfinder's Guide) M 35 Dex 2, Wis 1 @@ -10630,7 +10630,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Gnome, Mark of Scribing + Gnome, Mark of Scribing (Wayfinder's Guide) S 25 Int 2, Cha 1 @@ -10854,7 +10854,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Halfling, Mark of Healing + Halfling, Mark of Healing (Wayfinder's Guide) S 25 Dex 2, Wis 1 @@ -10898,7 +10898,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Halfling, Mark of Hospitality + Halfling, Mark of Hospitality (Wayfinder's Guide) S 25 Dex 2, Cha 1 @@ -10942,7 +10942,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (High Elf Ancestry) + Half-Elf, High Elf Ancestry M 30 Cha 2 @@ -10994,7 +10994,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Wood Elf Ancestry) + Half-Elf, Wood Elf Ancestry M 30 Cha 2 @@ -11053,7 +11053,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Dark Elf Ancestry) + Half-Elf, Dark Elf Ancestry M 30 Cha 2 @@ -11098,7 +11098,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf (Aquatic Elf Ancestry) + Half-Elf, Aquatic Elf Ancestry M 30 Cha 2 @@ -11143,7 +11143,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf, Mark of Detection + Half-Elf, Mark of Detection (Wayfinder's Guide) M 30 Int 1, Cha 1 @@ -11175,7 +11175,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Elf, Mark of Storm + Half-Elf, Mark of Storm (Wayfinder's Guide) M 30 Dex 1, Cha 1 @@ -11219,7 +11219,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Half-Orc, Mark of Finding + Half-Orc, Mark of Finding (Wayfinder's Guide) M 30 Str 1, Wis 1 @@ -11296,7 +11296,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Finding + Human, Mark of Finding (Wayfinder's Guide) M 30 Dex 1, Wis 1 @@ -11341,7 +11341,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Handling + Human, Mark of Handling (Wayfinder's Guide) M 30 Dex 1, Wis 1 @@ -11385,7 +11385,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Making + Human, Mark of Making (Wayfinder's Guide) M 30 Int 1, Dex 1 @@ -11429,7 +11429,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Passage + Human, Mark of Passage (Wayfinder's Guide) M 40 Dex 2 @@ -11473,7 +11473,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Human, Mark of Sentinel + Human, Mark of Sentinel (Wayfinder's Guide) M 30 Str 1, Wis 1 @@ -11511,7 +11511,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Kalashtar + Kalashtar (Wayfinder's Guide) M 30 Wis 1, Cha 1 @@ -11727,7 +11727,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Beasthide + Shifter, Beasthide (Wayfinder's Guide) M 30 Dex 1, Con 2 @@ -11772,7 +11772,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Longtooth + Shifter, Longtooth (Wayfinder's Guide) M 30 Dex 1, Str 2 @@ -11817,7 +11817,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Swiftstride + Shifter, Swiftstride (Wayfinder's Guide) M 35 Dex 2, Cha 1 @@ -11868,7 +11868,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Shifter, Wildhunt + Shifter, Wildhunt (Wayfinder's Guide) M 30 Dex 1, Wis 2 @@ -12457,7 +12457,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Envoy + Warforged Envoy (Wayfinder's Guide) M 30 Con 1 @@ -12524,7 +12524,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Juggernaut + Warforged Juggernaut (Wayfinder's Guide) M 30 Con 1, Str 2 @@ -12585,7 +12585,7 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - Warforged Skirmisher + Warforged Skirmisher (Wayfinder's Guide) M 30 Con 1, Dex 2 From 5a57b0036148ade4e983065ab270c99edfbe46eb Mon Sep 17 00:00:00 2001 From: Chris Jennewein Date: Thu, 30 Jan 2020 00:23:52 -0700 Subject: [PATCH 3/3] refactor: Remove outdated Wayfinder races, feats, and backgrounds --- .../Sources/EberronRisingFromTheLastWar.xml | 40 +- .../Sources/RulesSupplementsAndAdventures.xml | 2813 ----------------- 2 files changed, 20 insertions(+), 2833 deletions(-) diff --git a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml index 3eea1d1..10e12f7 100644 --- a/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml +++ b/FightClub5eXML/Sources/EberronRisingFromTheLastWar.xml @@ -2,7 +2,7 @@ - Elf, Mark of Shadow (Eberron) + Elf, Mark of Shadow M 30 Dex 2, Cha 1 @@ -105,7 +105,7 @@ - Gnome, Mark of Scribing (Eberron) + Gnome, Mark of Scribing S 25 Int 2, Cha 1 @@ -201,7 +201,7 @@ - Half-Elf, Mark of Detection (Eberron) + Half-Elf, Mark of Detection M 30 Cha 2, Wis 2 @@ -277,7 +277,7 @@ - Half-Elf, Mark of Storm (Eberron) + Half-Elf, Mark of Storm M 30 Cha 2, Cha 2, Dex 1 @@ -354,7 +354,7 @@ - Half-Orc, Mark of Finding (Eberron) + Half-Orc, Mark of Finding M 30 Str 2, Con 1, Con 1, Wis 2 @@ -438,7 +438,7 @@ - Dwarf, Mark of Warding (Eberron) + Dwarf, Mark of Warding M 25 Con 2, Int 1 @@ -570,7 +570,7 @@ - Human, Mark of Finding (Eberron) + Human, Mark of Finding M 30 Con 1, Wis 2 @@ -684,7 +684,7 @@ - Human, Mark of Handling (Eberron) + Human, Mark of Handling M 30 Wis 2 @@ -798,7 +798,7 @@ - Human, Mark of Making (Eberron) + Human, Mark of Making M 30 Int 2 @@ -912,7 +912,7 @@ - Human, Mark of Passage (Eberron) + Human, Mark of Passage M 35 Dex 2 @@ -1027,7 +1027,7 @@ - Human, Mark of Sentinel (Eberron) + Human, Mark of Sentinel M 30 Con 2, Wis 1 @@ -1141,7 +1141,7 @@ - Halfling, Mark of Healing (Eberron) + Halfling, Mark of Healing S 25 Dex 2, Wis 1 @@ -1255,7 +1255,7 @@ - Halfling, Mark of Hospitality (Eberron) + Halfling, Mark of Hospitality S 25 Dex 2, Cha 1 @@ -1604,7 +1604,7 @@ - Kalashtar (Eberron) + Kalashtar M 30 Wis 2, Cha 1 @@ -1691,7 +1691,7 @@ - Shifter, Beasthide (Eberron) + Shifter, Beasthide M 30 Con 2, Str 1 @@ -1783,7 +1783,7 @@ - Shifter, Longtooth (Eberron) + Shifter, Longtooth M 30 Str 2, Dex 1 @@ -1875,7 +1875,7 @@ - Shifter, Swiftstride (Eberron) + Shifter, Swiftstride M 30 Dex 2, Cha 1 @@ -1967,7 +1967,7 @@ - Shifter, Wildhunt (Eberron) + Shifter, Wildhunt M 30 Wis 2, Dex 1 @@ -2059,7 +2059,7 @@ - Warforged (Eberron) + Warforged M 30 Con 2 @@ -2160,7 +2160,7 @@ - Changeling (Eberron) + Changeling M 30 Cha 2 diff --git a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml index e3ed1c6..6e4f33c 100644 --- a/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml +++ b/FightClub5eXML/Sources/RulesSupplementsAndAdventures.xml @@ -9734,53 +9734,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Changeling (Wayfinder's Guide) - M - 30 - Cha 2 - - - - Ability Score Increase - Either your Dexterity or your Intelligence increases by 1 (your choice). - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Change Appearance - As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. - You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible. - Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Changeling Instincts - You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Unsettling Visage - When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. - Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Divergent Persona - You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common and two other languages of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Dwarf, Duergar M @@ -9848,168 +9801,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Mordenkainen's Tome of Foes, p. 81 - - Dwarf, Mark of Warding (Wayfinder's Guide) - M - 25 - Con 2, Dex 1, Int 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 20 - - - Dwarven Resilience - You have advantage on saving throws against poison, and you have resistance against poison damage. - - Source: Player's Handbook, p. 20 - - - Dwarven Combat Training - You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. - - Source: Player's Handbook, p. 20 - - - Tool Proficiency - You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools. - - Source: Player's Handbook, p. 20 - - - Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. - - Source: Player's Handbook, p. 20 - - - Languages - You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. - - Source: Player's Handbook, p. 20 - - - Master of Locks - When you make an Intelligence (History), Intelligence (Investigation), or Thieves’ Tools check involving lock and trap mechanisms, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wards and Seals - You can use your mark to cast the alarm spell as a ritual. Starting at 3rd level you can cast arcane lock once with this trait and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Elf, Aereni High (Wayfinder's Guide) - M - 30 - Dex 2, Int 1 - Intelligence - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 24 - - - Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Elf, Aereni Wood (Wayfinder's Guide) - M - 35 - Dex 2, Wis 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Fleet of Foot - Your base walking speed increases to 35 feet. - - Source: Player's Handbook, p. 24 - - - Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. - - Source: Player's Handbook, p. 24 - - - Variant: Aerini Elf - An Aereni elf can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency. This feature replaces Elf Weapon Training - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Elf, Eladrin M @@ -10076,68 +9867,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 61 - - Elf, Mark of Shadow (Wayfinder's Guide) - M - 30 - Dex 2, Cha 1 - Charisma - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Natural Talent - You gain proficiency with one musical instrument or the Performance skill. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Gift of the Shadows - When you make a Charisma (Performance) or Dexterity (Stealth) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shape Shadows - You know the minor illusion cantrip. Charisma is your spellcasting ability for this trait. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Slip Into Shadows - You can use the Hide action as a bonus action, even if you have no cover or if you’re under observation. Regardless of whether you succeed or fail, once you use this ability, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Elf, Sea M @@ -10245,112 +9974,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Mordenkainen's Tome of Foes, p. 62 - - Elf, Valenar High (Wayfinder's Guide) - M - 30 - Dex 2, Int 1 - Intelligence - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common, Elvish, and one extra language of your choice. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 24 - - - Cantrip - You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. - - Source: Player's Handbook, p. 24 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Elf, Valenar Wood (Wayfinder's Guide) - M - 35 - Dex 2, Wis 1 - - Perception - - Darkvision - Accustomed to twilit forests and the night sky, 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. - - Source: Player's Handbook, p. 23 - - - Keen Senses - You have proficiency in the Perception skill. - - Source: Player's Handbook, p. 23 - - - Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - - Source: Player's Handbook, p. 23 - - - Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. - - Source: Player's Handbook, p. 23 - - - Languages - You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. - - Source: Player's Handbook, p. 23 - - - Fleet of Foot - Your base walking speed increases to 35 feet. - - Source: Player's Handbook, p. 24 - - - Mask of the Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. - - Source: Player's Handbook, p. 24 - - - Variant: Valenar Elf - A Valenar elf gains proficiency with the scimitar, double scimitar, longbow, and shortbow. This feature replaces Elf Weapon Training. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Firbolg M @@ -10629,56 +10252,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Mordenkainen's Tome of Foes, p. 113 - - Gnome, Mark of Scribing (Wayfinder's Guide) - S - 25 - Int 2, Cha 1 - Intelligence - - - Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Player's Handbook, p. 37 - - - Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. - - Source: Player's Handbook, p. 37 - - - Languages - You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world. - - Source: Player's Handbook, p. 37 - - - Gifted Scribe - You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Scribe's Insight - You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Whispering Wind - You know the cantrip message. Intelligence is your spellcasting ability when casting it. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Extra Language - You can speak, read, and write one extra language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Goblin S @@ -10853,94 +10426,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 110 - - Halfling, Mark of Healing (Wayfinder's Guide) - S - 25 - Dex 2, Wis 1 - - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Medical Intuition - When you make a Wisdom (Medicine) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Healing Touch - As an action, you can draw power from your dragonmark to spend one of your Hit Dice and revitalize yourself or a creature you touch. Roll the die, add your Wisdom modifier, and the creature regains a number of hit points equal to the total. Once you use this trait, you can’t use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Halfling, Mark of Hospitality (Wayfinder's Guide) - S - 25 - Dex 2, Cha 1 - Charisma - - - Lucky - When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. - - Source: Player's Handbook, p. 28 - - - Brave - You have advantage on saving throws against being frightened. - - Source: Player's Handbook, p. 28 - - - Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours. - - Source: Player's Handbook, p. 28 - - - Languages - You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. - - Source: Player's Handbook, p. 28 - - - Innkeeper's Charms - You know the cantrips friends and prestidigitation. Charisma is your spellcasting ability for them. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Ever Hospitable - When you make a Charisma (Persuasion) check or an ability check involving Brewer's Supplies or Cook's Utensils, you can roll one Intuition die (a d4) and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Half-Elf, High Elf Ancestry M @@ -11142,127 +10627,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Sword Coast Adventurer's Guide, p. 116 - - Half-Elf, Mark of Detection (Wayfinder's Guide) - M - 30 - Int 1, Cha 1 - Intelligence - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Deductive Intuition - When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sense Threats - You can cast the detect magic and detect poison and disease spells, but only as rituals. Intelligence is your spellcasting ability for these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Half-Elf, Mark of Storm (Wayfinder's Guide) - M - 30 - Dex 1, Cha 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sea Monkey - Your base walking speed is 30 feet, and you have a swim speed of 30 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Windwright's Intuition - When you make a Dexterity (Acrobatics) check or any ability check involving operating or maintaining a water or air vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Storm's Blessing - You have resistance to lightning damage. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Headwinds - You know the gust cantrip. When you reach 3rd level, you can cast the gust of wind spell once with this trait and regain the ability to do so when you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Elvish. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Half-Orc, Mark of Finding (Wayfinder's Guide) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - Hobgoblin M @@ -11295,272 +10659,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 119 - - Human, Mark of Finding (Wayfinder's Guide) - M - 30 - Dex 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Darkvision - You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Hunter's Intuition - Your mark sharpens your senses and helps you find your prey. When you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Imprint Prey - As a bonus action, choose one creature you can see within 30 feet of you. The target is imprinted in your mind until it dies or you use this trait again. Alternatively, you can imprint a creature as your quarry whenever you succeed on a Wisdom (Survival) check to track it. - When tracking your quarry, double the result of your Intuition die. When your quarry is within 60 feet of you, you have a sense of its location: it can’t be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover. Once you use this trait, you cannot use it again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Nature's Voice - When you reach 3rd level you gain the ability to cast locate animal or plant, but only as a ritual. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and Goblin. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - - Human, Mark of Handling (Wayfinder's Guide) - M - 30 - Dex 1, Wis 1 - Wisdom - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Wild Intuition - When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Expert Handling - You can use the Help action to aid an ally animal companion or mount within 30 feet of you, rather than 5 feet of you. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Primal Connection - You can cast animal friendship once with this trait and regain the ability to do so when you finish a short or long rest. Wisdom is your spellcasting ability for this spell. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - The Bigger They Are - When you cast a spell that affects only beasts, it also affects monstrosities with an Intelligence score of 3 or lower. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Making (Wayfinder's Guide) - M - 30 - Int 1, Dex 1 - Intelligence - - - Ability Score Increase - Increase either Intelligence or Dexterity by an additional 1 point. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Artisan's Intuition - When you make an ability check with artisan’s tools, roll 1d4 and add it to the result. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Maker's Gift - You know the cantrip mending and gain proficiency with one type of artisan’s tools - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Magecraft - You can create a temporary magic item out of common materials. Choose a cantrip from the wizard spell list. Describe the item connected to it. As long as you possess the item, you know that cantrip. At the end of a long rest, you can replace it with a new item and select a new cantrip from the wizard spell list. Intelligence is your spellcasting ability for these cantrips. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Spellsmith - You can spend one minute to weave a temporary enchantment into a nonmagical suit of armor or weapon. For the next hour the object becomes a magic item, gaining a +1 bonus to AC if it is armor or a +1 bonus to hit and damage if it is a weapon. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Passage (Wayfinder's Guide) - M - 40 - Dex 2 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Courier's Speed - Your base walking speed increases to 40 ft. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Intuitive Motion - When you make a Strength (Athletics) check or any ability check to operate or maintain a land vehicle, you can roll one Intuition die, a d4, and add the number rolled to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Orien's Grace - When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Shared Passage - As a bonus action you can teleport a distance up to your walking speed, ending in an unoccupied space that you can see. You can bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this trait. Once you use this trait, you can’t use it again until you finish a long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Human, Mark of Sentinel (Wayfinder's Guide) - M - 30 - Str 1, Wis 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Intuition - When you roll for Initiative or make a Wisdom (Perception) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Sentinel's Shield - You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Vigilant Guardian - As an action, you can designate an ally you can see as your ward. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your ward. In addition, when you are within 5 feet of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward. When you do, you become the target of the attack. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Languages - You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. - - Source: Player's Handbook p. 31 - - - - Kalashtar (Wayfinder's Guide) - M - 30 - Wis 1, Cha 1 - - - - Ability Score Increase - One ability score of your choice increases by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Dual Mind - When you make a Wisdom saving throw, you can use your reaction to gain advantage on the roll. You can use this trait immediately before or after you roll, but before any of the roll’s effects occur. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mental Discipline - You have resistance to psychic damage. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mind Link - You can speak telepathically to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. - As a bonus action when you’re speaking telepathically to a creature, you can give that creature the ability to speak telepathically to you until the start of your next turn. To use this ability, the creature must be within 60 feet of you and be able to see you. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Psychic Glamour - Choose one of the following skills: Insight, Intimidation, Performance, or Persuasion. You have advantage on all ability checks you make with that skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Severed from Dreams - Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to magical spells and effects that require you to dream, like the dream spell, but not to spells and effects that put you to sleep, like the sleep spell. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common, Quori, and one other language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Kenku M @@ -11726,198 +10824,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 120 - - Shifter, Beasthide (Wayfinder's Guide) - M - 30 - Dex 1, Con 2 - - Perception, Athletics - - Darkvision - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Tough - You have proficiency with the Athletics skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Longtooth (Wayfinder's Guide) - M - 30 - Dex 1, Str 2 - - Perception, Intimidation - - Darkvision - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Fierce - You have proficiency with the Intimidation skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you can use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Swiftstride (Wayfinder's Guide) - M - 35 - Dex 2, Cha 1 - - Perception, Acrobatics - - Darkvision - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Graceful - You have proficiency with the Acrobatics skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Swift Stride - Your walking speed increases by 5 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, your walking speed increases by an additional 5 feet. Additionally, you can move up to 10 feet as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Shifter, Wildhunt (Wayfinder's Guide) - M - 30 - Dex 1, Wis 2 - - Perception, Survival - - Darkvision - 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. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Keen Senses - You have proficiency with the Perception skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting - As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. - Once you shift, you can’t do so again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Natural Tracker - You have proficiency with the Survival skill. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Mark the Scent - As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can’t use this trait again until you finish a short or long rest. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Shifting Feature - While shifted, you have advantage on Wisdom checks. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Tabaxi M @@ -12456,195 +11362,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Volo's Guide to Monsters, p. 118 - - Warforged Envoy (Wayfinder's Guide) - M - 30 - Con 1 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Ability Score Increase - Two different ability scores of your choice increase by 1. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Specialized Design - You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Tool - Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Warforged Juggernaut (Wayfinder's Guide) - M - 30 - Con 1, Str 2 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Iron Fists - When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - - Warforged Skirmisher (Wayfinder's Guide) - M - 30 - Con 1, Dex 2 - - - - Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits. - - • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - - • You are immune to disease. - - • You don’t need to eat, drink, or breathe. - - • You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Integrated Protection - Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. - You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite. - - Mode — Prerequisite — Effect: - - Darkwood Core (Unarmored) — None — 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) - - Composite Plating (armor) — Medium armor proficiency — 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus - - Heavy Plating (armor) — Heavy armor proficiency — 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Languages - You can speak, read, and write Common. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Swift - Your walking speed increases by 5 feet. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - - Light Step - When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about travel pace.) - - Source: Wayfinder's Guide to Eberron, Chapter 3 - - Yuan-ti Pureblood M @@ -15410,20 +14127,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The - - Aberrant Dragon Mark - No existing dragonmark - You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits: - - • Increase your Constitution score by 1, to a maximum of 20. - - • Increase your Constitution score by 1, to a maximum of 20.You learn a cantrip from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Constitution is your spellcasting ability for these spells. - - • Increase your Constitution score by 1, to a maximum of 20.You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell’s level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - constitution +1 - Bountiful Luck Halfling @@ -15658,162 +14361,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 74 intelligence +1 - - Greater Mark of Detection - 8th level, must possess Mark of Detection - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Intelligence by 1, to a maximum of 20. - - • You learn see invisibility and true seeing, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Finding - 8th level, must possess Mark of Finding - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity, Strength, or Wisdom by 1, to a maximum of 20. - - • You learn locate creature and find the path, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Handling - 8th level, must possess Mark of Handling - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. - - • You learn beast sense and dominate beast, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Healing - 8th level, must possess Mark of Healing - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Wisdom by 1, to a maximum of 20. - - • You learn mass healing word and greater restoration, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Hospitality - 8th level, must possess Mark of Hospitality - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn sanctuary and Mordenkainen's magnificent mansion, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Making - 8th level, must possess Mark of Making - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. - - • You learn fabricate and creation, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Passage - 8th level, must possess Mark of Passage - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Constitution by 1, to a maximum of 20. - - • You learn blink and teleportation circle, each of which you can cast once without expending a spell slot or using a material component. Constitution is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Scribing - 8th level, must possess Mark of Scribing - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Intelligence or Charisma by 1, to a maximum of 20. - - • You learn sending and tongues, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Sentinel - 8th level, must possess Mark of Sentinel - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Strength or Wisdom by 1, to a maximum of 20. - - • You learn compelled duel and warding bond, each of which you can cast once without expending a spell slot or using a material component. Wisdom is your spellcasting ability for these spells. You must complete a long or short rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Shadow - 8th level, must possess Mark of Shadow - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn nondetection and mislead, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Storm - 8th level, must possess Mark of Storm - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Charisma or Dexterity by 1, to a maximum of 20. - - • You learn control water and control winds, each of which you can cast once without expending a spell slot or using a material component. Charisma is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Greater Mark of Warding - 8th level, must possess Mark of Warding - Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater dragonmark provides the following benefits: - - • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6). - - • Increase either your Dexterity or Intelligence by 1, to a maximum of 20. - - • You learn knock, glyph of warding, and Leomund's secret chest, each of which you can cast once without expending a spell slot or using a material component. Intelligence is your spellcasting ability for these spells. You must complete a long rest to regain the use of these spells. - - Source: Wayfinder's Guide to Eberron, Chapter 4 - Infernal Constitution Tiefling @@ -15867,19 +14414,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The Source: Xanathar's Guide to Everything, p. 75 - - Revenant Blade - Elf - You are descended from a master of the double blade and their skills have passed on to you. You gain the following benefits: - - • Increase your Dexterity or Strength score by 1, to a maximum of 20. - - • While wielding a double-bladed weapon with two hands, the weapon has the finesse trait for your attacks with it, and you gain +1 AC. - - • On your turn, when you use a bonus action to make a melee attack with the blade at the opposite end of the weapon, the weapon’s damage die for this attack increases to 2d4, instead of 1d4. - - Source: Wayfinder's Guide to Eberron, Chapter 3 - Second Chance (Charisma) Halfling @@ -18081,1306 +16615,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The 6.I'm an informant for the Red Plumes. They let me continue my activities, so long as I pass them information about illegal activity in Hillsfar. - - House Cannith Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: alchemist's supplies and tinker's tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Deneith Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: one gaming set and vehicles (land) - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Ghallanda Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: brewer's supplies and cook's utensils - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Jorasco Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: alchemist's supplies and herbalism kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Kundarak Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: tinker's tools and thieves' tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Lyrandar Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (sea/air) and navigator's tools - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Medani Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: thieves' tools and disguise kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Orien Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (land) and one gaming set - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Phiarlan Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: disguise kit and one musical instrument - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Sivis Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: calligrapher's tools and forgery kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Tharashk Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: thieves' tools and one gaming set - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Thuranni Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: poisoner's kit and one musical instrument - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - - - House Vadalis Agent - Investigation, Persuasion - - Description - You have sworn fealty to a Dragonmarked House, one of the mighty mercantile guilds that shapes Khorvaire. If you possess a dragonmark, you’re likely a member of one of the influential families within the house, otherwise you’re an outsider who hopes to make your fortune by allying with this great power. Your primary task is to observe, gathering useful information and serving as the eyes of your house. But you could be called upon at any time to act as a hand of the house. Such missions can be dangerous — but they’ll surely be lucrative. - - - Starting Proficiencies - Your background grants you the following proficiencies. - - Skills: Investigation, Persuasion - - Languages: - - Tools: vehicles (land) and herbalism kit - - - House Connections - - - Source: Wayfinder's Guide to Eberron, Chapter 4 - - - Equipment - A set of fine clothes, house signet ring, ID papers, and a purse containing 20 gp. - - - Personality Trait - Choose or randomly determine - - - 1. I never let emotion complicate work. - - 2. I’m always looking to improve efficiency. - - 3. I share trivia about my house’s business (medicine, ships, warforged). - - 4. I hold myself and anyone I work with to extremely high standards. - - 5. I never forget an insult made against myself or my house. - - 6. I’m very excited and enthusiastic about everything my house does. - - 7. I’m representing my house and take great pride in my personal appearance. - - 8. I’m critical of monarchies and opposed to any restrictions on the houses. - - - Ideal - Choose or randomly determine - - - 1. Common Good. My house serves a vital function, and its prosperity will help everyone. (Good) - - 2. Tradition. I uphold traditions of my house and bring honor to my family. (Lawful) - - 3. Innovation. Abandon old traditions and find better ways to do things. (Chaotic) - - 4. Power. I want to ensure the prosperity of my house and wield its power myself. (Evil) - - 5. Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) - - 6. Comfort. I want to ensure that me and mine enjoy the best things in life. (Any) - - - Bond - Choose or randomly determine - - - 1. My house is my family, and I would do anything for my family. - - 2. I love someone from another house, but such relationships are forbidden. - - 3. Someone I love was killed by a rival faction within my house, and I will have revenge. - - 4. I don’t care about the house as a whole, but I would do anything for my old mentor. - - 5. I believe my house needs to evolve to survive, and I need to lead that change. - - 6. I am determined to impress the leaders of my house, and to become a leader myself. - - - Flaw - Choose or randomly determine - - - 1. I’m overly concerned with following established procedures and protocols. - - 2. I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. - - 3. I believe that my house and bloodline makes me better than everyone else. - - 4. I’m concealing a secret that could get me driven from my house. - - 5. I have strong religious beliefs that aren’t shared by others in my house. - - 6. I’m working for a hidden faction in my house that gives me secret assignments. - - Inheritor Survival @@ -56009,53 +53243,6 @@ Khyber dragonshards are found deep in the earth, often near layers of magma. The detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport - - Clawfoot Raptor - M - beast - unaligned - 14 (natural armor) - 16 (3d8+3) - 50 ft. - 17171321210 - - Athletics +5, Perception +5, Stealth +5 - - - - - - 15 - - 1/2 - - Source - Wayfinder's Guide to Eberron, Chapter 3 - - - Pounce - If the clawfoot moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action. - - Prone: - • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. - - • The creature has disadvantage on attack rolls. - - • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. - - - Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. - Claws|5|2d6+3 - - - Bite - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 3) piercing damage. - Bite|5|2d4+3 - - - - Mechanical Servant: Allosaurus L