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Character sheets

Character sheet template

Character Name  
Class & Level Background Player name
     
Race Alignment Experience
     

Proficiency bonus  
Inspiration  

Armor Class

Initiative Speed
     
Hit Dice HP Max HP 
     
Type Saving Throw Value Bonus Proficiency Features & Traits
STR          
DEX        
CON        
INT        
WIS        
CHA        
LCK        

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
           
           
           
           
           
           
           
           
           

Inventory
Money  
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
 

 

Random character creation

Choosing a random character quickens character creation and gives more interesting roleplaying options
-Starting characters are characters of 1st level and they are permitted to multiclass if applicable. Additionally random characters gain one bonus feat from their options of Racial or Cultural in case there is no racial feat available that describes cultural background of the character (can be any feat by DM's discretion)

d100 Race

01 Aasimar 01-33 Fallen 68-00 Scourge 34-67 Protector
02-04 Dragonborn 01-10 Black 11-20 Blue 21-30 Brass 31-40 Bronze 41-50 Copper 51-60 Gold 61-70 Green 71-80 Red 81-90 Silver 91-00 White
05-19 Dwarf 01-45 Hill 91-00 Duergar 46-90 Mountain
20-29 Elf 01-10 Drow 51-60 Sea 11-20 Eladrin 61-70 Shadar-kai 21-50 High 71-00 Wood
30-31 Firbolg
32-33 Gith 01-50 Githyanki 51-00 Githzerai
34-39 Gnome 01-45 Forest 91-00 Deep 46-90 Rock
40-41 Goliath
42 Half-Elf
43 Half-Orc
44-50 Halfling 01-50 Lightfoot 51-00 Stout
51-90 Human
91 Kenku
92 Lizardfolk
93 Monstrous 01-10 Bugbear 51-75 Kobold 11-35 Goblin 76-90 Orc 36-50 Hobgoblin 91-00 Yuan-ti
94 Tabaxi
95-98 Tiefling 01-12 Asmodeus 57-67 Levistus 13-23 Baalzebul 68-78 Mammon 24-34 Dispater 79-89 Mephistopheles 35-45 Fierna 90-00 Zariel 46-56 Glasya
99 Triton
00 Choose

 

You can forgo any bonus to your racial abillities or choose a shortcoming to gain an aditional genetic benefit

GENETIC BENEFIT

Roll or Choose Benefit
1 Skill / Tool Proficiency: You are adept at one thing since birth, a calling. You gain proficiency in one skill or tool of your choice.
2 Enhanced Secondary Senses: A connoisseur, you have advantage with any Wisdom (Perception) checks regarding taste or
3 Night Eyes: 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.
4 Disciplined Lungs: You’ve always had the capacity to hold your breath longer than others. You can go without oxygen for as many minutes as twice your Constitution modifier.
5 Extreme Fortitude. You gain 2 additional hit points at 1st level, plus 1 additional hit point every additional level.
6 Light Sleeper. It’s been a positive and a negative, but you cannot be surprised by sleeping. Alas, it can also be difficult to get a proper night’s sleep.
7 Short Sleeper. You don’t need much. You only require 3 hours of sleep per night to function, and a good night’s sleep is only 4 hours.
8 Eidetic Memory. You remember nearly everything. You automatically pass any Intelligence checks to recall any information you have been exposed to.
9 Empathy. You’ve always been able to understand someone’s emotional state, allowing for sympathy or manipulation. You gain a +2 bonus to Wisdom (Insight).
10 Extra Fatigue. You’ve always been running. You can ignore level 1 and 2 exhaustion effects.
11 Fashion Sense. You look good in anything, from haute couture to dollar store rejects. You have a +1 bonus to all Charisma ability checks.
12 Quick Healer. Very useful when you were a child—you regain 1 additional spent Hit Die when you take a long rest.
13 High Pain Threshold. You can take a punch. When reduced to zero hit points, you do not fall unconscious until you fail your first death save.
14 Disease Immunity. You rarely get sick. You have advantage on saving throws against disease.
15 Poison Immunity. Tastes minty. You have advantage on saving throws against poison
16 Speed Boost. Limber. You gain a +5 foot bonus to speed.
17 Strong Will. Not easy to stare down. You have advantage with Wisdom saving throws; you also have proficiency with Wisdom (Intimidation).
18 Toughness: Each time you suffer damage from a piercing or slashing weapon, you suffer 2 fewer points of damage.
19 Nimbleness: You can move through the space of any creature that is of a size larger than yours.
20 Ornery: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

 

SHORTCOMINGS

1-2 Bad Eyes. It happens to everyone. You need glasses. Without them, you have disadvantage with Wisdom (Perception) checks when using your eyes.
3-4 Long Sleeper: You get…headaches. You need to have at least 8 hours of sleep a night to qualify for having a long rest.
5-6 Bad Hearing: I said, you need hearing aids. Without them, you have disadvantage with Wisdom (Perception) checks with them.
7-8 Hairless: You have no hair. Anywhere. You have disadvantage with Charisma (Persuasion) checks.
9-10 Dwarfism: The accepted term is "little person"— and while rumors of short people having big tempers aren't necessarily true, people should think twice before testing it with you. You choose whether you are size Medium or Small, but your speed is reduced by 5 feet either way.
11-12 Fat: It’s not big boned, you’ve accepted that. You are not slightly overweight. Your speed is reduced by 5 feet.
13-14 Frail Frame: You do not handle pain very well. Each time you suffer damage, you lose 1 additional hit point.
15-16 Albino: You suffer from a condition resulting in a complete lack of melanin. When in direct sunlight, you have disadvantage with Wisdom (Perception) checks when using your eyes.
17-18 Dyslexia: You have disadvantage on checks that involve reading or research unless you take double the usual time to perform them.
19-20 Shyness: You don’t like being in public spaces. You have disadvantage with all Charisma abillity checks

d100 Background

01-07 Acolyte
08-14 Charlatan
15-21 Criminal
22-28 Entertainer
29-35 Folk Hero
36-42 Guild Artisan
43-49 Hermit
50-56 Noble
57-63 Outlander
64-70 Sage
71-77 Sailor
78-84 Soldier
85-91 Urchin
92-00 Choose

d100 Class

01-08 Barbarian
09-16 Bard
17-24 Cleric
25-32 Druid
33-40 Fighter
41-48 Monk
49-56 Paladin
57-64 Ranger
65-72 Rogue
73-80 Sorcerer
81-88 Warlock
89-96 Wizard
97-00 Choose

 

 

Artisan's tools

01-05 Alchemist's supplies
06-10 Brewer's supplies
11-15 Calligrapher's supplies
16-20 Carpenter's tools
21-25 Cartographer's tools
26-30 Cobbler's tools
31-35 Cook's utensils
36-40 Glassblower's tools
41-45 Jeweler's tools
46-50 Leatherworker tools
51-55 Mason's tools
56-60 Painter's tools
61-65 Potter's tools
66-70 Smith's tools
71-75 Tinker's tools
76-80 Weaver's tools
81-85 Woodcarver's tools

Language, basic

01-12 Common
13-24 Dwarvish
25-36 Elvish
37-48 Giant
49-60 Gnomish
61-72 Goblin
73-84 Halfling
85-96 Orc

Language, exotic

01-12 Abyssal
13-24 Celestial
25-36 Draconic
37-48 Deep Speech
49-60 Infernal
61-72 Primordial
73-84 Sylvan
85-96 Undercommon

Instrument

01-10 Bagpipes
11-20 Drum
21-30 Dulcimer
31-40 Flute
41-50 Lute
51-60 Lyre
61-70 Horn
71-80 Pan Flute
81-90 Shawm
91-00 Viol

Skills

01-05 Acrobatics
06-10 Animal Handling
11-15 Arcana
16-20 Athletics
21-25 Deception Skills
26-30 History
31-35 Insight
36-40 Intimidation
41-45 Investigation
46-50 Medicine
51-55 Nature
56-60 Perception
61-65 Performance
66-70 Persuasion
71-75 Religion
76-80 Sleight of Hand
81-85 Stealth
86-90 Survival

Barbarian class skills

01-16 Animal Handling
17-32 Athletics
33-48 Intimidation
49-64 Nature
65-80 Perception
81-96 Survival

Cleric class skils

01-20 History
21-40 Insight
41-60 Medicine
61-80 Persuasion
81-00 Religion

Druid class skills

01-12 Arcana
13-24 Animal Handling
25-36 Insight
37-48 Medicine
49-60 Nature
61-72 Perception
73-84 Religion
85-96 Survival

Fighter class skills

01-12 Acrobatics
13-24 Animal Handling
25-36 Athletics
37-48 History
49-60 Insight
61-72 Intimidation
73-84 Perception
85-96 Survival

Monk class skills

01-16 Acrobatics
17-32 Athletics
33-48 History
49-64 Insight
65-80 Religion
81-96 Stealth

Paladin class skills

01-16 Athletics
17-32 Insight
33-48 Intimidation
49-64 Medicine
65-80 Persuasion
81-96 Religion

Ranger class skills

01-12 Animal Handling
13-24 Athletics
25-36 Insight
37-48 Investigation
49-60 Nature
61-72 Perception
73-84 Stealth
85-96 Survival

Rogue class skills

01-09 Acrobatics
10-18 Athletics
19-27 Deception
28-36 Insight
37-45 Intimidation
46-54 Investigation
55-63 Perception
64-72 Performance
73-81 Persuasion
82-90 Sleight of Hand
91-99 Stealth

Sorcerer class skills

01-16 Arcana
17-32 Deception
33-48 Insight
49-64 Intimidation
65-80 Persuasion
81-96 Religion

Warlock class skills

01-14 Arcana
15-28 Deception
29-42 History
43-56 Intimidation
57-70 Investigation
71-84 Nature
85-98 Religion

Wizard class skills

01-16 Arcana
17-32 History
33-48 Insight
49-64 Investigation
65-80 Medicine
81-96 Religion

Heroes(?)

Heroes(?)

William Stayhal

Character Name William Stayhal
Class & Level Background Player name
Cleric 3 Life domain Acolyte Luka
Race Alignment Experience
Human    

Proficiency bonus 2
Inspiration  

Armor Class

Initiative Speed
17 2  
Hit Dice HP Max HP 
3d8 30(33)  
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   14 +2  

Warcaster(feat)

Shelter of the faithful

DEX   14 +2  
CON   16(19) +3(+4)  
INT   14 +2 History, Investigation, Religion
WIS   18 +4 Insight, Medicine
CHA   14 +2  
LCK   10 +0  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
Mace +4 2d6+2 Guiding bolt +4 4d6+1
Heavy X-bow +4 2d10+2      
           
           
           
           
           
           
           

Inventory
Money 15 arrows, prayer book, Holy symbol, Explorers pack (backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.), Chainmail
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
 

 

Heroes(?)

Alferion Ros Mane Aeternum

Character Name Alferion Ros Mane
Class & Level Background Player name
Wizard 3: Bladesinger   Juraj
Race Alignment Experience
Human (Fallen angel of Death?)    

Proficiency bonus +2
Inspiration  

Armor Class

Initiative Speed
     
Hit Dice HP Max HP 
3d6 22  
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   9 -1   Bladesong
DEX   15 +2  
CON   12 +1  
INT +6 18 +4 Arcana, History, Investigation
WIS +3 12 +1 Perception
CHA   11 0 Persuasion
LCK   8 -1  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
           
           
           
           
           
           
           
           
           

Inventory
Money  
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
 

 

Heroes(?)

Bezz

Character Name Bezz
Class & Level Background Player name
3 Artificer: Armorer Guild Artisan Tomislav
Race Alignment Experience
Goblin Neutral Evil  

Proficiency bonus +2
Inspiration 0

Armor Class

Initiative Speed
18 +3 30
Hit Dice HP Max HP 
3d8 31 31
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   15 +2  

Magical Thinkering

Infuse Item

Right tool for the job

Arcane armor

Armor model

Darkvision 60ft

Fury of the Small

Nimble Escape

DEX   11 +3  
CON * 18 +5  
INT * 16 +3 History, Investigation
WIS   13 +2 Insight
CHA   10 +0 Persuasion
LCK   10 +0  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
War Hammer +3 2d8 + 2 Magic Missile +3 1d4 + 1
Gun +3 4d4 + 3 Thunder Wave +3 2d8
           
           
           
           
           
           
           

Inventory
Money

4 Bullets

Plate armor

Tinker’s tools

Letter of Introduction

Traveler's Clothes

Copper 0
Silver 0
Gold 15
Platinum 0
Other proficiencies and languages
Languages: Common, Ghukliak

 

Heroes(?)

Hardkoo Alastor

Character Name Hardkoo Alastor
Class & Level Background Player name
Druid 3 Criminal Josip Đakovac
     
Race Alignment Experience
Simic Hybrid Chaotic Neutral  

Proficiency bonus +2
Inspiration  

Armor Class

Initiative Speed
13 +2 30
Hit Dice HP Max HP 
3d8 27 27
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   12 +1    
DEX   14 +2  
CON   16 +3  
INT   10 +0  
WIS   15 +2  
CHA   10 +0  
LCK   11 +0  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
           
           
           
           
           
           
           
           
           

Inventory
Money  
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
 

 

Heroes(?)

Grin

Character Name Grin
Class & Level Background Player name
Shadow sorcerer 3 Criminal Robert
Race Alignment Experience
Human    

Proficiency bonus 2
Inspiration  

Armor Class

Initiative Speed
14 - 17 -  4 30
Hit Dice HP Max HP 
3d6 27  
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   8 -1  

Underground contacts, Eyes of the dark, Strength of the Grave, Font of magic (quicken, subtle spell) 3 sorcery points, Warcaster feat,
Cantrips: Mage hand, Green-flame blade, Booming blade, Prestidigitation
1st lvl: Mage armor, Feather fall, Shield
2nd lvl: Shadow balde, Darkness

DEX   18 +4 Acrobatics, Stealth, Thieves tools
CON +5 16 +3  
INT   8 -1  
WIS   11 0 Insight
CHA +3 13 +1 Deception, Intimidation
LCK   18 +4 Gaming dice

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
Dagger +6 2d4+4 Booming blade   1d8 thunder
      Green-flame blade   1 on target 5 ft fire
      Shadow blade   2d8+2 psychic
           
           
           
           
           
           

Inventory
Money  
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
 

 

Heroes(?)

Galaxy

Character Name Galaxy
Class & Level Background Player name
Purple Witch 3 Entertainer Petra
Race Alignment Experience
Changeling    

Proficiency bonus 2
Inspiration  

Armor Class

Initiative Speed
     
Hit Dice HP Max HP 
     
Type Saving Throw Value Bonus Proficiency Features & Traits
STR   10 0  

Curse (Hollow), Cackle, Hexes: Apathy, Doomward, Go unseen, Hallucination, Familiar

Cantrips:

1st lvl: Charm person, Silent image

2nd lvl: Enthrall, Invisibility

DEX   12 +1 Acrobatics +3, 
CON   13 +1  
INT   12 +1 Arcana +3, Nature +3
WIS +5 16 +3  
CHA +7 20 +5 Deception +7, Performance +7, Persuasion +7
LCK   9 -1  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
Light X-Bow +3 2d8+1      
Dagger +3 2d4+1      
           
           
           
           
           
           
           

Inventory
Money  
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages

Light armor

Simple weapons, blowguns, shortswords, and whips
Alchemist supplies, poisoner’s kit

 

Heroes(?)

Ord

Character Name Ord
Class & Level Background Player name
Barbarian Athlete  
Race Alignment Experience
Goblin Neutral Evil  

Proficiency bonus +2
Inspiration  

Armor Class

Initiative Speed
  +3 30
Hit Dice HP Max HP 
1d12 13  
Type Saving Throw Value Bonus Proficiency Features & Traits
STR X 12 +1 Athletics

Darkvision

Fury of the Small

Nimble Escape

Unarmored Defense

Rage

DEX   17 +3 Acrobatics
CON X 12 +1  
INT   9 -1  
WIS   10 0 Animal Handling,Survival
CHA   9 -1  
LCK        

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage

Spear

+3 1d6+1 Piercing      
Javelin +3 1d6+1 Piercing      
           
           
           
           
           
           
           

Inventory
Money

Trophy

Traveler's clothes

Leather ball

An explorer’s pack

four javelins

Copper  
Silver  
Gold 100
Platinum  
Other proficiencies and languages

Languages: Common and Goblin

Vehicles

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons

 

Famili msmber depth

Dvandelion

 

Heroes(?)

Zoro

Character Name Zoro
Class & Level Background Player name
Barbarian 3 Gruul Anarch Ana
Race Alignment Experience
Gnoll    

Proficiency bonus +2
Inspiration  

Armor Class

Initiative Speed
15 +1 30
Hit Dice HP Max HP 
3d12 37  
Type Saving Throw Value Bonus Proficiency Features & Traits
STR +6 19 +4 Atlethics +5

Rage, Unarmored defense, Danger sense, Reckless attack, 

Corpse lore, Ghul hide, Ghul jaws, Ghul resilience, Sacrosanct Death, Scavenger’s Feast, Ghûl-Friend-Speech

Scent of life, Scent of death, Signing

DEX +1 12 +1  
CON +5 16 +3  
INT +0 10 +0  
WIS +1 12 +1 Survival +3, Perception +3, Animal handling +3
CHA   11 +0 Intimidate +2
LCK   11 +0  

Weapons/Attacks
Spells
Name ATK bonus Damage Name ATK bonus Damage
Maul +6 2d6+4 (2d6+6)      
Jaw +6 1d4+4 (1d4+6)      
           
           
           
           
           
           
           

Inventory
Money  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 pouch containing 10gp
Copper  
Silver  
Gold  
Platinum  
Other proficiencies and languages
Herbalism kit

Background

Background

Entertainer

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

Source: Player's Handbook

Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, one type of musical instrument
Languages: None
Equipment: A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15gp

Variants

Gladiator

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

Features

Entertainer Routines

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

d10 Entertainer Routine
1 Actor
2 Dancer
3 Fire-eater
4 Jester
5 Juggler
6 Instrumentalist
7 Poet
8 Singer
9 Storyteller
10 Tumbler

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

Suggested Characteristics

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

Personality Traits

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.

Ideals

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)

Bonds

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.

Flaws

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.
Background

Backgrounds

• Acolyte
• Anthropologist
• Archaeologist
• Athlete
• Charlatan
• City Watch
• Clan Crafter
• Cloistered Scholar
• Courtier
• Criminal
• Entertainer
• Faceless
• Faction Agent
• Far Traveler
• Feylost
• Fisher
• Folk Hero
• Gladiator
• Guild Artisan
• Guild Merchant
• Haunted One
• Hermit
• House Agent
• Inheritor
• Investigator
• Knight
• Knight of the Order
• Marine
• Mercenary Veteran
• Noble
• Outlander
• Pirate
• Sage
• Sailor
• Shipwright
• Smuggler
• Soldier
• Spy
• Urban Bounty Hunter
• Urchin
• Uthgardt Tribe Member
• Waterdhavian Noble
• Witchlight Hand

Ravnica

• Azorius Functionary
• Boros Legionnaire
• Dimir Operative
• Golgari Agent
• Gruul Anarch
• Izzet Engineer
• Orzhov Representative
• Rakdos Cultist
• Selesnya Initiate
• Simic Scientist

Background

Gruul Anarch

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.

Source: Guildmaster's Guide to Ravnica

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 pouch containing 10gp (Azorius 1-zino coins)

Features

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.)

Gruul Guild Spells

Spell Level Spell
Cantrip Fire BoltProduce Flame
1st Compelled DuelSpeak With AnimalsThunderwave
2nd Beast SenseShatter
3rd Conjure AnimalsConjure Barrage
4th Dominate BeastStoneskin
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.

Personality Traits

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.]

Ideals

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)

Bonds

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.]

Flaws

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.

Gruul Contacts

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.

Non-Gruul Contacts

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.

Feats

Feats

Feats

• Aberrant Dragonmark
• Actor
• Alert
• Artificer Initiate
• Athlete
Blackpowder Expert
Blood Hound
Charger
• Chef
• Crossbow Expert
• Crusher
• Defensive Duelist
• Dual Wielder
• Dungeon Delver
• Durable
• Eldritch Adept
• Elemental Adept
• Fey Touched
• Fighting Initiate
• Gift of the Chromatic Dragon
• Gift of the Gem Dragon
• Gift of the Metallic Dragon
• Grappler
• Great Weapon Master
• Gunner
• Healer
• Heavily Armored
• Heavy Armor Master
Hulking Figure
• Inspiring Leader
Iron Gut
• Keen Mind
• Lightly Armored
Lightning Caster
• Linguist
• Lucky
• Mage Slayer
• Magic Initiate
• Martial Adept
• Medium Armor Master
• Metamagic Adept
• Mobile
• Moderately Armored
• Mounted Combatant
Nimble physique
Nocturnal
Observant
• Piercer
• Poisoner
• Polearm Master
• Resilient
• Ritual Caster
• Savage Attacker
Scater Weapon Master
Sentinel
• Shadow Touched
• Sharpshooter
• Shield Master
• Skill Expert
• Skilled
• Skulker
• Slasher
• Spell Sniper
• Strixhaven Initiate
• Strixhaven Mascot
• Tavern Brawler
• Telekinetic
• Telepathic
Thrown Weapon Master
Tough
• War Caster
• Weapon Master
Weaver of Maledictions
Witch Hunter

Feats

Racial feats

• Bountiful Luck
• Dragon Fear
• Dragon Hide
• Dwarven Fortitude
• Drow High Magic
• Elven Accuracy
• Fade Away
• Fey Teleportation
• Flames of Phlegethos
• Infernal Constitution
• Orcish Fury
• Prodigy
• Revenant Blade
• Second Chance
• Squat Nimbleness
• Svirfneblin Magic
• Wood Elf Magic

Feats

Just random feats

Blackpowder Expert (GrimHollow)

Prerequisite: Proficiency with advanced weapons
You are well-versed in the use of Blackpowder weapons and wield them with deadly efficiency. You gain the following benefits:
• You ignore the loading property of Blackpowder weapons with which you are proficient.
• Whenever a hostile creature moves within 10 feet of you, and you did not move on your last turn, you can use a reaction to make a ranged weapon attack against that creature.

Blood Hound (GrimHollow)

Prerequisite: Wisdom 13 or higher
Your keen senses are heightened beyond that of most people. Whether these senses were heightened through training, through the loss of other senses, or they simply matured as you did, you gain the following benefits:
• While conscious, whenever a creature that is small or larger moves, within 10 feet of you, you immediately become aware of its presence.
• Your attack rolls do not have disadvantage against invisible creatures that you are aware of.
• You have advantage on Wisdom (perception) and Wisdom (survival) checks that rely on sound or smell.

Docker’s Jank (Zeitgeist)

In a band, every musician has to know his bandmates’ parts in case they need to switch places or pick up the slack. Choose up to four allies; you may change your chosen allies if you spend a few hours training with them. You and those allies can each use Help as a bonus action, but only to aid you or one of your chosen allies. Once a character uses this ability, he or she must take a short or long rest before doing so again.
Additionally, once per day as a bonus action you can shout a line from an inspiring song to grant an ally a Bardic Inspiration die, a d6.
The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at
15th level. Except for the limited use, this functions as the Bardic
Inspiration feature.

Hulking Figure (GrimHollow)

Prerequisite: Strength 13 or higher
You are a broad and formidable size for your race, either due to extensive training or natural build. You gain the following benefits:
• You count as one size larger (to a maximum size of large) when determining your carrying capacity and the weight you can push, drag, and lift.
• When you hit a creature with a melee attack, if you used your strength modifier to hit the creature, you deal an additional 1d4 damage. This damage is of the same type as the weapon attack.
• Whenever you attempt a Charisma (intimidation) check against a creature of your size or smaller, you can add your Strength modifier to the result.

Iron Gut (GrimHollow)

Prerequisite: Constitution 13 or higher
You eat like a giant and drink like a fish. Years of punishing your stomach and liver have led to a powerful fortitude. You gain the
following benefits:
• You have advantage on Saving Throws against being poisoned.
• Upon completing a long rest, you regain 1 additional spent Hit Dice.
• As an action, you can spend Hit Dice to heal yourself, as if you have taken a short rest. You can use this ability a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Lightning Caster (GrimHollow)

Prerequisite: The ability to cast at least one cantrip
Your rapid-fire style of casting cantrips allows you to weave magic with uncanny speed, granting you the following benefit:
• Whenever you cast a cantrip that can only target a single enemy, you can use your bonus action to target two enemies within 5 feet of one another instead.

Nimble Physique (GrimHollow)

Prerequisite: Dexterity 13 or higher
You are small and thin for your race. You have a mysterious and consistent ability to avoid danger. This feat grants the following benefits:
• As long as you are not wearing armour, you may take the dodge action as a bonus action. You can use this feature a number of times equal to your Dexterity modifier (minimum of once) per long rest.
• You can fit and squeeze through spaces as though you were one size smaller than you are.
• Moving through spaces occupied by allies does not impose movement penalties.

Nocturnal (GrimHollow)

Due to extensive exposure to the dark, and possible supernatural abilities, you have an unmatched ability to fight adversaries in the dark. You gain the following benefits:
• You gain Darkvision with a radius of 60 feet. If you already have darkvision, then the radius of your darkvision increases by 30 feet, to a maximum of 120 feet.
• You have advantage on Dexterity (Stealth) checks while in dim light or nonmagical darkness.

Proper Ending (Zeitgeist)

With the dire knowledge that the world shall end in ice, you do what you can to prevent such fate from befalling your allies. As a bonus action, you can touch a dying creature or a creature that died in the past round. That creature is restored to life if dead, stabilizes, and is considered to have failed no death saving throws, but remains unconscious. The body must be relatively intact. This ability doesn’t function on decapitated or disintegrated creatures, for example.
As an action, you can concentrate on your own mortality in order to manifest a zone of cold in a 10-foot radius around you. Once manifested, the zone is stationary, and it lasts until you dismiss it as a bonus action, or you fall unconscious.
At the start of your turn, creatures in the zone take 1d6 cold damage. This increases to 2d6 at 5th level, 3d6 at 11th level, and
4d6 at 17th level. Creatures in the zone cannot heal or gain temporary hit points. Since you manifested this fragment of the world’s
icy end, you are affected by the zone even if you are not inside it, and you cannot reduce the damage this power deals to you by
any means. Other creatures’ resistances and immunities can still protect them.
Once you manifest this zone, you cannot use it again until you complete a long rest.

Scatter Weapon Master (GrimHollow)

Prerequisite: Proficiency in Advanced Weapons
Through many hours spent using these destructive weapons, whether on the training grounds or setting hag huts ablaze, you have gained immense experience with scatter weapons and gain the following benefits:
• Critical hits double the damage dealt by the Scatter property on a failed save.
• When making an attack with a weapon with the Scatter property, you may choose any number of targets to gain advantage on saving throws caused by your attack.
• You ignore the Loading quality of Scatter weapons with which you are proficient.

Skyseer Vision (Zeitgeist)

As a bonus action you may touch an ally and give them insight into future actions. The touched ally chooses one of the following — attack roll, saving throw, ability check, or skill check — and then rolls a d20. The next time the ally would make the same type of roll before the end of the encounter, they may use the previously rolled result or opt to make a new roll. If the ally has advantage or disadvantage, only the first roll is replaced.
After using this ability you must take a short or long rest before you can use it again.
As part of a long rest during which the night sky is visible, youmay focus your mind on the future and receive a prophetic dream regarding one question. Upon completion of your rest you awaken with insights into the future as though you had cast a divination spell regarding a task you plan to take the following day.

The Man with Two Guns Is God (Zeitgeist)

You have discovered the coolest fighting style in the world. You can draw and stow two firearms when you would normally be able to draw or stow only one. You can use two weapon fighting with dual pistols (or target pistols) just as with light melee weapons. Any creature you attack with a firearm cannot make opportunity attacks until the start of your next turn.
You are proficient in gunsmithing tools. Crafting common firearms only requires time and money. Crafting a grenade takes 25 gp of materials. Doing it safely takes 10 days of work, or you can rush it in 1 day, but then must succeed on a DC 10 Intelligence check or else the grenade explodes and injures you.
Likewise, you can craft target pistols, rifled carbines, or rifled muskets by paying half their price for raw materials, then spending a day for every 5 gp of total price to craft the item from scratch. Or you can take a normal firearm, spend 25 gp on a rifling kit, and successfully make a DC 10 Intelligence check to upgrade the weapon in a single day. If you fail this check, the weapon is ruined. Whenever you take a long rest, choose two firearms in your possession to maintain. Those weapons cannot misfire for 24 hours.

Thrown Weapon Master (GrimHollow)

You excel at thrown weapons and gain the following benefits:
• When you take the attack action to throw a weapon with the Thrown property, you may immediately use a bonus action to make two more attacks with a Thrown weapon. These must also be thrown attacks. You may use this ability a number of times equal to your dexterity or strength modifier per short rest.
• If you throw a weapon as part of an attack, you may immediately draw another onehanded weapon as part of that attack.

Weaver of Maledictions (GrimHollow)

Prerequisite: The ability to cast at least one spell
You have learned how to use effigy dolls when cursing your targets. These dolls take 8 hours to create and can only be used on the target that the effigy was created to resemble. Only you can benefit from dolls you have created. When you use an effigy doll you gain the following benefits:
• The target of the curse has disadvantage on their initial saving throw.
• The target of your curse does not know that you tried to curse them upon a successful save against being cursed.

Witch Hunter (GrimHollow)

You have honed and perfected your skills fighting against spellcasters. You gain the following benefits:
• Whenever a hostile creature targets you with a spell, make a Wisdom saving throw against the spellcaster’s spell save DC. On a success, the creature must choose a new target or lose the spell. This does not protect you from area effects, such as the explosion of a fireball.
• Whenever you hit a spellcaster with a melee attack, the target’s speed is reduced by 10 feet until the beginning of your next turn.
• You have advantage on saving throws against being cursed.

Soul points

Soul Points represent a character’s psychological and spiritual
fortitude in the face of soul-consuming decay.
Each character has a Soul Point supply of 5 plus their
Wisdom Modifier per level. In addition, spellcasters gain
1 more point for every Spell Slot they have. Exceptionally,
Warlocks gain 3 points for Spell Slot.
Soul Points = [(5 + Wisdom Modifier) x character level] +
spell slots
The following chart makes it easier to determine how many
slots a character has per level.

SOUL POINT LOSS
Characters will lose their precious Soul Points every time
they deal with supernatural events, dread manifestations of
Ènferun and when attacked by creatures of the dark.
Characters reaching 0 Soul Points become Possessed: a new
condition described below.
Here are the most frequent causes for Soul Point Loss:

 Spellcasting: Whenever a character casts a 1st level spell
or greater, they lose 1 Soul Point, unless it is a Holy
Spell.
-
 A Holy Spell is defined as any spell that deals radiant
damage, or by the presence of the words “holy”, “divine”
or “faithful” in the spell’s name; in addition, all spells
from the School of the Moon are to be considered Holy.

 Vile Foe: Whenever a character faces Aberrations, Fiends
or Undead, they must make a successful Wisdom Saving
Throw (DC 10 + half the creature’s Challenge Rating,
rounded down to a minimum of 10) or losing as much
Soul Points as the creature’s Challenge Rating (to a
minimum of 1; further encounters with the same kind
of creature during the same day involve no further
Saving Throws.


Challenge rating 1 or less
Challenge rating 2 or 3
Challenge rating 4 or 5
Challenge rating 10 or 11
Challenge rating 18 or 19
DCDCDCDCDC10
11
12
15
19
Might of the Soul: As a bonus action, a character can
sacrifice their Soul Points, from a minimum of 1 to
a maximum equal to their level plus their Charisma
modifier, to obtain as many bonus Temporary Hit
Points, that last until spent; however, a character cannot
willingly sacrifice all their remaining Soul Points using
this ability.
Overwhelming Temptation (optional): Whenever a
character indulges in sin, allows themselves be tempted
by darkness and befittingly portrays a behavioural
flaw, they can choose to roll 1d4, 1d6, 1d8, or 1d10
to determine how many Soul Points they can trade
for a bonus to any Ability check, Saving Throw or
Attack Roll performed in the following turn; the name
Overwhelming Temptation suggests that it is up to
the NM to provide an opening, such as an ethical bind
or too tempting an opportunity, for the character to
show their deplorable side and act out accordingly. This
mechanic is intended to be optional: using it in game
sessions or not should be discussed by the NM and the
players prior to the game.
A Taste of Darkness (optional): When brought to 0 hit
points, a character can use their last moments of clarity
to linger in the surrounding darkness and delve into
their own soul to find the same darkness. By doing
so, they can opt for losing Soul Points equal to their
character level to stay at 1 hit point instead of 0; once
used, a character can resort to Taste of Darkness only
after a Short or Long Rest.

Evil Creature Assault: Most creatures from Ènferun
add spiritual damage to the physical one, causing Soul
Point loss. Any creature listed in the Bestiary has the
amount of spiritual damage it deals reported in its
statistics; however, if a NM wanted to employ creatures
of its own creation or taken from another rulebook, the
following guidelines might help them determine the
amount of spiritual damage dealt per round according
to the monsters’ Challenge Rating.
Note: Not all monsters have to deal spiritual damage; if
every fight involves this kind of game mechanic it might
become boring, predictable, or needlessly deadly.
Challenge Rating of 1 or lower: 1 or 2 Soul Points lost
per round
Challenge Rating from 2 to 4: 3 (1d4) Soul Points lost
per round
Challenge Rating from 5 to 7: 4 (1d6) Soul Points lost
per round
Challenge Rating from 8 to 10: 5 (2d4) Soul Points
lost per round
Challenge Rating from 11 to 14: 7 (2d6) Soul Points
lost per round
Challenge Rating 15 to 17: 10 (3d6) Soul Points lost
per round
Challenge Rating from 18 to 20: 12 (5d4) Soul Points
lost per round
Challenge Rating over 20: 15 or more (6d4 or 4d6)
Soul Points lost per round

Narrative Soul Point Loss: From time to time, the
NM might need to inflict a Soul Point loss to increase
tension and put the characters under pressure. Any NM
should find a kind of balance fit for his party, keeping in
mind that Soul Point loss is the primary cause of death
in Nightfell, because a Possessed character with 0 hit
points dies instantly.
Narrative Soul Point losses per day should
approximately be equal to: character’s level + 2
Example: Over the day (between one Long Rest and the
next one), a NM dealing with 2nd level characters should
inflict at most a Narrative Soul Point loss up to 4 points; if
the characters were 10th level, the narrative Soul Point loss
could sum up to 12 points.

REGAINING SOUL POINTS
A character’s spiritual fortitude can be regained by meditat-
ing or simply committing to small things and earthly matters,
to rediscover life’s bright side and momentarily forget about
the looming darkness.
After they complete a short rest, a character regains 1 +
Wisdom modifier (to a minimum of 1) Soul Points for every
spent Hit Dice.
NB: A character with full Hit Points can still spend their Hit Die
to regain Soul Points in this way.
After they complete a long rest, a character regains an amount
of Soul Points equal to their highest ability among Intelligence,
Wisdom and Charisma. Such versatility represents the way
different characters deal with trauma in their sleep: an intel-
ligent character will try and understand, learn from their mis-
takes, and rationalize their fears; a wise character will follow a
philosophical or a religious path, reassuring themselves with
thoughts of transcendence and higher purposes; a charismatic
character will try and find their inner strength, their resolve to
go on and overcome any adversity.
Other ways to spiritually recover, such as the Lunar Blessing,
are explained in the related paragraphs below.

POSSESSION
When a character reaches 0 Soul Points they become Possessed,
haunted by evil spirits who try to lure them to their death.
If a character reaches 0 Hit Points while Possessed, they
will not be able to resort to a Saving Throw vs. Death, thus
meeting their doom with swift simplicity.
If confronted with a situation that entails Soul Point
Loss, the character will instead gain an Exhaustion Level.
A Possessed character is unable to regain Soul Points in any way.
The only way to get rid of Possession is to undergo an
adequate Cleansing Ritual such as Interdiction from Evil (a
ritual that can be celebrated by any character, yet often needs
more officiants, and could pose risks for both those trying to
remove the Possession and the Possessed one), or alternatively
a Lunar Blessing, specialty of the Lunar Cultists.
Below, a recap:
• Possessed: the character cannot recover Soul Points; if
reduced to 0 Hit Points, they die (without any Saving
Throw vs. Death); any time they are supposed to lose
further Soul Points, they gain an Exhaustion level, instead.
PORTRAYING A POSSESSED ONE
A Possessed character needs the player to display their char-
acter’s worst vices, flaws and whatever resides in the dark-
est edges of their heart, with grim morbidity. Their identity
twisted yet faithful to themselves. Bravery turns into reck-
lessness, fear into aggression, mistrust into xenophobia and
contempt, justice into thirst for vengeance. A knight bent on
vanquishing evil becomes a merciless slaughterer dwelling on
absolutes.
These guidelines remind of the Overwhelming Temptation
(see above) yet taken to extremes and prolonged over time.
In a similar way, a merciful NM could reward a player thor-
oughly portraying their character’s possession with a 1d6 roll
result, usable only once per Possession state, to add as a bonus
to any Ability Check, Saving Throw or Attack Roll.

INTERDICTION FROM EVIL
This ritual requires an hour to complete and a variable num-
ber of participants: generally, the more characters who are
involved the lesser the risks.

Characters’ perspective
The characters bind the Possessed one with a rope, they
put them on their knees and then they draw a circle of
salt around them in the shape of an apotropaic circle.
The characters place themselves on the circle, then they
take turns reciting the first couplet of the Prayer for
Interdiction. If the prayer is successful, the ritual continues;
if not, the Possessed one and the officiant are trapped in a
dark vortex that might drain their very soul, unless another
officiant resume the ritual from when it failed.
When all four couplets are recited successfully, the
Possessed one is relieved from their condition, and all of
the characters can finally rest.
If one of the officiants allows themselves to be drawn
into the inner darkness of the Possessed one or loses
all their Soul Points the ritual fails, and the officiant
becomes Possessed themselves (this particular kind of
Possession arises suddenly, violently, and dramatically
and the newly Possessed could try to harm or kill their
companions, especially the one undergoing the ritual, or
unleash their most vile urges and flaws).
NB: No bonus for a proper interpretation should be
awarded by the NM in the case of total failure. If
deemed necessary, the NM could even suggest a course
of action to the player or rather temporarily taking
control of the character.
The ritual requires at least three officiants, three as the
Lunar Phases (not counting the New Moon, dark and
shadowed, symbolized by the Possessed one placed
at the centre of the glyph. If the officiants try to back
out and the ritual is interrupted before completion,
the Possessed one dies instantly, while the officiants
feel their souls torn away and dragged into Ènferun,
incurring themselves in the risk of Possession.

Players' perspective
The ritual requires at least three participants. As
long as three characters abide and stay in the circle,
the ritual may carry on. When their turn comes, any
officiant may decide to leave the ritual. If the ritual is
interrupted because fewer than three officiants remain,
the Possessed one will die instantly, whereas all the
officiants lose 1d6 Soul Points and an additional 1d6 for
every couplet successfully recited so far.
The players agree upon an order to recite, which must
be followed throughout the ritual. In turn, players roll
an Intelligence (Religion) check, DC 10 + 1 for every
previous attempt (be it success or failure).
-
-
(optional rule: if you want to add further difficulty and
suspense to the game table, you can employ a rule by which
the dice must be rolled on the Hex Glyph on the Possessed
one’s sheet; if the dice rolls out of it, the attempt fails
automatically)
Success: The player/character may recite the following
couplet (two verses). Once the fourth couplet is closed,
the ritual succeeds.
Failure: The Possessed character gains an Exhaustion
Level, the officiant loses 1d4 Soul Points for each
preceding couplet minus their Charisma modifier. The
following character restarts from the failed couplet, not
yet correctly recited (DC is increased by 1).
Once every couplet has been recited correctly and in an
orderly fashion, meaning the party got four successful
rolls, the ritual ends, and the Possessed character is
relieved from their wretched state, regains 1 Soul Point
and will be able to recover the Exhaustion Levels and
Soul Point loss in the usual ways.
If one of the officiants reaches 0 Soul Points by failing
in reciting their couplet, the ritual fails, and said
officiant is in turn Possessed (such Possession often
manifests dramatically, violently, and suddenly: the new
Possessed one may try to kill the other Possessed one, or
turn against their companions, or give in destructively
to their fear and anger or other negative impulse).
NB: In such a disastrous circumstance, even a successful
interpretation should not be awarded by the NM, whom
could even suggest a different course of action to the player or
temporarily take control of the character.
Here, the ritualistic formula:
“Come unto us, o moon light,
may thy splendour guide our rite.
Spawn of void, accursed Fiend,
to leave this body, our prayer bids.
Light be still, stand the will,
may life win whatever ill.
Thus, we exile thee through the door
of a dark mirror forevermore.”

Inspiration uses

ACCURATE

You may reroll any attack roll, saving throw, or ability check including those with advantage/disadvantage and choose which result you wish to use.

CONCENTRATING

If you would fail a concentration check, you can decide to succeed instead.

EXPEDITIOUS

You can take your turn now, changing your place in the initiative order and acting simultaneously (or interrupting if the DM allows) as those taking their turns.

HEROIC

You gain a die of inspiration based on your proficiency bonus. You can add this die to any attack roll, saving throw, or ability check and this die expires after a rest. (+2=d4), (+3=d6), (+4=d8). (+5=d10), (=6=d12)

INVIGORATING

As an action, you may gain a number of temporary hit points equal to your level. These points are lost after a short rest.

RECOVERING

You may regain a single use ability that normally can only be used after a short rest.

·         Rejuvenating:

You may spend a hit die as a bonus action.

·         Smiting:

 Before rolling an attack roll, decide to use inspiration or not. If you use it in this way, if your attack hits, it is considered a critical. If you roll a natural critical, you gain your inspiration back.

·         Stalwart:

While unconscious and dying, you can check off one success.

·         Swift:

You gain a special action which you can immediately use to: Make one melee or ranged attack; cast a cantrip with a casting time of 1 action or bonus action, or take the Dash, Disengage, Dodge, Help, or Hide action.

VITAL RECOVERY

By spending Inspiration, you can spend a hit die, roll it
by adding the Constitution modifier and recover an equal
amount of hit points. From level 5 you can spend and roll
up to two dice, adding the modifier to both, from level 11
to three dice and from level 17 to four dice.
You can spend Inspiration in this way at any time you are
using the action or reaction as part of it.


RESOURCES RECOVERY

Each Profession specifies a special resource that can be
recovered by spending Inspiration. Generally, it is something
that is recovered through a short rest. It is not possible
to spend further Inspiration in this way until the end of a
short or long rest. The complete tables with the resources
that can be recovered by spending Inspiration can be found
in the Historia corebook.


SPECIAL: STORY OVER RULES

A special way of using Inspiration is to manage a series of
very effective actions that the rules cannot define: when a
player proposes an action that is not covered by the rules
which would bring fun to the table without distorting the
core of the game, you can accept it if the player spends an
Inspiration that they already have.
If, for example, the fighter in the group decides to grab
with a whip the arm of the evil soldier who is about to kill
the merchant, you can, at your discretion, accept the action
asking them to spend Inspiration and make an attack roll.

When your GM (or other
circumstances) would grant you the
use of inspiration, you may instead be
granted the use of a cliché. You may
use a cliché as an action, bonus action,
or reaction. You may choose any cliché
from the list, though it must pertain to
the story or otherwise be feasible.
Work with your GM if there is a cliché
you think would be appropriate to your
game.


Wound Cauterizing:

When you have
less than half of your total hit points,
you may use fire to heal some of
your wounds. You may use any fire
currently around you or any fire you
make. When you seal up your wounds,
you heal 2 hit points per level of your
character.


Too Cool for Explosions:

If there is an
explosion, and you are required to
make a saving throw, you can turn
away from the explosion and walk
15 feet away from it. You only
take half damage from the effect
if you fail your saving throw and
no damage if you succeed on
your saving throw.
Additionally, you have +1 on
Intimidation checks made against any
creatures who saw the explosion.


Nooooooooo!:

When an ally within 120
feet of you falls to 0 hit points and
goes unconscious, you can belt out a
tremendous cry of anguish. All allies
within 30 feet of you have advantage
on their next roll,
including any allies
at 0 hit points.