# Characters # 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(?) # William Stayhal
**Character Name**William Stayhal
**Class & Level****Background****Player name**
Cleric 3 Life domainAcolyteLuka
**Race****Alignment****Experience**
Human
---
**Proficiency bonus**2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
172
**Hit Dice****HP** **Max****HP**
3d830(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+2History, Investigation, Religion
**WIS** 18+4Insight, Medicine
**CHA** 14+2
**LCK** 10+0
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
Mace+42d6+2Guiding bolt+44d6+1
Heavy X-bow+42d10+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**
# 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**
3d622
**Type****Saving Throw****Value****Bonus****Proficiency****Features & Traits**
**STR** 9-1 [Bladesong](https://dnd.andrej-katic.from.hr/books/classes/page/bladesinger#bkmrk-bladesong)
**DEX** 15+2
**CON** 12+1
**INT**+618+4Arcana, History, Investigation
**WIS**+312+1Perception
**CHA** 110Persuasion
**LCK** 8-1
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
---
**Inventory**
**Money**
Copper
Silver
Gold
Platinum
**Other proficiencies and languages**
# Bezz
**Character Name**Bezz
**Class & Level****Background****Player name**
3 [Artificer](https://dnd.andrej-katic.from.hr/books/classes/chapter/artificer): [Armorer](https://dnd.andrej-katic.from.hr/books/classes/page/armorer)[Guild Artisan](https://d-n-d5e.fandom.com/wiki/Guild_Artisan)Tomislav
**Race****Alignment****Experience**
[Goblin](http://dnd5e.wikidot.com/goblin)Neutral Evil
---
**Proficiency bonus**+2
**Inspiration**0
**Armor** **Class** **Initiative****Speed**
18+330
**Hit Dice****HP** **Max****HP**
3d83131
**Type****Saving Throw****Value****Bonus****Proficiency****Features & Traits**
**STR** 15+2 [Magical Thinkering](https://dnd.andrej-katic.from.hr/books/classes/page/artificer-features#bkmrk-magical-tinkering) [Infuse Item](https://dnd.andrej-katic.from.hr/books/classes/page/artificer-features#bkmrk-infuse-item) [Right tool for the job](https://dnd.andrej-katic.from.hr/books/classes/page/artificer-features#bkmrk-the-right-tool-for-t) [Arcane armor](https://dnd.andrej-katic.from.hr/books/classes/page/armorer#bkmrk-arcane-armor) [Armor model](https://dnd.andrej-katic.from.hr/books/classes/page/armorer#bkmrk-armor-model) Darkvision 60ft Fury of the Small Nimble Escape
**DEX** 11+3
**CON**\*18+5
**INT**\*16+3History, Investigation
**WIS** 13+2Insight
**CHA** 10+0Persuasion
**LCK** 10+0
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
War Hammer+32d8 + 2[Magic Missile](https://roll20.net/compendium/dnd5e/Magic%20Missile#content)+31d4 + 1
Gun+34d4 + 3[Thunder Wave](https://roll20.net/compendium/dnd5e/Thunderwave#content)+32d8
---
**Inventory**
**Money**4 Bullets Plate armor Tinker’s tools Letter of Introduction Traveler's Clothes
Copper0
Silver0
Gold15
Platinum0
**Other proficiencies and languages**
Languages: Common, Ghukliak
# Hardkoo Alastor
**Character Name**Hardkoo Alastor
**Class & Level****Background****Player name**
Druid 3CriminalJosip Đakovac
**Race****Alignment****Experience**
Simic HybridChaotic Neutral
---
**Proficiency bonus**+2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
13+230
**Hit Dice****HP** **Max****HP**
3d82727
**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**
# Grin
**Character Name**Grin
**Class & Level****Background****Player name**
Shadow sorcerer 3CriminalRobert
**Race****Alignment****Experience**
Human
---
**Proficiency bonus**2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
14 - 17 - 430
**Hit Dice****HP** **Max****HP**
3d627
**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+4Acrobatics, Stealth, Thieves tools
**CON**+516+3
**INT** 8-1
**WIS** 110Insight
**CHA**+313+1Deception, Intimidation
**LCK** 18+4Gaming dice
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
Dagger+62d4+4Booming 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**
# Galaxy
**Character Name**Galaxy
**Class & Level****Background****Player name**
[Purple](https://dnd.andrej-katic.from.hr/books/classes/page/purple-magic) [Witch](https://dnd.andrej-katic.from.hr/books/classes/page/witch-overview) 3[Entertainer](https://dnd.andrej-katic.from.hr/books/characters/page/entertainer)Petra
**Race****Alignment****Experience**
[Changeling](https://dnd.andrej-katic.from.hr/books/races/page/changeling)
---
**Proficiency bonus**2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
**Hit Dice****HP** **Max****HP**
**Type****Saving Throw****Value****Bonus****Proficiency****Features & Traits**
**STR** 100 [Curse](https://dnd.andrej-katic.from.hr/link/5#bkmrk-witch%E2%80%99s-curse) ([Hollow](https://dnd.andrej-katic.from.hr/link/9#bkmrk-hollow.-your-soul-ha)), [Cackle](https://dnd.andrej-katic.from.hr/books/classes/page/witch-features#bkmrk-cackle), [Hexes](https://dnd.andrej-katic.from.hr/link/5#bkmrk-hexes): [Apathy](https://dnd.andrej-katic.from.hr/link/11#bkmrk-abateas-an-action%2C-c), [Doomward](https://dnd.andrej-katic.from.hr/link/11#bkmrk-doomwardas-an-action), [Go unseen](https://dnd.andrej-katic.from.hr/link/11#bkmrk-go-unseenas-an-actio), [Hallucination](https://dnd.andrej-katic.from.hr/link/138#bkmrk-hex%3A-hallucinationst), [Familiar](https://dnd.andrej-katic.from.hr/link/5#bkmrk-familiar), Cantrips: 1st lvl: [Charm person](https://dnd.andrej-katic.from.hr/books/magic/page/charm-person), [Silent image](https://dnd.andrej-katic.from.hr/books/magic/page/silent-image) 2nd lvl: [Enthrall](https://dnd.andrej-katic.from.hr/books/magic/page/enthrall), [Invisibility](https://dnd.andrej-katic.from.hr/books/magic/page/invisibility)
**DEX** 12+1Acrobatics +3,
**CON** 13+1
**INT** 12+1Arcana +3, Nature +3
**WIS**+516+3
**CHA**+720+5Deception +7, Performance +7, Persuasion +7
**LCK** 9-1
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
Light X-Bow+32d8+1
Dagger+32d4+1
---
**Inventory**
**Money**
Copper
Silver
Gold
Platinum
**Other proficiencies and languages**
Light armor Simple weapons, blowguns, shortswords, and whips Alchemist supplies, poisoner’s kit
# Ord
**Character Name**Ord
**Class & Level****Background****Player name**
BarbarianAthlete
**Race****Alignment****Experience**
GoblinNeutral Evil
---
**Proficiency bonus**+2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
+330
**Hit Dice****HP** **Max****HP**
1d1213
**Type****Saving Throw****Value****Bonus****Proficiency****Features & Traits**
**STR**X12+1AthleticsDarkvision Fury of the Small Nimble Escape Unarmored Defense Rage
**DEX** 17+3Acrobatics
**CON**X12+1
**INT** 9-1
**WIS** 100Animal Handling,Survival
**CHA** 9-1
**LCK**
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
Spear +31d6+1 Piercing
Javelin+31d6+1 Piercing
---
**Inventory**
**Money**Trophy Traveler's clothes Leather ball An explorer’s pack four javelins
Copper
Silver
Gold100
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
# Zoro
**Character Name**Zoro
**Class & Level****Background****Player name**
Barbarian 3[Gruul Anarch](https://dnd.andrej-katic.from.hr/books/characters/page/gruul-anarch)Ana
**Race****Alignment****Experience**
[Gnoll](https://dnd.andrej-katic.from.hr/books/races/page/ghul)
---
**Proficiency bonus**+2
**Inspiration**
**Armor** **Class** **Initiative****Speed**
15+130
**Hit Dice****HP** **Max****HP**
3d1237
**Type****Saving Throw****Value****Bonus****Proficiency****Features & Traits**
**STR**+619+4Atlethics +5[Rage, ](https://dnd.andrej-katic.from.hr/link/17#bkmrk-rage)[Unarmored defense,](https://dnd.andrej-katic.from.hr/link/17#bkmrk-unarmored-defense) [Danger sense,](https://dnd.andrej-katic.from.hr/link/17#bkmrk-danger-sense) [Reckless attack, ](https://dnd.andrej-katic.from.hr/link/17#bkmrk-reckless-attack) [Corpse lore, Ghul hide, Ghul jaws, Ghul resilience, Sacrosanct Death, Scavenger’s Feast, Ghûl-Friend-Speech](https://dnd.andrej-katic.from.hr/link/281#bkmrk-your-gh%C3%BBl-character-) [Scent of life, Scent of death, Signing](https://dnd.andrej-katic.from.hr/link/281#bkmrk-before-redoubt%2C-redw)
**DEX**+112+1
**CON**+516+3
**INT**+010+0
**WIS**+112+1Survival +3, Perception +3, Animal handling +3
**CHA** 11+0Intimidate +2
**LCK** 11+0
---
**Weapons/Attacks** **Spells**
**Name****ATK bonus****Damage****Name****ATK bonus****Damage**
Maul+62d6+4 (2d6+6)
Jaw+61d4+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 # 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.
d10Entertainer Routine
1Actor
2Dancer
3Fire-eater
4Jester
5Juggler
6Instrumentalist
7Poet
8Singer
9Storyteller
10Tumbler
## By Popular Demand You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. # Suggested Characteristics Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. ## Personality Traits
d8Personality Trait
1I know a story relevant to almost every situation.
2Whenever I come to a new place, I collect local rumors and spread gossip.
3I'm a hopeless romantic, always searching for that "special someone."
4Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5I love a good insult, even one directed at me.
6I get bitter if I'm not the center of attention.
7I'll settle for nothing less than perfection.
8I change my mood or my mind as quickly as I change key in a song.
## Ideals
d6Ideal
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
d6Bond
1My instrument is my most treasured possession, and it reminds me of someone I love.
2Someone stole my precious instrument, and someday I'll get it back.
3I want to be famous, whatever it takes.
4I idolize a hero of the old tales and measure my deeds against that person's.
5I will do anything to prove myself superior to my hated rival.
6I would do anything for the other members of my old troupe.
## Flaws
d6Flaw
1I'll do anything to win fame and renown.
2I'm a sucker for a pretty face.
3A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6Despite my best efforts, I am unreliable to my friends.
# Backgrounds • [Acolyte](http://dnd5e.wikidot.com/background:acolyte) • [Anthropologist](http://dnd5e.wikidot.com/background:anthropologist) • [Archaeologist](http://dnd5e.wikidot.com/background:archaeologist) • [Athlete](http://dnd5e.wikidot.com/background:athlete) • [Charlatan](http://dnd5e.wikidot.com/background:charlatan) • [City Watch](http://dnd5e.wikidot.com/background:city-watch) • [Clan Crafter](http://dnd5e.wikidot.com/background:clan-crafter) • [Cloistered Scholar](http://dnd5e.wikidot.com/background:cloistered-scholar) • [Courtier](http://dnd5e.wikidot.com/background:courtier) • [Criminal](http://dnd5e.wikidot.com/background:criminal) • [Entertainer](http://dnd5e.wikidot.com/background:entertainer) • [Faceless](http://dnd5e.wikidot.com/background:faceless) • [Faction Agent](http://dnd5e.wikidot.com/background:faction-agent) • [Far Traveler](http://dnd5e.wikidot.com/background:far-traveler) • [Feylost](http://dnd5e.wikidot.com/background:feylost) • [Fisher](http://dnd5e.wikidot.com/background:fisher) • [Folk Hero](http://dnd5e.wikidot.com/background:folk-hero) • [Gladiator](http://dnd5e.wikidot.com/background:entertainer#toc1) • [Guild Artisan](http://dnd5e.wikidot.com/background:guild-artisan) • [Guild Merchant](http://dnd5e.wikidot.com/background:guild-artisan#toc1) • [Haunted One](http://dnd5e.wikidot.com/background:haunted-one) • [Hermit](http://dnd5e.wikidot.com/background:hermit) • [House Agent](http://dnd5e.wikidot.com/background:house-agent) • [Inheritor](http://dnd5e.wikidot.com/background:inheritor) • [Investigator](http://dnd5e.wikidot.com/background:city-watch#toc1) • [Knight](http://dnd5e.wikidot.com/background:noble#toc1) • [Knight of the Order](http://dnd5e.wikidot.com/background:knight-of-the-order) • [Marine](http://dnd5e.wikidot.com/background:marine) • [Mercenary Veteran](http://dnd5e.wikidot.com/background:mercenary-veteran) • [Noble](http://dnd5e.wikidot.com/background:noble) • [Outlander](http://dnd5e.wikidot.com/background:outlander) • [Pirate](http://dnd5e.wikidot.com/background:sailor#toc1) • [Sage](http://dnd5e.wikidot.com/background:sage) • [Sailor](http://dnd5e.wikidot.com/background:sailor) • [Shipwright](http://dnd5e.wikidot.com/background:shipwright) • [Smuggler](http://dnd5e.wikidot.com/background:smuggler) • [Soldier](http://dnd5e.wikidot.com/background:soldier) • [Spy](http://dnd5e.wikidot.com/background:criminal#toc1) • [Urban Bounty Hunter](http://dnd5e.wikidot.com/background:urban-bounty-hunter) • [Urchin](http://dnd5e.wikidot.com/background:urchin) • [Uthgardt Tribe Member](http://dnd5e.wikidot.com/background:uthgardt-tribe-member) • [Waterdhavian Noble](http://dnd5e.wikidot.com/background:waterdhavian-noble) • [Witchlight Hand](http://dnd5e.wikidot.com/background:witchlight-hand) ###### Ravnica • [Azorius Functionary](http://dnd5e.wikidot.com/background:azorius-functionary) • [Boros Legionnaire](http://dnd5e.wikidot.com/background:boros-legionnaire) • [Dimir Operative](http://dnd5e.wikidot.com/background:dimir-operative) • [Golgari Agent](http://dnd5e.wikidot.com/background:golgari-agent) • [Gruul Anarch](http://dnd5e.wikidot.com/background:gruul-anarch) • [Izzet Engineer](http://dnd5e.wikidot.com/background:izzet-engineer) • [Orzhov Representative](http://dnd5e.wikidot.com/background:orzhov-representative) • [Rakdos Cultist](http://dnd5e.wikidot.com/background:rakdos-cultist) • [Selesnya Initiate](http://dnd5e.wikidot.com/background:selesnya-initiate) • [Simic Scientist](http://dnd5e.wikidot.com/background:simic-scientist) # 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 LevelSpell
Cantrip[Fire Bolt](http://dnd5e.wikidot.com/spell:fire-bolt), [Produce Flame](http://dnd5e.wikidot.com/spell:produce-flame)
1st[Compelled Duel](http://dnd5e.wikidot.com/spell:compelled-duel), [Speak With Animals](http://dnd5e.wikidot.com/spell:speak-with-animals), [Thunderwave](http://dnd5e.wikidot.com/spell:thunderwave)
2nd[Beast Sense](http://dnd5e.wikidot.com/spell:beast-sense), [Shatter](http://dnd5e.wikidot.com/spell:shatter)
3rd[Conjure Animals](http://dnd5e.wikidot.com/spell:conjure-animals), [Conjure Barrage](http://dnd5e.wikidot.com/spell:conjure-barrage)
4th[Dominate Beast](http://dnd5e.wikidot.com/spell:dominate-beast), [Stoneskin](http://dnd5e.wikidot.com/spell:stoneskin)
5th[Destructive Wave](http://dnd5e.wikidot.com/spell: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
d8Personality Trait
1Unlike people, the beasts of the wild are friends who won't stab me in the back.
2Go ahead and insult me - I dare you.
3I scorn those who can't survive away from the comforts of the city.
4Don't tell me I'm not allowed to do something.
5Laws are for people who are afraid to face their inner beasts.
6I smear the blood of my enemies over my skin.
7I was, in fact, raised by maaka.
8HarrRRAAGGHH! \[I rarely form a coherent sentence and prefer to express myself by breaking things.\]
## Ideals
d6Ideal
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
d6Bond
1I am determined that one day I will lead my clan - or a new one.
2I would give my life for my clan chieftain.
3The chieftain of another clan has a grudge against me.
4I am devoted to a sacred site in the midst of the rubblebelt.
5My weapon is made from the first raktusk I ever hunted.
6GrrrRRAAAAGGHH! \[I will do anything to prove myself greater than my siblings or ancestors.\]
## Flaws
d6Flaw
1If you question my courage, I will never back down.
2HrrrGGGAAAARRuuuh! \[My anger in battle led to the death of a loved one.\]
3I'm as stubborn as a batterboar.
4I'm so convinced of my superiority over soft, civilized people that I'll take great risks to prove it.
5I'm easily manipulated by people I find attractive.
6I'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
d8Contact
1One of my parents is a renowned warrior in my clan.
2My sibling has the ear of the clan chief.
3I have cousins in a different clan.
4When we were younger, I was romantically involved with a prominent warrior in my clan.
5A druid in my clan believes I have a destiny to fulfill.
6The warrior who trained me remembers me for my exceptional potential.
7My 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.
8I made a strong impression on Borborygmos.
## Non-Gruul Contacts
d10Contact
1An Azorius arrester thinks I can be reformed.
2A Boros soldier gives me gifts in exchange for information about other clans' movements.
3I once caught and released a Dimir spy.
4I consult with a Golgari shaman for spiritual guidance at times.
5Roll an additional Gruul contact; you can decide if the contact is an ally or a rival.
6An 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.
7I foolishly borrowed money from an Orzhov syndic to indulge a shameful vice.
8A close friend left our clan and joined the Cult of Rakdos.
9A distant relative is trying to recruit me into the Selesnya Conclave.
10I stopped a Simic biomancer from trapping wild beasts to perform vile experiments on them.
# Feats # Feats • [Aberrant Dragonmark](http://dnd5e.wikidot.com/feat:aberrant-dragonmark) • [Actor](http://dnd5e.wikidot.com/feat:actor) • [Alert](http://dnd5e.wikidot.com/feat:alert) • [Artificer Initiate](http://dnd5e.wikidot.com/feat:artificer-initiate) • [Athlete](http://dnd5e.wikidot.com/feat:athlete) [Blackpowder Expert](https://dnd.andrej-katic.from.hr/link/177#bkmrk-blackpowder-expert-%28) [Blood Hound](https://dnd.andrej-katic.from.hr/link/177#bkmrk-blood-hound-%28grimhol) • [Charger](http://dnd5e.wikidot.com/feat:charger) • [Chef](http://dnd5e.wikidot.com/feat:chef) • [Crossbow Expert](http://dnd5e.wikidot.com/feat:crossbow-expert) • [Crusher](http://dnd5e.wikidot.com/feat:crusher) • [Defensive Duelist](http://dnd5e.wikidot.com/feat:defensive-duelist) • [Dual Wielder](http://dnd5e.wikidot.com/feat:dual-wielder) • [Dungeon Delver](http://dnd5e.wikidot.com/feat:dungeon-delver) • [Durable](http://dnd5e.wikidot.com/feat:durable) • [Eldritch Adept](http://dnd5e.wikidot.com/feat:eldritch-adept) • [Elemental Adept](http://dnd5e.wikidot.com/feat:elemental-adept) • [Fey Touched](http://dnd5e.wikidot.com/feat:fey-touched) • [Fighting Initiate](http://dnd5e.wikidot.com/feat:fighting-initiate) • [Gift of the Chromatic Dragon](http://dnd5e.wikidot.com/feat:gift-of-the-chromatic-dragon) • [Gift of the Gem Dragon](http://dnd5e.wikidot.com/feat:gift-of-the-gem-dragon) • [Gift of the Metallic Dragon](http://dnd5e.wikidot.com/feat:gift-of-the-metallic-dragon) • [Grappler](http://dnd5e.wikidot.com/feat:grappler) • [Great Weapon Master](http://dnd5e.wikidot.com/feat:great-weapon-master) • [Gunner](http://dnd5e.wikidot.com/feat:gunner) • [Healer](http://dnd5e.wikidot.com/feat:healer) • [Heavily Armored](http://dnd5e.wikidot.com/feat:heavily-armored) • [Heavy Armor Master](http://dnd5e.wikidot.com/feat:heavy-armor-master) [Hulking Figure](https://dnd.andrej-katic.from.hr/link/177#bkmrk-hulking-figure-%28grim) • [Inspiring Leader](http://dnd5e.wikidot.com/feat:inspiring-leader) [Iron Gut](https://dnd.andrej-katic.from.hr/link/177#bkmrk-iron-gut-%28grimhollow) • [Keen Mind](http://dnd5e.wikidot.com/feat:keen-mind) • [Lightly Armored](http://dnd5e.wikidot.com/feat:lightly-armored) [Lightning Caster](https://dnd.andrej-katic.from.hr/link/177#bkmrk-lightning-caster-%28gr) • [Linguist](http://dnd5e.wikidot.com/feat:linguist) • [Lucky](http://dnd5e.wikidot.com/feat:lucky) • [Mage Slayer](http://dnd5e.wikidot.com/feat:mage-slayer) • [Magic Initiate](http://dnd5e.wikidot.com/feat:magic-initiate) • [Martial Adept](http://dnd5e.wikidot.com/feat:martial-adept) • [Medium Armor Master](http://dnd5e.wikidot.com/feat:medium-armor-master) • [Metamagic Adept](http://dnd5e.wikidot.com/feat:metamagic-adept) • [Mobile](http://dnd5e.wikidot.com/feat:mobile) • [Moderately Armored](http://dnd5e.wikidot.com/feat:moderately-armored) • [Mounted Combatant](http://dnd5e.wikidot.com/feat:mounted-combatant) [Nimble physique](https://dnd.andrej-katic.from.hr/link/177#bkmrk-nimble-physique-%28gri) [Nocturnal](https://dnd.andrej-katic.from.hr/link/177#bkmrk-nocturnal-%28grimhollo) • [Observant](http://dnd5e.wikidot.com/feat:observant) • [Piercer](http://dnd5e.wikidot.com/feat:piercer) • [Poisoner](http://dnd5e.wikidot.com/feat:poisoner) • [Polearm Master](http://dnd5e.wikidot.com/feat:polearm-master) • [Resilient](http://dnd5e.wikidot.com/feat:resilient) • [Ritual Caster](http://dnd5e.wikidot.com/feat:ritual-caster) • [Savage Attacker](http://dnd5e.wikidot.com/feat:savage-attacker) [Scater Weapon Master](https://dnd.andrej-katic.from.hr/link/177#bkmrk-scatter-weapon-maste) • [Sentinel](http://dnd5e.wikidot.com/feat:sentinel) • [Shadow Touched](http://dnd5e.wikidot.com/feat:shadow-touched) • [Sharpshooter](http://dnd5e.wikidot.com/feat:sharpshooter) • [Shield Master](http://dnd5e.wikidot.com/feat:shield-master) • [Skill Expert](http://dnd5e.wikidot.com/feat:skill-expert) • [Skilled](http://dnd5e.wikidot.com/feat:skilled) • [Skulker](http://dnd5e.wikidot.com/feat:skulker) • [Slasher](http://dnd5e.wikidot.com/feat:slasher) • [Spell Sniper](http://dnd5e.wikidot.com/feat:spell-sniper) • [Strixhaven Initiate](http://dnd5e.wikidot.com/feat:strixhaven-initiate) • [Strixhaven Mascot](http://dnd5e.wikidot.com/feat:strixhaven-mascot) • [Tavern Brawler](http://dnd5e.wikidot.com/feat:tavern-brawler) • [Telekinetic](http://dnd5e.wikidot.com/feat:telekinetic) • [Telepathic](http://dnd5e.wikidot.com/feat:telepathic) [Thrown Weapon Master](https://dnd.andrej-katic.from.hr/link/177#bkmrk-thrown-weapon-master) • [Tough](http://dnd5e.wikidot.com/feat:tough) • [War Caster](http://dnd5e.wikidot.com/feat:war-caster) • [Weapon Master](http://dnd5e.wikidot.com/feat:weapon-master) [Weaver of Maledictions](https://dnd.andrej-katic.from.hr/link/177#bkmrk-weaver-of-maledictio) [Witch Hunter](https://dnd.andrej-katic.from.hr/link/177#bkmrk-witch-hunter-%28grimho) # Racial feats • [Bountiful Luck](http://dnd5e.wikidot.com/feat:bountiful-luck) • [Dragon Fear](http://dnd5e.wikidot.com/feat:dragon-fear) • [Dragon Hide](http://dnd5e.wikidot.com/feat:dragon-hide) • [Dwarven Fortitude](http://dnd5e.wikidot.com/feat:dwarven-resilience) • [Drow High Magic](http://dnd5e.wikidot.com/feat:drow-high-magic) • [Elven Accuracy](http://dnd5e.wikidot.com/feat:elven-accuracy) • [Fade Away](http://dnd5e.wikidot.com/feat:fade-away) • [Fey Teleportation](http://dnd5e.wikidot.com/feat:fey-teleportation) • [Flames of Phlegethos](http://dnd5e.wikidot.com/feat:flames-of-phlegethos) • [Infernal Constitution](http://dnd5e.wikidot.com/feat:infernal-constitution) • [Orcish Fury](http://dnd5e.wikidot.com/feat:orcish-fury) • [Prodigy](http://dnd5e.wikidot.com/feat:prodigy) • [Revenant Blade](http://dnd5e.wikidot.com/feat:revenant-blade) • [Second Chance](http://dnd5e.wikidot.com/feat:second-chance) • [Squat Nimbleness](http://dnd5e.wikidot.com/feat:squat-nimbleness) • [Svirfneblin Magic](http://dnd5e.wikidot.com/feat:svirfneblin-magic) • [Wood Elf Magic](http://dnd5e.wikidot.com/feat:wood-elf-magic) # 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.