Characters 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(?) 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     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     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   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     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     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   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   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 Sigismund Melkior von Pestschöpfer II Character Name Sigismund Melkior von Pestschöpfer II Class & Level Background Player name Apothecary Simic Scientist Klara Race Alignment Experience Half elf Chaotic neutral   Proficiency bonus +2 Inspiration   Armor Class Initiative Speed 13 1 30 Hit Dice HP Max HP   3d8 22   Type Saving Throw Value Bonus Proficiency Features & Traits STR   8 -1   Darkvision 60 ft Fey Ancestry Researcher Spark of life Corpsewrought Creature Esotheric theory : - anatomical precision - cosmetic surgery DEX   12 +1 Stealth +3 CON   11 0   INT +5 16 +3 Arcana , Investigation , Nature +5 WIS +5 16 +3 Medicine , Perception +5 CHA   12 +1   LCK   14 +2   Weapons/Attacks Spells Name ATK bonus Damage Name ATK bonus Damage Light crossbow +5 1d8+1       Mace +5 1d6+3                                                                                           Inventory Money   Copper   Silver   Gold   Platinum   Other proficiencies and languages   Aemilia (Amalia) Interpres Character Name Aemilia (Amalia) Interpres Class & Level Background Player name Wizard / Investigator 2 Anthopologist Anja Novak Race Alignment Experience Human Chaotic Good (12)   Proficiency bonus 2 Inspiration   Armor Class Initiative Speed 14 3 30 Hit Dice HP Max HP   2d8     #Slots SP Max Soul Points 3 15 15 Type Saving Throw Value Bonus Proficiency Features & Traits STR 0 11 0   Cultural chamelion Adept Linguist Arcane recovery Spellbook / Grimoire Warcaster Eldritch adept: Eyes of the Rune keeper Myths and Legends Rushed Incantation Demonology 101 Demonic summoning   DEX 4 14 2   CON 3 16 3   INT 4 15 2 Arcana +6E, Investigation +4, Religion +6E WIS 1 13 1 Insight +3, Perception +3, Survival +3 CHA 1 13 1   LCK 1 12 1   Weapons/Attacks Spells Name ATK bonus Damage Name ATK bonus Damage H. Crossbow +5 2d10 + 3                                                                                                       Inventory Money A leather-bound diary, a  bottle of ink , an  ink pen , a set of  traveler's clothes , one trinket of special significance-ceramic piece, scholars pack Copper   Silver   Gold   Platinum   Other proficiencies and languages Latin, Hebrew, Arameic, Sanskrt 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 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 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. 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 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 Bolt ,  Produce Flame 1st Compelled Duel ,  Speak With Animals ,  Thunderwave 2nd Beast Sense ,  Shatter 3rd Conjure Animals ,  Conjure Barrage 4th Dominate Beast ,  Stoneskin 5th Destructive Wave Fueled by the fire of rage burning in your heart, your magic is almost always accompanied by fiery effects, such as flames smoldering behind your eyes or dancing over your hands. Suggested Characteristics Gruul ways aren't the ways of civilized folk, and the Gruul have little patience for social niceties. But they do have cherished traditions and values, just as important to them as the different values held by the urban, cosmopolitan culture of Ravnica. 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. Simic scientist Imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That's the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance - but for it to keep up with the pace of advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine's defenses against the schemes and ambitions of the other guilds, so much the better. Source: Guildmaster's Guide to Ravnica Skill Proficiencies:  Arcana, Medicine Languages:  Two of your choice Equipment:  A Simic insignia, a set of  commoner's clothes , a  book  of research notes, an  ink pen , a  bottle of squid ink , a  flask of oil  (made from blubber), a  vial of acid  (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a  glass bottle  of unidentified slime, and a  pouch  containing 10gp (Azorius 1-zino coins) Features Clades and Projects As a Simic researcher, you are part of a clade - a diverse group of individuals combining disparate talents in pursuit of a common goal - or a researcher on a specialized, short-term project focused on addressing an immediate need. You can roll a d6 or choose from the options in the Research Options table to determine your area of research. d6 Clade/Project 1 Hull Clade, focused on protection and durability 2 Fin Clade, focused on movement 3 Gyre Clade, focused on cyclical patterns and metamagic 4 Guardian Project, focused on creating guard monsters and super soldiers 5 Crypsis Project, focused on intelligence and counterintelligence 6 Independent research in a new area Researcher When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it. Usually, this information comes from a Simic laboratory, or sometimes from an Izzet facility, a library, a university, or an independent scholar or other learned person or creature. Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Simic Guild Spells Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.) Simic Guild Spells Spell Level Spell Cantrip Acid Splash ,  Druidcraft 1st Detect Poison and Disease ,  Expeditious Retreat ,  Jump 2nd Alter Self ,  Enhance Ability ,  Enlarge/Reduce 3rd Gaseous Form ,  Water Breathing ,  Wind Wall 4th Freedom of Movement ,  Polymorph 5th Creation When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature. Suggested Characteristics The bizarre science of the Simic Combine attracts a certain type of personality and encompasses a set of beliefs about the nature of life. Simic members' bonds and flaws derive from their scientific research - including their creation of new life forms, which they can become very attached to. Personality Traits d8 Personality Trait 1 I can't wait to see what I become next! 2 I am convinced that everything inclines toward constant improvement. 3 I'm eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest. 4 I assume that everyone needs even the most basic concepts explained to them. 5 I describe everything that happens as if it were going into my research notes (and it often is). 6 I am insatiably curious about the seemingly infinite forms and adaptations of life. 7 I can't resist prying into anything forbidden, since it must be terribly interesting. 8 I employ a highly technical vocabulary to avoid imprecision and ambiguity in my communication. Ideals d6 Ideal 1 Guild.  My guild is all that really matters. (Any) 2 Change.  All life is meant to progress toward perfection, and our work is to hurry it along - no matter what must be upended along the way. (Chaotic) 3 Knowledge.  Understanding the world is more important than what you do with your knowledge. (Neutral) 4 Greater Good.  I want to reshape the world into higher forms of life so that all can enjoy evolution. (Good) 5 Logic.  It's foolish to let emotions and principles interfere with the conclusions of logic. (Lawful) 6 Superiority.  My vast intellect and strength are directed toward increasing my sway over others. (Evil) Bonds d6 Bond 1 I helped create a krasis that I love like a pet and would carry with me everywhere … except it's the size of a building, and it might eat me. 2 In my laboratory, I discovered something that I think could eliminate half the life on Ravnica. 3 The other researchers in my clade are my family - a big, eccentric family including members and parts of many species. 4 The laboratory where I did my research contains everything that is precious to me. 5 I will get revenge on the shortsighted fool who killed my precious krasis creation. 6 Everything I do is an attempt to impress someone I love. Flaws d6 Flaw 1 I have a rather embarrassing mutation that I do everything I can to keep hidden. 2 I'm more interested in taking notes on monstrous anatomy than in fighting monsters. 3 Every social situation I'm in seems to lead to my asking rude personal questions. 4 I'm supremely confident in my ability to adapt to any situation and handle any danger. 5 I'll take any risk to earn recognition for my scientific brilliance. 6 I have a tendency to take shortcuts in my research and any other tasks I have to complete. Contacts The fluid nature of clades, whose rosters span different laboratories and change as researchers discover new interests, creates abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic members are former members of other guilds. Roll twice on the Simic Contacts table (for an ally and a rival) and once on the Non-Simic Contacts table. Simic Contacts d8 Contact 1 My research builds on my parents' work and takes it in interesting new directions. 2 If a serious problem confounds me, I can count on my mentor to provide clarity of thought. 3 A former laboratory colleague went on to work on the Guardian Project. 4 A former colleague has ventured into fields of research that are possibly immoral and almost certainly illegal. 5 A former lover is now the supervisor of a prominent clade. 6 My sibling has become an almost unrecognizable mutant. 7 An old friend has retreated into a secluded life as an ascetic deepsage, devoted to contemplating philosophical principles. 8 My former clade supervisor is now engaged in field research studying some of the largest beasts and monsters on Ravnica. Non-Simic Contacts d10 Contact 1 My older sibling is upset that I didn't follow them into the Azorius. 2 A Boros sergeant is always asking questions about my work, but I suspect they're genuinely curious. 3 A friend in my clade thinks I don't know they're a Dimir agent. 4 I helped a Golgari spore druid with the fertilization and growth of their fungus field. 5 I can't fathom what could have made my childhood friend run off and join the Gruul. 6 I love comparing notes with my friend in the Izzet, though our fields of research are very different. 7 I borrowed a lot of money from an Orzhov syndic to help finance my research. 8 A Rakdos ringmaster has taken an interest in my research which, come to think of it, might make a nice sideshow act. 9 I left the Selesnya - and a lover - behind when I joined the Simic. 10 Roll an additional Simic contact; you can decide if the contact is an ally or a rival. 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 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 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. Tools and Tool Feats Detailed below are several new tool kits that can be used to enhance your game and bring new concepts and ideas to life. The world of Drakkenheim is a grim place full of cosmic horror and dark fantasy. These tools and tool feats look to explore the professions and expertise of man y who dwell in the setting. New Tool Kits Characters may purchase these tool kits for 50 gp. Each weighs 5 lbs. Investigator’s Kit This small black satchel contains a spyglass, a notebook and a quill, pliers, tongs, a small blade, and a magnifying glass. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to investigate a crime scene, examine a dead body, or spy on someone from a distance. Vampire Hunter’s Case This small wooden briefcase is engraved with holy glyphs and contains 3 vials of holy water, a wooden stake, a mallet, a small book of prayers, a holy symbol, and prayer beads. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to track a vampire, or protect an area from a vampire. Exorcist’s Kit This leather bag contains various holy symbols of several different gods, prayer papers from several religions. A holy book of the prominent religion of your choice, a bottle of holy water, a jar of salts, three candles, a tinder box, a sachet filled with various dried herbs and flowers, and a few scraps of silver. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to investigate or track undead or fiends, to protect a location from such creatures, or to aid in removing possession. Occultist’s Tools This blood red case has three locks on it and a ring of keys. Inside is a sacrificial ornamental dagger, a shrunken head, a book of prayers in a dead language, a talisman representing an entity of unknown origin, a small statue of a bizarre being, three vials of blood, a set of incense and a censer, a chalice, a mortar and pestle and some dried herbs and flowers. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine the presence of celestials, fey, or fiends. Cosmologist’s Tools This small lockbox contains a star map, a scroll of known constellations, an armillary sphere, sun dial, astrolabe, and a spyglass. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine time of day, location, or direction, as well as recalling any relevant information related to stars, cosmos, gods, or planes. Doctor’s Bag This black leather medical bag contains a magnifying glass, pliers, a needle and thread, a jar of leeches, a bone saw, a pouch with 5 syringes and 3 scalpels, measuring cups, clamps, distilled alcohol, and various dried herbs. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to determine the symptoms of diseases, poisons, and debilitating conditions, as well as what is required to relieve them Tool Feats Advanced Palate Requires proficiency in cook’s utensils or brewer’s supplies Whenever you take a short rest, you and up to 6 allies can enjoy a quick meal prepared by you. When they do, any hit dice they use during that rest count as if they had rolled their maximum. Once you use this feature, you must finish a long rest before you can use it again. During a long rest, you can prepare a hearty meal for up to eight creatures using any ingredients at hand. Creatures who consume the meal gain a hearty resistance for 24 hours. While a creature has this hearty resistance, if that creature fails a saving throw, it can choose to succeed instead. It can use this benefit once, then the hearty resistance expires. Arcane Fletcher Requires proficiency in carpenter’s tools, tinker’s tools, or woodcarver’s tools Whenever you take a long rest, you may spend 1 hour using your tools to imbue a number of arrows or bolts with elemental “While it’s important for everyone to know how to use tools, you should avoid acting like one.” power. The maximum number of magical arrows or bolts you can imbue is equal to twice your proficiency bonus. You choose the damage type from either fire, cold, lightning, acid, or poison. The arrows or bolts deal an additional 1d4 damage of the chosen type. Any previously imbued arrows or bolts lose this magic if you use this feature again. At 12th level, the additional damage increases to 1d6. Demolitions Expert Requires proficiency in alchemist’s supplies Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table below. This creation becomes inert after 24 hours. See the Core Rules for more information on the items below. Level 1 — Alchemist’s fire Level 5 — Bomb Level 11 — Grenade Expert Armorsmith Requires proficiency in smith’s tools or leatherworker’s tools Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking with armorsmiths. Additionally, you can identify the make, origin, and traits of any set of armor if you spend 1 minute examining it. Whenever you take a long rest, you are able to improve one piece of non-magical armor for you or an ally. You must spend 1 hour to do so, and have access to your tools during this time. You may choose one of the following damage types: fire, cold, lightning, acid, or poison. The armor grants its wearer resistance to that damage type until you use this feature again. Starting at 12th level, your smithing skills now grant immunity instead of resistance to the chosen damage type. Expert Bowyer Requires proficiency in carpenter’s tools or woodcarver’s tools Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking to professional archers or bowyers. Additionally, you can identify the make, origin, and traits of any ranged weapon if you spend 1 minute examining it. During a long rest, you may spend 1 hour working with your tools to tune up a non-magical ranged weapon. You increase the long range of that weapon by an amount equal to 10 × your proficiency bonus and no longer have disadvantage when firing your weapon at long range. Additionally, the weapon now scores a critical hit on a 19 or 20. The improvements last until you use this feature again. Expert Weaponsmith Requires proficiency in smith’s tools Your advanced knowledge of your craft allows you to barter and talk shop with others in your profession, you gain proficiency in Charisma checks you make when speaking with weaponsmiths. Additionally, you can identify the make, origin, and traits of any melee weapon if you spend 1 minute examining it. Whenever you take a long rest, you are able to improve one non-magical melee weapon for you or an ally. You must spend 1 hour to do so, and have access to your tools and at least 100 gp worth of metal or other materials. The improvement you grant is equal to one half your proficiency bonus (rounded down). For example, at level 5, with a proficiency bonus of +3, you may make a +1 weapon.The improvement lasts until you use this feature again. Investigative Mind Requires proficiency in exorcist’s kit*, vampire hunter’s case*, or investigator’s kit* Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Intelligence (Investigation) Skill, and your proficiency bonus is doubled for any ability check you make that uses that proficiency. When you are investigating an area, object, or creature, you can ask the Game Master a number of questions equal to your proficiency bonus. The Game Master must give a truthful reply, but will only respond with “Yes,” “No,” or “Unknown” if the answer to the question is unknowable or impossible for mortal investigators to deduce. Once you ask questions about an object, creature, or area, you can’t ask any more questions using this ability again until you finish a long rest. Medical Expert Requires proficiency in occultist’s tools*, exorcist’s kit*, or doctor’s bag* Increase your Intelligence or Wisdom score by 1, to a maximum of 20. During a short rest you can tend to the sick or wounded. You can remove one level of exhaustion, cure one disease, or remove the charmed, frightened, paralyzed, or poisoned condition from up to six creatures you can tend to during the rest. Additionally, you may choose up to 6 creatures you can hear and see, they gain a number of extra hit dice to use during the rest equal to your proficiency bonus. Occult Practitioner Requires proficiency in occultist’s tools*, or exorcist’s kit*, and the spellcasting ability Increase your Intelligence or Charisma score by 1, to a maximum of 20. When you finish a long rest, you may touch your tool kit and imbue a spell you know inside it. The spell must have a level equal to or lower than your proficiency bonus and a casting time of 1 action. While holding your tool kit, you can use an action cast this spell without expending a spell slot. You can cast the spell in this manner once, then must finish a long rest before you can do so again. The item remains imbued until you cast the imbued spell, or until you finish a long rest. Potions Expert Requires proficiency in alchemist’s supplies, occultist’s tools*, or herbalism kit Your practice with potion brewing has given you an eye for the small details that distinguish ingredients and effects within potions. You gain proficiency in Charisma checks you make when speaking to potion sellers, alchemists, or herbalists. Additionally, you can determine the properties of potions by spending 1 minute examining them. Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table below. This creation becomes inert after 24 hours. See the Core Rules for more information on the items below. Level 1 — potion of healing Level 5 — potion of greater healing Level 11 — potion of supreme healing Proficient Poisoner Requires proficiency in poisoner’s kit, occultist’s tools*, or herbalism kit You gain resistance to poison damage, and can detect the presence of poison by spending 1 minute examining a substance or object. Once per day after finishing a long rest, you can spend one hour working with your chosen tools to create a special concoction or infusion using materials harvested or found in the field. You must have access to your tools during this time. As you gain levels, you learn how to create a more powerful item, as shown on the table below. This creation becomes inert after 24 hours. See the Core Rules for more information on the items below. Level 1 — basic poison Level 5 — serpent venom Level 11 — wyvern poison Scribe Requires proficiency in calligrapher’s supplies, investigator’s kit*, or cartographer’s tools, and the spellcasting ability After finishing a long rest, you can spend one hour working with your chosen tools to create a spell scroll. The scroll you create can be any spell you know of a level equal to or lower than your proficiency bonus. Any scroll created this way loses its magical potency if you use this feature again. Trapmaker Requires proficiency in tinker’s tools or thieves’ tools After finishing a long rest, you can spend one hour working with your chosen tools to create a special trap using materials harvested or found in the field. These traps can be placed on the ground as an action and take up a 5-foot-by-5-foot square. A creature who investigates the area must succeed on a DC 15 Wisdom (Perception) or Intelligence (Investigation) check in order to see the trap. If a creature steps on the space where a trap is located that creature immediately triggers the trap. You can make any of the traps listed below. h Ensnaring trap. The triggering creature must make a Dexterity saving throw. On a failed save, it is restrained until it escapes by spending an action to make a strength check against your trap save DC. h Spiked trap. The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 2d6 piercing damage. h Sonic trap. The trap makes a sound audible out to 300 feet Starting at 10th level, you can make the following advanced traps. h Exploding trap. The triggering creature must make a Dexterity saving throw. On a failed save, the creature takes 4d6 fire damage and is knocked prone. h Poison trap. The triggering creature must make a Constitution saving throw. On a failed save, the creature takes 3d8 poison damage and becomes poisoned until the end of its next turn. h Gas trap. The triggering creature must make a Wisdom saving throw. On a failed save, the creature is incapacitated until the end of its next turn. The saving throw DC for your traps equals 8 + your proficiency bonus + your Intelligence or Dexterity modifier (your choice) Alessia Feats ADVANCED ARMOR TRAINING [REQ: LIGHT ARMOR TRAINING] You’ve trained with some of the best armors in the Empire of Xian. You gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 21. • When you spend a point of resolve as a bonus action, you can quickly don your advanced armor, reducing the time it takes to don in half. • When you spend a point of resolve as a bonus action, you may eliminate the disadvantage your armor imparts to your Dexterity (Stealth) checks until the beginning of your next turn. BASIC AUTO-RIFLE TRAINING You’ve trained with the Peacekeepers, a police force, or similar professionals to learn the basics about semi-automatic, automatic, and single-fire rifles of all kinds. You know how to fire, clean, clear, maintain, and identify basic kinetic weapons of all kinds. You gain the following benefi ts: • Increase your Dexterity score by 1, to a maximum of 21. • You are proficient with simple and martial kinetic rifles. BASIC MELEE WEAPONS TRAINING You’ve trained with any number of monasteries, battle halls, or military units, exploring a number of traditional and non-traditional melee weapons. You gain the following benefi ts: • Increase your Strength or Dexterity score by 1, to a maximum of 21. • You are proficient with martial (melee) weapons. COMBAT TRAINING [REQ: WISDOM 13] You’ve been trained to look for opportunities to exploit in combat. When an enemy combatant provokes an opportunity attack from you by moving from a threatened square or otherwise performing a risky action, you can immediately attack them as a reaction, using either a weapon in hand or an unarmed strike. BASIC ENERGY RIFLE TRAINING You’ve trained with the Peacekeepers, a police force, or similar professionals to learn the basics about firearms. You know how to fire, clean, clear, maintain, and identify basic energy fi rearms of all kinds. You gain the following benefits: • Increase your Dexterity score by 1, to a maximum of 21. • You are proficient with simple and martial energy rifles. DEAD EYE [REQ: WISDOM 13] You’ve got an eye for deadly rhythm of combat and know how to place your shots to avoid hitting your allies. You gain the following benefits: • You do not suffer disadvantage for shooting into melee combat. • You may ‘aim’ as a bonus action to gain a bonus d4 on your d20 roll to hit with that weapon. DEMOLITIONS TRAINING[REQ: INTELLIGENCE 13] You were trained to use and handle explosives properly, and you know how to set charges, remove explosives, and to prepare most demolitions to ensure their destructive force is correctly (and safely) focused. You gain the following benefits: • You are proficient with the Demolition Tool Kit. • You do not suffer disadvantage when using the Technology skill to disarm, handle, or set explosive charges. DERVISH Your training with Fyrean Scythis Blades grants you the following benefits: • Increase your Dexterity score by 1, to a maximum of 20. • While wielding two Fyrean Scythis Blades (or similar, GM-approved fi nesse weapons), you gain a +1 to all Attack rolls with those blades. • While wielding two Fyrean Scythis Blades, you have advantage on Charisma (Intimidation) checks. DODGE You know how to avoid physical attacks. You gain the following benefits: • You can spend a reaction in melee combat to dodge an incoming attack. When you do, you gain a +2 bonus to your Armor Class until the beginning of your next turn. This bonus applies to the attack that triggered it. • You learn the stunt Side Step (see page 36). You do not need to meet the prerequisites of this stunt. DRIFTER You’ve spent hundreds of hours racing, repairing, and modifying drifters and dashers of all kinds. You gain the following benefits: • You gain a +2 bonus to all Dexterity (Drive) checks while operating drifters and dashers. • Your resolve increases by 1. • You learn the stunt Hard Stop, Go (see page 34). You do not need to meet the prerequisites of this stunt. EXOSKELETON ARMOR TRAINING You’ve trained to wear exoskeletons and similar body-enhancing frames. You know how to inspect, don, operate, and move in exoskeletons of all kinds. You gain the following benefits: • Increase your Dexterity or Constitution score by 1, to a maximum of 21. • You are proficient with exoskeletons. EXPERT KNOWLEDGE [REQ: INTELLIGENCE 15] You know a great deal about one thing in particular. Choose two of your skill proficiencies. Your Proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. FIGHTING STYLE: ASARÆ’S AERIAL WRATH[REQ: ABILITY TO FLY] Originating in the Asaræ Monasteries of Southern Shiran, this fighting style incorporates maneuvers, attacks, and stunts that rely on altitude, height, and using one’s ability to fly to best an opponent in combat. You gain the following benefits: • While flying, you gain a +1 bonus to your Armor Class. • While flying, you gain advantage on Dexterity (Acrobatics) proficiency checks to avoid hazards or being pulled to the ground by an enemy. • You learn the stunt Asaræ’s Assault (see page 33). FIGHTING STYLE: EMPEROR’S WAY Developed by the Imperial House of Xian, this fighting style focuses on submissive holds, grabs, and moves to redirect the target’s attacks without using direct force. You gain the following benefits: • Your physical strikes deal 1d8 points of damage + your Strength modifier, but you can never kill a character using this style; you must always choose to deal non-lethal damage and knock out the target instead. • Your unarmed attacks deal an additional 1d4 points of bludgeoning damage. This damage is not multiplied on a critical hit. FIGHTING STYLE: JÖTUNFOLK’S FURY Developed in the northern tundras of Shiran among the jötunfolk tribes there, this brutal, violent style of fighting capitalizes on brute force and sudden strikes to quickly render an opponent immobile. You gain the following benefits: • Your unarmed attacks deal an additional 1d4 points of cold damage. This damage is not multiplied on a critical hit. • You know the cantrip ray of frost. Charisma is your casting modifier for it. • When you make an unarmed attack against a target and critically hit, you can spend a point of resolve to immediately target them with the cantrip ray of frost spell, dealing 2d8 points of additional cold damage when you do. FIGHTING STYLE: NEKOMATA CLAW FIGHTING Developed on the hunting plains of Yerwin, long before the peace between the yökai was struck, the nekomata were mastering their evolutionary advances, matching them with fighting styles that maximized their strengths. You gain the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 21. • Your unarmed attacks deal an additional 1d4 points of slashing damage. This damage is not multiplied on a critical hit. • You gain advantage on Dexterity (Stealth) proficiency checks while in the Plains of Yerwin or similar terrain (GM’s discretion). FIGHTING STYLE: PANDREN’S PATH Originally exclusive to the Pyrrin Isles, this style and tradition has been taught by pandren monks to any willing to uphold its tenets. Today, this style is taught throughout the Empire of Xian. You gain the following benefits: • Your unarmed attacks deal an additional 1d4 points of piercing damage. This damage is not multiplied on a critical hit. • You know the spell hideous laughter. Charisma is your casting modifier for it. • When you make an unarmed attack against a target and critically hit, you can spend a point of resolve to immediately target them with the spell hideous laughter, increasing the DC by 1 when you do. FIGHTING STYLE: ELVEN PATH OF WAR Taught throughout Velestra long before the War of Sovereigns rocked their shores, the Elven Path of War is a brutal and vicious combat style designed to destroy Galgaræ’s servants before they can close the gap. You gain the following benefits: • Your unarmed attacks deal an additional 1d4 points of radiant damage. This damage is not multiplied on a critical hit. • While on Velestran soil (or while defending an elven outpost in another land), you gain a +2 bonus to Dexterity (Acrobatics) and Dexterity (Stealth) proficiency checks.• You learn the stunt Elven Deflection (see page 34). HACKER [REQ: COMPUTERS PROFICIENCY] You know how to examine, defend, attack, and navigate computer networks; you can use a specialized suite of tools to test and penetrate these networks, recovering vital information or delivering viral payloads (sometimes both). You gain the following benefits: • You gain advantage on Intelligence (Computers) proficiency checks to navigate computer networks. • You gain profi ciency with Hacker Tools. HEAVY ARMOR TRAINING[REQ: MEDIUM ARMOR TRAINING] You’ve trained with the Peacekeepers or a similar group of professionals, learning to wear most of the heavy armors on the market. You know how to wear, care for, don, and inspect heavy body armor of all kinds. You gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 21. • You are proficient with heavy body armor. MAGITECH INITIATE You’ve got a little magic up your sleeve. You gain the following benefits: • You know two cantrips from the Arcanist spell list, and Intelligence is your spellcasting ability for both of them. • You gain a +1 bonus to Intelligence (Arcana) and Intelligence (Technology) proficiency checks to identify, operate, repair, or modify magitech devices of all kinds. MEDIUM ARMOR TRAINING[REQ: LIGHT ARMOR TRAINING] You’ve trained with the Peacekeepers or another group of military professionals, learning to wear a wide assortment of medium armors. You know how to wear, care for, don, and inspect medium body armor of all kinds. You gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 21. • You are proficient with medium body armor. INVESTIGATOR'S EYE You’ve got an eye for the details everyone else misses. You gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 21. • You gain advantage on Wisdom (Perception) proficiency checks while searching the scene of a crime. • You gain advantage on Intelligence (Insight) proficiency checks while searching the scene of a crime. KAIMA SIGHT You’ve learned, through a combination of training, magical attunement, or through the gifts of the kaima who live there, to Pierce the Veil between Alessia’s prime material plane and Yù Xing, the Realm of the Jade Stars. You gain the following benefits: • You can spend a Bonus action to activate your kaima sight, gaining the ability to see the realm of Yù Xing and its visible inhabitants within 30 feet of you. This sight lasts for 1d4 minutes. You must complete a short rest before activating this ability again. • You gain advantage on Wisdom (Perception) proficiency checks while observing the realm of Yù Xing. • You gain advantage on Intelligence (Insight) skill checks when interacting with the kaima who live in the realm. LIGHT ARMOR TRAINING You’ve trained with the Peacekeepers or another group of military professionals, learning the basics about most light armors. You know how to wear, care for, don, and inspect light body armor of all kinds. You gain the following benefits: • Increase your Strength or Constitution score by 1, to a maximum of 21. • You are proficient with light body armor. LUCKY You’re luckier than most. You gain the following benefits: • Choose one of your skill proficiencies. You gain a +1 bonus to proficiency checks with that skill. Whenever you make a proficiency or ability score check with that skill, you can spend a point of resolve as a reaction to gain advantage on that roll. • Increase your Resolve by 1. MEDIA PERSONALITY You’re kind of a big deal. When you make an announcement online, post something to your Smiles or Holo Account, or blast someone in under 256 characters, thousands of people across Alessia listen. You have one, maybe more corporate sponsors. You gain the following benefits: • You gain advantage on Intelligence (Culture) proficiency checks when using social media (your Smiles or Holo accounts) as a public figure. • You gain advantage on Charisma (Perform) proficiency checks to entertain people using social media. ONE HAND ON THE WHEEL [REQ: PROFICIENCY IN THE DRIVE SKILL] Your look at traffic laws with the same disdain you do gravity – with a devil-may-care grin and a little too much coffee in your veins. You gain the following benefits: • You gain advantage on Dexterity (Drive) profi ciency checks while performing special maneuvers in a vehicle you are proficient operating .• Each round, you can elect to operate your vehicle as a move. When you do, you suffer disadvantage on any Drive proficiency checks the GM calls for during the following round. This resets at the beginning of your next turn. PARKOUR [REQ: DEXTERITY 17] You see walls not as barriers, but as challenges. You’ve run the walls of Capital City, leaped through the Floating Markets of Qingshan, and thrown your body into places most people would consider insane. You gain the following benefits: • You gain advantage on Dexterity (Stealth) proficiency checks in urban environments. • You gain advantage on Strength (Athletics) proficiency checks in urban environments. • Provided you aren’t wearing armor, aren’t encumbered, and aren’t otherwise restricted (you can’t be tied up), your Armor Class is naturally 12 + your Dexterity modifier while in an urban environment. PILOT [REQ: INTELLIGENCE 13] You know how to pilot a specific type of vehicle. When you select this feat, select a vehicle from the following list: • Commercial Skyship, Aeris Class Transport. • Commercial Skyship, Dragonfire Assault Class • Commercial Skyship, Executive Class Transport • Commercial Skyship, Provision Class Survey • Commercial Skyship, Ronin Class Transport • Commercial Skyship, Shadow Class Assault • Commercial Skyship, Victor Class Assault • Commercial Skyship, Xian Class Survey • Dashers (all) • Dreadnaughts (all) • Drifters (all) • Imperial Skyship, Cruiser • Imperial Skyship, Destroyer • Imperial Skyship, Dreadnaught • Imperial Skyship, Fast Attack Cruiser • Imperial Skyship, Junker Transport • Imperial War Skiff You gain the following benefits while operating this vehicle: • You gain advantage on Intelligence (Spacefaring) proficiency checks. • You gain advantage on Wisdom (Perception) proficiency checks while you are operating, searching, or working on this vehicle. RIFLE EXPERT [REQ: PROFICIENCY WITH A RIFLE]OR PILOT SKILLS] You know how to use a rifle. You’ve spent a lot of time practicing with a wide variety of rifles in close combat situations, allowing you to enjoy the following benefits: • You ignore the loading quality with rifles with which you are proficient. • Being within 5 feet of a hostile creature doesn’t impose disadvantage on ranged attacks you make with that rifle. • When you use the Attack action with a rifl e with which you are profi cient, you can spend 1 point of resolve to gain a +2 bonus on that roll. STUNT DRIVER [REQ: PROFICIENCY IN DRIVE [REQ: PROFICIENCY WITH A RIFLE]OR PILOT SKILLS] You’ve been trained to handle vehicles in ways others can’t hope to comprehend. You can use the Drive skill to perform acts of daring, stunts, and tricky maneuvers. You gain the following benefi ts: • Increase your Resolve by 2. • When executing, attempting, or otherwise performing special maneuvers in a vehicle with which you are profi cient, apply double your profi ciency modifier. SKYSHIP GUNNER You’ve trained on skyships, skiffs, and dreadnaughts – you not only know how to operate the shipboard weapon systems on most skyships, you have a knack for them. You gain the follow benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You have advantage on attacks against enemy vessels who are charging, ramming, or attempting to board your skyship. • You gain proficiency with the gunsmithing kit. SURGEON [REQ: INTELLIGENCE 17] Provided you have the tools, supplies, and staff, you can use the Medicine skill to perform surgery, including removing bullets, repairing and replacing damaged organs, and making physical alterations to the creature’s body. When you select this feat for the first time, select 3 species you’ve previously encountered or studied; you can perform surgery on these species. Each time you select this feat, you can add 3 additional species to your list. 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 • 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. • 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 DM 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 DM 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 a 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 meditating 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 intelligent character will try and understand, learn from their mistakes, 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 character’s worst vices, flaws and whatever resides in the darkest edges of their heart, with grim morbidity. Their identity twisted yet faithful to themselves. Bravery turns into recklessness, 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 thoroughly portraying their character’s possession with a 1d6 roll result, usable only once per Possession state, to add as a bonus to any A bility Check, Saving Throw or Attack Roll. INTERDICTION FROM EVIL This ritual requires an hour to complete and a variable number 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 an 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. Contamination (drakenheim) Characters in the world of Drakkenheim may be exposed to eldritch pollutants or arcane radiation emitted by delerium. These hazards cause a new condition called contamination, which inflicts both debilitating symptoms and otherworldly mutations. Contamination is measured in six levels. An effect can give a creature one or more Contamination Levels, as specified in the effect’s description. If an already-contaminated creature suffers another effect that causes further contamination, its current Contamination Level increases by the amount specified in the effect’s description. In addition, each time a character finishes a long rest while they have 1 or more Contamination Levels, roll 1d20. On a 1, they gain a Contamination Level. On Contamination Level 6 or higher, the creature transforms as described in the Monstrous Transformation section. Contamination Symptoms A contaminated creature suffers the symptoms from its current level as well as all lower levels. Level Symptoms 1 None. 2 Hit points regained by expending hit dice are halved. 3 No hit points regained at the end of a long rest. 4 Damage dealt by weapon attacks and spells is halved. 5 The character is incapacitated. 6 Monstrous Transformation! Mutations In addition to suffering symptoms, each time a character gains a Contamination Level, it rolls 1d6. If the result is equal to or less than the character’s current Contamination Level, the creature gains a mutation. The Game Master may choose the mutation, or determine it randomly by rolling 1d20 on the Mutations Table below. Unless otherwise specified, a creature can’t gain the same mutation more than once. If a duplicate result is rolled, the Game Master chooses a different one or rolls again. Removing Contamination Only magic can remove Contamination Levels. Creatures do not recover from contamination naturally. The purge contamination spell (see the Magic of Drakkenheim chapter) can remove contamination, but it leaves affected characters exhausted. A heal spell removes all Contamination Levels and mutations from a contaminated character. An effect that removes a Contamination Level also removes one randomly determined mutation. All contamination symptoms end and all mutations are removed if a creature’s Contamination Level is reduced below 1. Skin, hair, fingernails, and toenails lost to mutations regrow normally once contamination is removed. However, a regenerate spell or similar magic is needed to restore any other body parts (such as teeth, limbs, or eyes). Death and Dying While Contaminated When a humanoid creature with any Contamination Levels dies, it animates as a zombie 24 hours later. A creature with six or more hit dice rises as a wight instead. A creature restored to life with revivify or raise dead spell reduces a creature’s contamination level by one, and all contamination level are removed from a creature restored to life by resurrection or true resurrection. Note however that a fully contaminated creature who was transformed into a monster is not restored to its original form if it is raised or resurrected. Monstrous Transformation! A creature who reaches Contamination Level 6 or higher undergoes a Monstrous Transformation into a horrific monster controlled by the Game Master. Once triggered, the transformation finishes in 1 round. It is thereafter permanent. Game Masters are encouraged to narrate a suitably gory description of the transformation. The Game Master chooses the creature’s new form, which is most often an aberration or monstrosity of some kind such as a gibbering mouther. The new form usually has a Challenge Rating similar to that of the original creature — in the case of a player character, their level determines the transformation’s Challenge Rating. Under appropriate circumstances, such as very sudden onset of contamination or the presence of arcane anomalies, you can choose one that is much higher or much lower. The creature’s game statistics are entirely replaced by those of the chosen monster. The creature assumes the new form’s hit points and Hit Dice. All Contamination Levels are removed, though the Game Master may grant additional traits to the new form similar to any beneficial mutations gained from Contamination Levels. The Game Master determines what remains of the original creature’s personality and memories, if anything. Regardless, the creature is invariably driven mad by the transformation and falls under the Game Master’s control. Reversing the Transformation The means of reversing a Monstrous Transformation are completely unknown at the outset of the campaign. A transformation is widely regarded as permanent. A wish spell or similar magic can restore a single transformed creature to its previous form, removing all madness and contamination in the process. This is considered a stressful use of the wish spell, and thus there is a 33 percent chance that the caster will be unable to cast wish ever again if they use the spell in this manner. The transformation is otherwise irreversible by any means short of divine intervention. Nevertheless, at the Game Master’s discretion, it may be possible to temporarily alleviate a transformed creature’s innate madness. However, an intelligent monster who receives long-term treatment of any sort may eventually conspire to contaminate or subtly corrupt its caretakers. Mutations 1 Rampant Mutation. Roll twice, ignoring this result on subsequent rolls. 2 Rasping. Your vocal cords warp. You can only speak in a halting gurgle. If you have 4 or more Contamination Levels, your tongue rots and falls out, and you can no longer speak. 3 Wasting. Your fingernails, teeth, and toenails start falling out. 2d6 fall out for each Contamination Level you have gained. 4 Rotting. Your lips, nose, and ears blacken and wither. If you reach 4 or more Contamination Levels, they rot and fall off. You can still speak and hear, however. 5 Molting. Painful blisters, welts, and multicolored lesions appear all over your skin, which burst and peel off painfully, exposing the raw sinew underneath. Once you reach 4 Contamination Levels, your skin entirely sloughs off. 6 Shedding. Each time you gain a contamination level, some of your hair falls out in patches. Once you reach 4 or more Contamination Levels, all hair on your body completely falls out. 7 Lambent Glow. You emit a dim octarine glow to a range of 10 feet. If you have 4 or more Contamination Levels, you instead emit bright light to a range of 30 feet. 8 Ocular Tumors. An eyeball opens somewhere on your body for each Contamination Level you have gained. If you have 4 or more Contamination Levels, you can see in all directions. 9 Spiked Growths. At the start of each of your turns, you deal 5 (1d10) piercing damage to any creature you are grappling. 10 Aquatic Adaptation. You sprout fish-like fins and gills. You gain a swimming speed equal to your land speed and can breathe underwater. If you have 4 or more Contamination Levels, you can only breathe underwater; but can hold your breath outside water for up to 1 hour. 11 Amorphous Form. Your bones and organs become gelatinous. You can move through a space as narrow as 6 inches wide without squeezing. 12 Chitinous Skin. Shell-like growths appear all over your body, giving you a +1 bonus to AC. If you have four or more Contamination Levels, this bonus increases to +2. 13 Cyclopean Vision. Your eyes merge into a single central eye which can emit an energy beam as a ranged spell attack using your Intelligence modifier. If it hits, it deals 2d6 radiant damage. 14 Spatial Displacement. You can cast misty step once for each Contamination Level you have gained. You regain these uses when you finish a long rest. 15 Tentacled Limb. One of your arms becomes a fleshy tentacle. When you make a melee attack on your turn, increase your reach by 5 feet. 16 Spider Climb. You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 17 Whispering Voices. You gain telepathy to a range of 10 feet, but other people hear it as their own voice. If you have 4 or more Contamination Levels, the range extends to 60 feet. 18 Belly Maw. A toothy mouth appears on your stomach, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier. 19 Eyeless Sight. Your eyes become milky orbs, and you gain blindsight to a range of 10 feet. If you have 4 or more Contamination Levels, your eyes rot out, and dim octarine light burns in the sockets. Your blindsight increases to 30 feet, but you are blind beyond this radius. 20 Arcane Blood. You gain an additional spell slot of the highest level you can cast (to a maximum of 5th level). If you don’t have spell slots, your hit point maximum increases by an amount equal to your level. If you have four or more Contamination Levels, you gain two spell slots instead of one or increase your hit points by twice your level. Drakkenheim Madness Characters facing otherworldly horrors in Drakkenheim may be driven mad by the experience. Instead of a long-term madness effect from the Core Rules, you can apply one of the following flaws instead: 1 “I wish I didn’t have all these useless organs inside me.” 2 “The contamination is a blessing which will transform me into a wondrous creature.” 3 “The monsters are civilians trying to live a peaceful life! We need to protect them!” 4 “I must wear a flesh-coat made from my slain enemies to gain their strength!” 5 “My companions died in the ruins. I’m sorry friends, you are merely ghosts haunting me, you aren’t real. Stop trying to talk to other people.” 6 “I need to eat everything I can find. It’s probably going to be my last meal.” 7 “Drakkenheim is so beautiful at night. I could spend forever wandering the streets by moonlight. We should go tonight! Let’s go every night!” 8 “Don’t you fools get it?! If you die in Drakkenheim, you die IN REAL LIFE!!!!” 9 “A sinister cabal of disembodied hands is plotting against me.” 10 “I must go into the ruins and kill. Rip and tear, until it is done.” Corruption This new condition works like exhaustion by means of mechanics; each long rest reduces it by one level, and the greater restoration spell can affect it as it affects exhaustion in the spell’s description. Corrupted. The creature has disadvantage on Charisma (Persuasion) checks but has advantage on Charisma (Intimidation) checks. Other than the condition, Corruption has 5 levels: Level 1: The target sees under normal light as if it is in dim light. It bypasses every kind of vision except Truesight, Tremor Sense, and Blindsight. In total darkness, if it has darkvision or a similar means to perceive, it sees as the normal rules deem appropriate. Level 2: The target sees under dim light as if it is in total darkness. It bypasses every kind of vision except Truesight, Tremor Sense, and Blindsight. Level 3: While perceiving its surroundings as if it is in dim light, it must succeed in a DC 10 Wisdom saving throw when making an attack roll, or it confuses the target as a friendly creature; thus, it must attack another creature or lose the attack. Level 4: While perceiving its surroundings as if it is in normal light, it must succeed on a DC 10 Wisdom saving throw when making an attack roll, or it confuses the target as a friendly creature; thus, it must attack another creature or lose the attack. Level 5: The target is blinded and sees everyone in shades and colors. It can’t discern friend from foe and perceives everyone as hostilecreatures of the GM’s choice, related to its characteristics, knowledge, traits, fears, and other circumstances.