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Missing entire document (Code still in place) #619

Closed CaptainZark closed 6 years ago

CaptainZark commented 6 years ago

For whatever reason, whenever I click edit or share on my 46-page campaign guide I made for my players, I cannot see any of the guide. It's a single, grey page with "1/46" written in the top left corner. The code is still there and, in fact, I can copy and paste it into a new editor, but it goes back to being grey if I save. Any help on fixing this would be appreciated. I need it finished by the end of the week, and this is a pretty big road block.

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Rumenor Campaign Guide

##### A world of fantasy set in a pseudorealistic medieval realm. ##### (With inspiration from the Hobbit, the Lord of the Rings, and the Witcher.)

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Rumenor Campaign Guide

We'll soon be starting the next campaign. It takes place in my hand-crafted world of Rumenor, a low-magic, high-fantasy game. (Think if you mixed Lord of the Rings and the Witcher.)

House Rules

As normal, I've a set of rules that I've chosen to work within this campaign. They are as follows:

Alignment. We will not be using alignment for this campaign. Rather you are to remain true to your character's motivations and backstory. That being said, I'm not allowing characters that could be strictly defined as Lawful Evil, Neutral Evil, or Chaotic Evil.

Character Creation. Roll your stats (4d6 drop the lowest), if you average <10, you can show me and ask if you can reroll.

Cutscenes. There will be certain moments, usually a combat, that I won't use initiative for. Instead, an issue will be posed (say, a single giant tiger pounces from its hiding place). You can then state your action and we'll run through everything in a, hopefully, smooth fashion.

Death Saving Throws. You will make these rolls as secretively as possible. If you crit, resulting in regaining consciousness and 1 hit point, you may feel free to say so. Otherwise, unless someone revives you in time, I will ask you whether you lived or died after combat ends. You are under no obligation to tell me the truth, and I will not ask what you rolled.

Along with that, no one is to ask what another player rolled. If, in the event that a player has rolled 3 failed death saves, someone attempts to revive said player, the dead player is free to disclose, or not, the result of the rolls.

Experience. As far as experience goes, I'll be using the experience points system. That being said, I plan on awarding experience for more than just killing things. For example, I'll award more experience if you resolve things peacefully (when they can be), and bonus experience for synergy, working as a team, and creative resolutions.

Experience will also be granted upon reaching certain milestones. For example, uncovering a secret, finishing a sidequest, or reaching certain points in the current main quest will award lumpsums of experience (based on your current level, difficulty of the challenge, and so on).

Initiative. I've been lax with this, but I'm only doing this so combat doesn't drag on. For about a month or so, I will give you 5 seconds to state your action when your turn arrives in combat. If you fail to do so, you suffer from indecisiveness and take the Dodge action until your next turn.

After that first month or so, you will have 0 seconds. If you can't respond, you take the Dodge action. I recommend paying attention as each turn passes and forming a plan before your turn starts.

Memories. In addition to your background, I'll have you create several memories relating to your character's past. That will be further detailed under "Backgrounds."

Inspiration. I intend to grant inspiration for remaining true the concept of your character, as well as being able to go with the story, either by moving a scene along or helping to make a scene more enthralling. As per the rules, you can only have one at a time and you are allowed to grant them to other players.

Additionally, I'll allow the use of inspiration for more than just advantage on a roll. If you feel that an action would cool to perform (and mostly feasible in reality), but is otherwise not possible in the confines of the rules, ask if you can perform the action for in exchange for your inspiration. I may allow it.

Murky Mirror. You are a perfect reflection of your character in a murky mirror. It's not a perfect reflection, but it is synchronous. If the players are sitting around and talking, then so are the characters, saying roughly the same things. It might not even be English, but both sides of the reflection are communication.

(Paraphrased from the AngryGM. For a better understanding, google "AngryGM Murky Mirror".)

New Skills. An Intelligence (Lore) check meaures your ability to recall unusual and obscure information about old legends, ancient war gear, bits of song, rare artefacts, and the reading of runes. Lore replaces the Arcana skill; magic is an imprecise term, for is a term used to describe Firbolg, music, and the sinister cold in the Iron Wastes.

An Intelligence (Traditions) check measures your ability to recall the proper courtesies and etiquette expected by the various cultures, along with some of thier stories about their people and their respective histories. An Intelligence (Traditions) check is used whenever you wish to gain an audience with someone of influence. Traditions also covers the knowledge of such religion, as it exists in Rumenor.

Further Example of Cutscenes

Alice, Bob, Charon, and Dan are have decided to cut through a forest. There's a rustle in the bushes nearby and out leaps a large, 8-foot tiger, straight for Alice.

DM: "The tiger leaps straight at you. What do you do?"

Alice: "I want to dodge out of the way!"

Dan: "As she does that, I want to cut at it with my longsword!"

DM: "Okay. Alice, I need you to make a Dexterity save versus the tiger's attack. Dan, I need you to make an attack roll. It's currently sailing through the air, so make an attack roll with a DC of 12."

Alice: "I rolled a 17!"

Dan: "Dammit. Rolled a 9."

DM: "Nice, Alice. It rolled a 15. You narrowly dodge away from the claws of the tiger. Dan, it flies past you as you swing, your sword missing it by inches."

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##### Table Of Contents - **[1 Rumenor Campaign Guide Cover](#p1)** - **[2 Rumenor Campaign Guide](#p2)** - [2.1 House Rules](#p2) - **[3 Map](#p5)** - **[4 Races](#p6)** - [4.1 Dwarf](#p6) - [4.2 Firbolg](#p8) - [4.3 Halflings](#p9) - [4.4 Humans](#p10) - [4.5 Orc](#p12) - **[5 Classes](#p14)** - [5.1 The Rogue](#p14) - [5.5 The Barbarian](#p18) - [5.8 The Fighter](#p22) - [5.11 The Ranger](#p26) - **[6 Cultural Values](#p31)** - [6.1 Dalish](#p31) - [6.2 Men of Ard](#p31) - [6.3 Valnorian](#p32) - [6.4 Dwarvish](#p32) - [6.5 Halfling](#p33) - [6.6 Firbolg](#p33) - [6.7 Orcish](#p34) - [6.8 Open Values](#p34) - **[7 Backgrounds](#p36)** - [7.1 Memories](#p36) - [7.2 Backgrounds](#p36) - **[8 Equipment](#p37)** - [8.1 Starting Equipment](#p37) - [8.2 Wealth](#p37) - [8.3 Gear](#p38) - [8.4 Adventuring Gear](#p41) - [8.5 Tools](#p42) - [8.6 Vehicles](#p43) - [8.7 Trade Goods](#p43) - [8.8 Expenses](#p43)

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Map

<img src='https://image.ibb.co/dkbmwH/Rumenor.png' style='position:absolute; top:178px; right:3px; width:810px' />

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Races

Dwarf

"The anvil is hard so that it can help shape the blade. If life were easy, we would all be soft and misshapen shards of metal, tossed into a bin." <p style='text-indent: 110px';> —J.M. Bush, The Gods that Keep Them


Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forgest, a commitment to clan and tradition, and a burning hatred of dragons, goblins, and orcs—these common threads unite all dwarves.

Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet tallers. Their courage and endurance are also easily a match for any of the larger folk.

Clans and Kingdoms

Daewar and Duergar diverge wildly in terms of their preferred territories. Daewar kingdoms stretch deep beneath the mountains whereas Duerger settled in the vast tundra of the Iron Wastes. Regardless, they mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and find jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can't find in their mountains, they gain through trade.

The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors' names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.

Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.

The Dragon War

Few are alive who remember when dragons were a common sight. Beautiful yes, but also dangerous and deadly. For nearly an age dragons terrorized the people of Rumenor—killing people as well as livestock, collecting hoards of treasure, and being general terrors—before the dwarves, both Daewar and Duergar, had enough and hunted them to extinction. Their legacy still remains though, often in the form of drakes as well as wyverns.

It wasn't too long after, however, that the Duergar found themselves expelled from their homeland in the Iron Wastes. Despite their previous alliance with the Daewar, they received no aid and were overwhelmed by the monsters that pervade the Wastes. The Duergar have since held a deep-seated grudge against the Daewar, one that will not fade easily.

For Clan and Kingdom

Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruisitic desire to help others. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan's lost honor, avenge an ancient wrong the clan has suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mughty ancestor, lost on the field of battle ages ago.

Female dwarves rarely venture beyond the confines of the kingdom, though it isn't unheard of for them to venture out—not that many would notice. Though a dwarf could tell the difference, both males and females are similar in appearance with females, in fact, capable of growing facial hair.

Dwarf Names

Dwarves are named after their fathers and usually have long family names, referring to themselves as "son of" or "daughter of" followed by their father. Some substitue their family paternal ancestors' names for particular achievement.


Male Names: Balin, Bifur, Bofur, Bombur, Dain, Dori, Dwalin, Farin, Fili, Frerin, Fror, Gimli, Gloin, Groin, Gror, Kili, Nori, Oin, Ori, Thorin, Thrain, Thrawn

**Female Names:** Ami, Anim, Adin, Brair, Biin, Blis, Diin Dis, Des, Doris, Glam, Glis, Gren, Hiin, Kali, Nami, Nis, Tali, Thris, Tiin, Tis, Tris

**Titles:** Battlehamer, Brawnanvil, Fireforge, Frostbeard, Ironfoot, Oakenshield, Stonehelm

Dwarf Traits

Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature.

***Ability Score Increase.*** Your Constitution score increases by 2.

***Adventuring Age: 50 to 100.*** Dwarves generally start their life on the road in their fifties and do not usually consider retiring before their nineties. Around that time, they feel they can no longer stay away from their family, or want to dedicate themselves solely to the perfection of their crafts. But dwarves can remain active until they are more than two hundred years old, and may return to adventuring if a great need arises. A healthy dwarf who avoids a violent death can reach 300 years of age.

***Size.*** Dwarves generally stand between 4 to 5 feet tall and can weigh upwards of 160 lbs. Your size is Medium.

***Speed.*** Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

***Low-Light Vision.*** Accustomed to life in the dark, you have superior vision in dim conditions. You can see in dim light within 60 feet if you as if it were bright light, but you cannot see in the dark.

***Dwarven Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.

***Dwarven Combat Training.*** You have proficiency with the axe, hand axe, great axe, hammer, and warhammer

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***Tool Proficiency.*** You have proficiency with the artisan's tools of your choice: jeweler's tools, mason's tools, miner's tools, smith's tools, or woodcarver's tools. You also gain proficiency in one musical instrument of your choice.

***Stonecunning.*** Whenever you make an intelligence (History) check related to the origin of stonework, you are considered proficient in the history skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

***Lanugages.*** You can speak, read, and write Common and Dwarvish. Dwarvish is a secret language known only to dwarves. It is filled with hard consonant and gutteral sounds, and is used between dwarves wishing for a private conversation.

***Subraces.*** Two main subraces of dwarves exist in Rumenor: Daewar and Duergar.

Daewar

As a Daewar, a mountain dwarf, you are strong and hardy. You were born with the drums of battle thumping in your ears. Though Daewar are not bred for war, they are prepared for it. You tend towards a paler complexion, a consequence of your ancestor's life undergroung.

***Ability Score Increase.*** Your Strength score increases by 2.

***Dwarven Armor Training.*** You are proficient in medium and heavy armor.

Duergar

As a Duergar, you know the ringing of hammers and the forgin of steel better than anyone. You are at home among the forges — which, after the destruction siege of your people's capital of Frosthaven, is as close to home as you're likely to get. Your complexion is that of frostbitten flesh — dull blues to ashen grays — as a result of your ancestor's continued existence in the harsh cold of the Iron Wastes.

***Ability Score Increase.*** Your Strength score increases by 1.

***Tundra Native.*** Centuries of living in the Iron Wastes has resulted in a natural resistance to the cold. You have a resistance to cold damage.

***Tool for War.*** You are proficient with the mattock.

orc_fighter

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Firbolg

"We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find that dragon's head placed in the center of our camp. Soveliss told me that firbolgs must have claimed the forest, and they wanted to show us we had no further business there. If we lingered, he assured me, our heads would be next."

—Gimble, *Notes from the Treasure Hunter*


Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolg demonstrate formidable skills with weapons and druidic magic.

Humble Guardian

Firbolg love nothing more than a peaceful day spent among the trees of an old forest. They see forests as a sacred place, representing the heart of the world and monuments to the durability of life.

In their role as caretakers, firbolg live off the land while striving to remain in balance with nature. Their methods reflect common snse and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the woods survive until springtime.

In a firbolg's eyes, there is no greater fault than greed. The firbolg believe that the world remains healthies when each creature takes only what it needs. Material goods, especially precious gems and gold, have little appeal to them. What use are such things when winter lingers and food runs short?

Firbolg Names

The concept of names strikes the Firbolg as strange. They know the animals and plants of th forest without formal names, and instead identify the forest's children by their deeds, habits, and other actions.

By the same token, their tribe names merely refer to their homes. When dealing with other races, firbolg refer to their land by whatever name the surrounding folk use, as a matter of tact and hospitality, but among their own kind they simply call it "home."

Sometimes firbolg adopt the nicknames or titles outsiders give them un the assumption that those who need names can call them whatever they wish.

Firbolg Traits

Your Firbolg character has the following racial traits.

***Ability Score Increase.*** Your Wisdom score increases by 2 and your Strength score increases by 1.

***Adventuring Age: 100 - 250.*** Firbolg are invulnerable to age, yet rarely do they travel beyond their woodland homes. After reaching adulthood (about a century of age), however, some few go on a pilgrimage, either out of necessity or a keen wanderlust, though they are quick to return to their forest homes.

***Size.*** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Firbolg Magic.*** You have an innate sense of the natural and unnatural. You're also capable of magically appearing smaller than your usual stature.

You can cast *detect good and evil* and *disguise self* with this trait, yusing Wisdom as your spellcasting ability for them. Once you case either spell, you can't case it again with this trait until you finish a short or long rest. When you use this version of *disguise self*, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans.

***Mask of the Wild.*** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Speech of Beast and Leaf.*** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

***Languages.*** You can speak, read, and write Common and Sylvan. Sylvan is the ancient language of nature and is known only to Firbolg and some druids.

orc_fighter

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Halflings

"There is more good in you than you know. Some courage and wisdom, blended in measure. If more of us valued food and cheer and song above hoarded gold, it would be a merrier world."

— J.R.R Tolkien, *The Hobbit*


Halflings are a little people, about half the height of a human, and smaller than the bearded dwarves. Halflings have no beards (strongearts being the exception). There is little or no magic about them, except the ordinary everyday sort which helps them to disappear quietly and quickly when large stupid folk come blundering along. They are inclined to be fat in the stomach; they dress in bright colors (chiefly green and yellow); wear no shoes, because their feet grow natural, leathery soles and thick warm brown hair like the stuff on their heads (which is curly); have long clever brown fingers, good-natured faces, and laugh deep fruity laughs (especially after dinner, which they have twice a day when they can get it).

Disappearing Act

Despite their inclination to be fat and that they do not hurry, they are nimble and deft in their movements. They possess the art of disappearing swiftly and silently when large folk they do not wish to meet come blundering by; and this art they have developed until to most it may seem magical.

Pastoral Pleasantries

Halflings are an unbtrusive but very ancienct people. They love peace and quiet and good tilled earth: a well-ordered and well-farmed countryside is their favorite haunt. They do not understand or like machines more complicated than a forge-bellows, a water-mill, or a hand-loom, though they are skillful with tools.

Halfling Names

A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenactiously that they have been passed down through generations.


Male Names: Alton, Ander, Bilbo, Cade, Eldon, Errich, Frodo, Lyle, Merric, Merry, Milo, Osborn, Peregrin, Perrin, Pippin, Reed, Roscoe, Samwise, Wellby

**Female Names:** Andry, Bree, Callie, Cora, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Shaena, Trym, Vani, Verna

**Titles:** Baggins, Brandybuck, Brushgather, Goodbarrel, Hilltopple, Oldbuck, Sackville, Took, Tosscobble, Underbough

Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

***Ability Score Increase.*** Your Dexterity score increases by 2.

***Adventuring Age: 25 - 80.*** Halflings do not abandon their comfortable lives, but when they do, they usually wait until their coming of age at 33. But a particularly reckless Halfling might feel the call of adventure when in his tweens, as Hobbits call their twenties. Halflings generally pass early in their second century, remaining fairly healthy until the very end of their twilight years.

***Size.*** Hobbits are generally just slightly under three feet tall and weigh around 50 lbs. Your size is Small.

***Speed.*** Your base walking speed is 25 feet.

***Lucky.*** When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

***Brave.*** You have advantage on saving throws against being frightened.

***Elusive.*** You have proficiency in the Stealth skill.

***Halfling Nimbleness.*** You can move through the space of any creature who is at least one size larger than yours.

***Languages.*** You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but it is not often spoken outside of Hodge. They write very little, so they don't have a rich body of literature. Their oral tradition, on the other hand, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.

***Subraces.*** The three main kinds of halfling, lightfoot, strongheart, and ghostwise, are more like closely related families than true subraces. Choose one of these subraces.

Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You're inclined to be affable, and get along well with others.

Lightfoots are more prone to wanderlust than other halflings, especially when something gets them to wander in the first place.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Naturally Stealthy.*** You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Strongheart

As a strongheart halfling, you're hardier than average and have some resistance to poison. Some say that they have dwarven blood.

***Ability Score Increase.*** Your Constitution score increases by 1.

***Stout Resilience.*** You have advantage on saving throws against poison, and you have resistance against poison damage.

Ghostwise

As a ghostwise halfling, you're more reserved than other halflings, but no less a lover of merrymaking. You're often more thoughtful and knowledgeable than most, capable of recalling various pieces of information.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Lorekeeper.*** You have proficiency in the Lore skill and with calligrapher's supplies.

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Humans

"A day may come when the courage of men fails,when we forsake our friends, and break all bonds of fellowship. But it is not this day. An hour of wolves and shattered shields when the age of Men comes crashing down! But it is not this day! This day we fight!"

— Aragorn, The Lord of the Rings: The Return of the King


In the reckoning of the world, humans are the youngest of the races, late to arrive on the world scene and short-lived in comparison to dwarves, halflings, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel like they have something to prove, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers.

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they settled. When they settle, though, they stay. An individual human might have a relatively short lifespan, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy.

Lasting Institutions

While dwarf clans and firbolg elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and coes of law fix their tradtitions in the bedrock of history. Humans dream of immortality, but they achieve it by ensuring that they will be remembered when they are gone.

Human Names and Ethnicities

Having so much more variety than other cultures, humans as a whole have no typical names. The material culture and physical characteristics of humans can change wildly from region to region.

In Rumenor, three human cultures are widely recognized.

Dalish

Male Names: Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd

**Female Names:** Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele

**Surames:** Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag

Men of Ard

Male Names: Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor

**Female Names:** Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora

**Surames:** Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag



Valnorian

Male Names: Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth

**Female Names:** Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra

**Surames:** Brightwood, Helder, Hornraven, Lackman, Stormwind, Winrivver

Human Traits

Your human character has these traits.

***Ability Score Increase.*** Two ability scores of your choice increase by 1.

***Adventuring Age: 16 - 30.***

***Size.*** Humans vary widely in height and build, from barely 5 feet all to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

***Speed.*** Your base walking speeed is 30 feet.

***Language.*** You can speak, read, and write Common.

***Subraces.*** The three human subraces are more separate cultures rather than different breeds of human.

Dalish

The Dalish are quick-witted and clever. Found on fringes of civilization, they are capable of fending for themselves and living off the land.

The Dalish are of mixed complexions, ranging from shades of pale to copper hues to dark browns. Their hair, on the other hand, rarely strays far from shades of brown.

***Ability Score Increase.*** Your Wisdom score increases by 1.

***Raised in the Wild.*** You have proficiency in the Survival skill.

***Starting Virtue.*** You may select on Dalish Cultural Virtue of your choice.

***Extra Language.*** You can speak, read, and write Dalish, a more archaic form of Common.

Men of Ard

The Men of Ard are strong, sturdy sailors and woodsmen. When not sailing, you can often find them telling tales at the local inn.

Complexions are often of a copperish hue, whereas their hair ranges from deep browns to sandy blondes.

***Ability Score Increase.*** Your Strength score increases by 1.

***Sea Dog.*** You're proficient with navigator's tools and vehicles (water).

***Starting Virtue.*** You may selevt on Men of Ard Cultural Virtue of your choice.

***Extra Language.*** You can speak, read, and write Ardish, a language often adopted by sailors, regardless of origins, and filled with an excess of obscenities.

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Valnorians

Valnorians are weened on politics and trade, and often know a thing or two about smooth-talking and bartering.

Their complexions are usually light, which is in stark contrast to their often dark, sometimes black hair.

***Ability Score Increase.*** Your Charisma score increases by 1.

***Silver-Tongued.*** You have proficiency in the Persuasion and Deception skills.

***Starting Virtue.*** You may select on Valnorian Cultural Virtue of your choice.

***Extra Language.*** You can speak, read, and write Valnorian, a pompous-sounding language often spoken by rich merchants.

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Orc

"'Slash them! Beat them! Bite them! Gnash them! Take them away to dark holes full of snakes and never let them see the light again!' He was in such a rage that he jumped off his seat and himself rusged at Thorin with his mouth open."

—J.R.R Tolkien, *The Hobbit*


Now orcs are cruel, wicked, and bad-hearted. They make no beautiful things, but they makke many clever ones. They can tunnel as well as any but the most skilled dwarves, when they take the trouble, though they are usually untidy and dirty. Hammers, axes, swords, daggers, pickaxes, tongs, and also instruments of torture, they make very well, or get other people to make to their design, prisoners and slaves that have to work till they die for want of air and light.

Cull the Weak

Orcs have no respect for weakness. They will single out the weakest members of their fighting force, because removing these weak links strengthens the rest of the group. Soon after being born, an orc must be able to show that it will grow into a capable warrior, or else it will be removed in a brutal ceremony in which they cast the child off a cliff after beating it into unconsciousness.

Search, Destroy, Repeat

When a warband is on the move, orc warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their race. Often, bands of warriors work on a rotation, with one group heading out on a raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports abou the surrounding area so that the commanding Uruk can plan where to send raiders next.

Orc Names

Orc names don't always have meaning in the Orc language nor do they denote gender, and most noteworthy orcs are given epithets by their peers.


Orc Names: Azog, Abzug, Bajok, Bolg, Bo'tch, Gorbag, Gorgol, Jahrukk, Mozu, Muzgash, O'tch, Ruhk, Shagrat Urzul, Uglúk

**Epithets:** Death Speark, Eye Grouger, Flesh Ripper, Spine Snapper, The Brutal, The Butcher, The Defiler

Orc Traits

Your orc character has a number of traits in common with other orc-kin.

***Ability Score Increase.*** Your Constitution score increases by 2.

***Adventuring Age: 14 - 60.*** Forced to mature quickly, orcs often come of age as early as six, but aren't allowed to leave their stronghold until their early teens, after completely their training and rights of passage. They remain active well into their their late fifties, before becoming warchiefs in their final years.

***Size.*** Orcs are usually over 6 feet tall and weigh between 230 and 280 lbs. Your size is medium.

***Speed.*** Your base walking speed is 30 feet.

***Low-Light Vision.*** Thanks to your orc blood, you have superior vision in dim conditions. You can see in dim light within 60 feet of you as if it were bright light, but you cannot see in the dark.

***Relentless Endurance.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

***Menacing.*** You gain proficiency in the Intimidation skill.

***Languages.*** You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants.

***Subraces.*** The three main subrace of orcs are the ologs, the uruks, and the goblins. Each is bred to fill certain positions in the orcish hierarchy.

orc_fighter

Olog

The largest and heaviest of the orcs, the ologs are bred for destructive capabilities. They are hard to kill, often requiring several combat-ready men to bring down. Outside of orc society, ologs are used as slave labor in human lands.

***Ability Score Increase.*** Your Strength score increases by 2 and your Intelligence is reduced by 1.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

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***Stubborn Brute.*** Your capable of shrugging off injuries that would prove fatal to the weak. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Uruk

Bred for leadership qualities, uruks are rather clever and tactical, as far as orcs go. When they're enhanced cunning isn't enough, their combat training usually is.

***Ability Score Increase.*** Your Intelligence score increases by 1.

***Martial Training.*** You are proficient with two martial weapons of your choice.

***Saving Face.*** Uruks are careful not to show weakness in front of their allies, for fear of ridicule and death. If you miss with an attack roll or fail an ability check, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum of +5). Once you use this trait, you can't use it again until you finish a short or long rest.

Goblin

Small and quick is the goblin way. Bred for scouting, goblins are capable of going unseen and undamaged in their mission.

***Ability Score Increase.*** Your Dexterity increases by 1.

***Nimble Escape.*** You can take the Disengage or Hide action on each of your turns.

***Sneaky.*** You gain proficiency in the Stealth skill.

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Classes

The Barbarian


##### The Barbarian | Level | Proficiency Bonus | Features | Rages | Rage Damage | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Rage, Unarmored Defense | 2 | +2 | | 2st | +2 | Reckless Attack, Danger Sense | 2 | +2 | | 3st | +2 | Primal Path | 3 | +2 | | 4st | +2 | Ability Score Improvement | 3 | +2 | | 5st | +3 | Extra Attack, Fast Movement | 3 | +2 | | 6st | +3 | Path feature | 4 | +2 | | 7st | +3 | Feral Instincts | 4 | +2 | | 8st | +3 | Ability Score Improvement | 4 | +2 | | 9st | +4 | Brutal Critical (1 die) | 4 | +3 | | 10st | +4 | Path feature | 4 | +3 | | 11st | +4 | Relentless Rage | 4 | +3 | | 12st | +4 | Ability Score Improvement | 5 | +3 | | 13st | +5 | Brutal Critical (2 dice) | 5 | +3 | | 14st | +5 | Path feature | 5 | +3 | | 15st | +5 | Persistent Rage | 5 | +3 | | 16st | +5 | Ability Score Improvement | 5 | +4 | | 17st | +6 | Brutal Critical (3 dice) | 6 | +4 | | 18st | +6 | Indomitable Might | 6 | +4 | | 19st | +6 | Ability Score Improvement | 6 | +4 | | 20st | +6 | Primal Champion | Unlimited | +4 |

Class Features

As a barbarian, you gain the following class features.

Hit Points

**Hit Dice:** 1d12 per barbarian level

**Hit Points at 1st Level:** 12 + your Constitution modifier

**Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per barbarian level after 1st.

Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Strength, Constitution

**Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

For this campaign, you will be buying equipment, in addition to whatever equipment is granted by your background.

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapons attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

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Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Ancestral Guardian, Path of the Berserker, or Path of the Totem Warrior, each is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose to select a cultural virtue specific to your race (or an open virtue). As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving through. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistant Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Rage burns in every barbarian's heart, a furnace that drives him or her towards greatness. Different barbarians attribute their rage to different sources, however.

Path of the Ancestral Guardian

Some barbarians, such as those in Dwarven culture, revere their ancestors. These barbarians are taught that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

Barbarians who draw on their ancestral guardians can better fight to protect their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestor's deeds. These tattoos tell sagas of victories against terrible monsters and other fearsom rivals.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you're raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, the target has disadvantage on any attack roll that isn't against you, and when yhe target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection for those you defend. If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, yo ucan reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level,

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you case the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

After you cast either spell in this way, you can't use tis feature again until you finish a short or long rest.

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.

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Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if creature ends its turn out of line of sight or mor than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts the spirit animal as guide, protector, and inspiration. In battle, your toem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hair and thick skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes your tough tnough to stand up to any punishment.

Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selevted at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Wolf. You gain the huntin sensibilities of a wolf. You can track other creature while traveling at a fast pace, and you can move stealthily while traveling at normal pace.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to conver the information you seek.

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Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack.

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The Fighter


##### The Fighter | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Fighting Style, Second Wind | | 2nd | +2 | Action Surge (one use) | | 3rd | +2 | Martial Archetype | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack | | 6th | +3 | Ability Score Improvement | | 7th | +3 | Martial Archetype feature | | 8th | +3 | Ability Score Improvement| | 9th | +4 | Indomitable | | 10th | +4 | Martial Archetype feature | | 11th | +4 | Extra Attack (2) | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Indomitable (two uses) | | 14th | +5 | Ability Score Improvement | | 15th | +5 | Martial Archetype feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Action Surge (two uses), Indomitable (three uses) | | 18th | +6 | Martial Archetype feature | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Extra Attack (3) |

Class Features

As a fighter you have the following class features.

Hit Points

Hit Dice: 1d10 per fighter level

**Hit Points at 1st Level:** 10 + your Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per fighter level after first.

Proficiencies

**Armor:** All armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Strength, Constitution

**Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

For this campaign, you will be buying equipment, in addition to whatever equipment is granted by your background.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to chooses it again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons

Defense

While you are wearing armor, you gain a +1 bonus to AC

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top you your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

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Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Battle Master, Cavalier, or Gunslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and againt at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose to select a cultural virtue specific to your race (or an open virtue). As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenver you take the Attack option on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Battlemaster

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Manuevers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 8th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you dinish a short or long rest.

You gain another superiorty die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities is your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initative and have no superiority dice remaining, you regain 1 superiority die.

Manuevers

The maneuvers are presented in alphabetical order.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend on superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiorty die to the attack's damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend on superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

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Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiorty die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend on superiority die to maneuver on of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provooking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attak, you can use your reaction and expend on superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend on superiorty die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a ewapon attack, you can expend one superiority die to attmpt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you know the target prone.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descent no more than 10 feet, you can land on your feet if you're not incapacitated.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, that attack's weapon deals extra damage to the target equal to half your fighter level.

Regardless of the number of creatures you mark, you can make this special attack against a number of times equal to your Strength modifier (minimum once), and you regain all expended uses of it when you finish a long rest.

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Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creature's nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

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

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. if you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can make once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.

However, some minds couldn't stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.

This archetype focuses on the ability to design, craft, and utilzie powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not bein a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies.

Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Firearm Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.

Gunsmith

Upon choosing the archetype at 3rd level, you gain proficiency with Tinker's Tools. You may use them to craft ammunition, repair damaged firearms, or even draft and create new ones (DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Grit

Also starting at 3rd level, you gain a number of grit points equal to your Wisdom modifier (minimum of 1). You can spend grit points to perform various "shot" attacks with your firearms. An attack can only be affected by a single shot feature. You can regain spent Grit points in the following ways:

Critical hit with a firearm. Each time you score a critical hit with a firearm attack while in the heat of combat, you regain 1 spent grit point. Critical hits gained outside of die rolls (via enemy conditions) do not generate Grit.

Killing blow with a firearm. Each time you reduce a dangerous creature significant threat (DM's discretion) to 0 hit points with a firearm attack, and kill them, you regain 1 spent Grit point.

You also regain all spent grit points after finishing a short or long rest.

Deadeye Shot

Beginning at 3rd level, you can spend 1 grit point to gain advantage on the next attack roll you make with a firearm this round.

Quickdraw

When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.

Violent Shot

Starting at 7th level, you've discovered ways to push your firearms past their intended potential at the peril of damaging them. You can spend 1 or more Grit points before making an attack roll with a firearm. For each Grit point spent, that attack gains +2 to the firearm's misfire score.

If the attack hits, you can roll one additional weapon damage die per grit point spent when determining damage of the attack.

Trick Shot

By 10th level, you've hones your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attack roll to target a specifiv location on the target's body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effects.

**Maneuver save DC** = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

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Head. On a hit, the target takes normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Arms. On a hit, the target takes normal damage and must make a Strength saving throw or drop 1 held item of your choice.

Torso. On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.

Legs/Wings. On a hit, the target takes normal damage and must make a Strength saving throw or get knocked prone.

Lightning Reload

Starting at 15th level, you can reload any firearm as a bonus action.

Piercing Shot

By 15th level, you've refined your deadly gunplay to allow certain shots to pierce through foes and continue on the damage others. You can spend 1 grit point before making an attack roll with a firearm that deals piercing damage. If the attack hits, you make an attack roll against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Vicious Intent

At 18th level, your firearms attack score a critical hit on a roll of 19-20.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target suffers half othe damage from the attack at the end of its next turn.

Ammunition

All firearms require ammunition to make an attack, and due to their uncommon nature, ammunition may be difficult to find and near impossible to purchase. However, if materials are gathered, you can craft ammunition yourself using your tinker's tools (cost and time are DM's discretion). Each firearm uses its own unique ammunition.

Firearm Properties

Firearms are new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). Firearms are ranged weapons.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 action to reload. You must have one free hand to reload a firearm.

Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker's Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be repaired out of combat at half the cost of the firearm.

Scatter. An attack is made against each creature within a 30 foot cone. These attacks are simultaneous. If an affected creature is adjacent to you, they suffer double damage on a hit. This attack cannot be affected by any of your shot features.

Explosive. Upon a hit, everything within 5 feet of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.

|Name|Cost|Damage|Weight|Properties| |:---|:---|:-----|:----:|:---------| |Pistol |250 sp|1d10 piercing|3 lbs.|Ammunition (100/400), Reload 4, Misfire 1| |Musket |500 sp|1d12 piercing|10 lbs.|Ammunition (200/800), Two-handed Reload 1, Misfire 2| |Pepperbox |450 sp|1d10 piercing|5 lbs.|Ammunition (150/600), Reload 6, Misfire 2| |Scattergun |500 sp|1d8 piercing|10 lbs.|Ammunition (15/30), Reload 2, Misfire 3, Scatter| |Bad News |Crafted|2d12 piercing|25 lbs.|Ammunition (300/1200), Two-handed Reload 1, Misfire 3| |Hand Mortar|Crafted|2d8 fire|10 lbs.|Ammunition (30/60), Reload 1, Misfire 3, Explosive|

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The Ranger


##### The Ranger | Level | Proficiency Bonus | Features | |:---:|:---:|:---| | 1st | +2 | Favored Enemy, Natural Explorer | | 2nd | +2 | Fighting Style, Combat Superiority | | 3rd | +2 | Primeval Awareness, Poultices, Ranger Conclave | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Ranger Conclave feature | | 6th | +3 | Greater Favored Enemy | | 7th | +3 | Ranger Conclave feature | | 8th | +3 | Ability Score Improvement, Fleet Foot| | 9th | +4 | Natural Antivenom | | 10th | +4 | Hide in Plain Sight | | 11th | +4 | Ranger Conclave feature | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Call Natural Allies | | 14th | +5 | Vanish | | 15th | +5 | Ranger Conclave feature | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Relentless | | 18th | +6 | Feral Senses | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Foe Slayer |

<img src='https://s-media-cache-ak0.pinimg.com/originals/c1/fd/ba/c1fdbaf61f1d616f7de18908240e7144.png' style='width:309px' />

Class Features

As a Ranger, you gain the following class features:

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Lore, Nature, Perception, Stealth, and Survival

Equipment

For this campaign, you will be buying equipment, in addition to whatever equipment is granted by your background.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet reacted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.

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  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Chose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonnus to damage rolls with that weapon.

Two-Weapons Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Combat Superiority

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Manuevers. You learn two maneuvers of your choice, which are chosen from the list of maneuvers available. Many maneuvers enhance an attack in some way. You can use only one manuever per attack. You learn one additional maneuver of your choice at 5th, 9th, 13th, and 17th levels. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one. Maneuvers are detailed at the end of the class description.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. Your superiority dice become d10s at 9th level and d12s at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your

Strength or Dexterity modifier (your choice)

Primeval Awareness

Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit.

Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, wheter it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Poultices

At 3rd level you can create special herbal poultices that have healing power comparable to some potion. You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create a number of such poultices equal to your Wisdom modifier (minimum 1).

You can carry a number of poultices at one time equal to your Wisdom modifier (minimum 1). The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.

If you spend 1 minute applying one of your poultices to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two Ranger levels you have (rounded up)

Ranger Conclave

At 3rd level, you choose to emulate the ideas and training of a ranger conclave: the Beast Conclave or the Hunter Conclave both of which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: abberations, celestials ,constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilites used by a greater favored enemy.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

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Natural Antivenom

Starting at 9th level, you have advantage on saving throws against poison and have resistance to poison damage. Additionally, you can use one of your poultices to cure one poison effect on the creature you are applying it to, in addition to restoring hit points.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long period of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a =10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Relentless

Starting at 17th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see, your inability so see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creautre isn't hidden from you and you aren't blinded or deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves

Across the wilds, rangers come together ot form conclaves loose associations whose members share a similar outlook on how best to protect their peoples.

Beast Conclave

Many rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with beasts.

Animal Companions

At 3rd level, you learn to tame and befriend a creature of the natural world. With 8 hours of work and the expenditure of 50sp worth of fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick on of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

During these 8 hours, you're developing a wary sense of trust between you and the animal and at the end of it, you gain the Companion's Bond ability. You can have only one animal companion at a time.

Your animal companion is exceptionally difficult to slay, especially with you watching over them. The companions has its own death saving throw meter and they add your proficiency modifier to those saves. Should they fail their death saving throws, they still are not completely dead and with 8 hours of work and the expenditure of 25sp worth of rare herbs and medicines you can stabilize them, provided you tend to them within an hour of their final death saving throw.

Companion's Bond

Your animal companion gains a variety of benefits while it is accompanying you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best is can. It rolls for initiative like any other creature, but you determin its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilites and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, and animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.

For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion increases one ability score of your choice by 2, or it can icnrease two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

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Your companion shares your alignment and has a personality trait and a flaw that you can roll or select from the table below. Your companion shares your ideal, and its bond is always, "The ranger who travels with me is a beloved companion for whome I would gladly give my life."

Your animal companion gains the benefits of your Favored Enemy feature, and of your greater favored enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

d6 Trait
1 I'm dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and understimate me. I sue that to my advantage.
5 I have a knack for showing up in the knick of time.
6 I put my friends' needs before my own in all things.
d6 Flaw
1 If there's food left unattended, I'll eat it.
2 I growl at strangers, and all people except my ranger are strangers to me.
3 Any time is a good time for a belly rub.
4 I'm deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love them.

Cooridinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against a creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast's Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.

Hunter Conclave

Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampagin ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided you can see the creature

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.

Escape the Hoard. Opportunits attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creautres within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make melee attacls against any number of creatures within 5 feet of you, with a separate attack roll for each target.

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Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

Evasion When you are subjected to an effect, such as a red dragon's fiery breath, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge When an attacker that yuse can see hits you with an attack, you can use your reaction to halve the attack's damage agaisnt you.

Manuevers

The maneuvers are presented in alphabetical order.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend on superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiorty die to the attack's damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend on superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiorty die to the attack's damage roll.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend on superiority die to maneuver on of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provooking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attak, you can use your reaction and expend on superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend on superiorty die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a ewapon attack, you can expend one superiority die to attmpt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you know the target prone.

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The Rogue


##### The Rogue | Level | Proficiency Bonus | Sneak Attack | Features| |:---:|:---:|:---|:---:| | 1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | | 2nd | +2 | 1d6 | Cunning Action | | 3rd | +2 | 2d6 | Roguish Archetype | | 4th | +2 | 2d6 | Ability Score Improvements | | 5th | +3 | 3d6 | Uncanny Dodge | | 6th | +3 | 3d6 | Expertise | | 7th | +3 | 4d6 | Evasion | | 8th | +3 | 4d6 | Ability Score Improvements | | 9th | +4 | 5d6 | Roguish Archetype Feature | | 10th | +4 | 5d6 | Ability Score Improvements | | 11th | +4 | 6d6 | Reliable Talent | | 12th | +4 | 6d6 | Ability Score Improvements | | 13th | +5 | 7d6 | Roguish Archetype Feature | | 14th | +5 | 7d6 | Blindsense | | 15th | +5 | 8d6 | Slippery Mind | | 16th | +5 | 8d6 | Ability Score Improvements | | 17th | +6 | 9d6 | Roguish Archetype Feature | | 18th | +6 | 9d6 | Elusive | | 19th | +6 | 10d6 | Ability Score Improvements | | 20th | +6 | 10d6 | Stroke of Luck |

Class Features

As a rogue you have the following class features.

Hit Points

Hit Dice: 1d8 per rogue level

**Hit Points at 1st Level:** 8 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after first.

Proficiencies

**Armor:** Light armor

**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords

**Tools:** Thieves' tools

**Saving Throws:** Dexterity, Intelligence

**Skills:** Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

For this campaign, you will be buying equipment, in addition to whatever equipment is granted by your background.

Expertise

At first level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d9 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You con't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your travels, you've learned thieves't cant, a secret mix of dialet jargon, and code that allows you to hdie messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. it takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of the Thieves' Guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide actions

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Bard, Scout, or Swashbuckler, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively, you may choose to select a cultural virtue specific to your race (or an open virtue). As normal, you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll or 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquire greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. no attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeneding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail on an ability check, you can treat the d20 roll as a 20.

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

Roguish Archetype

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly apporach to combat, and their increasingly quick reflexes. But different rogues steer those talens in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Bard

You focus on the joys of song and music. Musicians and performers are followers of this archetype, but so do those simply seeking to spread the merryment of song. In addition to your agility and stealth, you know just how to inspire others through rousing performances.

Jack of All Trades

When you choose this archetype at 3rd level, you gain proficiency in any three skills of your choice and three instruments of your choice.

Bardic Inspiration

Starting at 3rd level, you gain a pool of Bardic Inspiration points equal to your Charisma modifier (a minimum of 1) that you can use to inspire or influence the minds of others through stirring words or music.

You have a number of Bardic Talents equal to half your rogue level (rounded down) on which to spend your Bardic Inspiration. Your options are detailed at the end of the class description. You can use only one Bardic Inspiration option per turn. You regain expended uses at the end of a long rest.

Additionally, when you gain a level in this class, you can choose one of the talents you know and replace it with antoher talent that you could learn at that level.

***Saving Throws*** Some of your Bardic Inspiration features require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

**Bardic save DC** = 8 + your proficiency bonus + your

Charisma modifier


Song of Rest

Starting at 9th level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creature who can hear your performance regain hit points at the end of the short rest, each of those creatures regains an extra 1d8 hit points. Each creature also gains a number of temporary hit points equal to twice the extra hit points regained.

The extra hit points increase when you reach certain levels in this class: to 1d10 at 13th level, and to 1d12 at 17th level.

Font of Inspiration

Starting at 13th level, you regain all of yuor expended uses of Bardic Inspiration when you finish a short or long rest.

Additionally, you choose up to one other creature to receive the effects of your Bardic Inspiration. The same option applies to both creatures.

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Song of Hope

Starting at 17th level, you can begin a 1-hour-long performance that rekindles the hopes and spirits of your allies during a short rest. You and any friendly creatures within 30 feet who can hear you gain several benefits. Any mind-influencing effects are ended and the creature becomes immune to being frightened, and makes all Wisdom saving throws with advantage. It's hit point maximum increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. Once you use this feature, you can't use it again until you finish a long rest.

Scout

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

Skirmisher

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

Survivalist

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

Superior Mobility

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

Ambush Master

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

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

Sudden Strike

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

Swashbuckler

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

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

Fancy Footwork

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

Rakish Audacity

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

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

Panache

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

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

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

Elegant Maneuver

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

Master Duelist

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

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Bardic Talents

If a bardic talent has prerequisites, you must meet them to learn it. You can learn the talent at the same time that you meet its prerequisites.

Bards do not cast spells. Instead, they perform songs that cause effects similar to spells.

Beast Speech

You can cast speak with animals at will.

Beguiling Influence

As an bonus action, you can expend one use of your Bardic Inspiration to cast charm person.

Bewitching Whispers

Prerequisite: 7th level


As an action, you can expend one use of your Bardic Inspiration to cast compulsion.

Bully

Prerequisite: Vicious Mockery


You gain from the suffering of others. When you succeed in using your Vicious Mockery talent, you may expend a Bardic Inspiration and gain temporary hit points equal to the damage dealt.

Discordant Tune

As a bonus action, you can expend one use of your Bardic Inspiration to cast bane.

Disparaging Comments

Prerequisite: Vicious Mockery


When you succeed in using your Vicious Mockery talent, you cause the creature to feel insignficant. You can expend on use of your Bardic inspiration to reduce that creature's speed by 10 until the end of your next turn.

Dumbfounding Performance

As an action, you can expend one use of your Bardic Inspiration to perform hold person.

Macabre Melody

As a bonus action, you can expend one use of your Bardic Inspiration to perform fear.

Mire of the Mind

Prerequisite: 5th level


As an action, you can expend one use of your Bardic Inspiration to perform slow.

Rousing Performance

As a bonus action, you can expend one use of your Bardic Inspiration and grant one friendly creature within 60 feet of you advantage on one skill check, attack roll, or saving throw for the next 10 minutes. After the creature uses their advantage, it is lost.

Silver-Tongued

You gain proficiency in the Deception and Persuasion skills.

Taunting Insult

Prerequisite: Vicious Mockery


When you succeed in using Vicious Mockery talent, you may expend one use of your Bardic Inspiration to compel that creature to move in 10 feet closer to you.

Tongue Twister

Prerequisite: 7th level


As an action, you can expend one use of your Bardic Inspiration to cast confusion.

Vicious Mockery

As an action, you can insult one creature within 30 feet that can hear you. The creature must make a Wisdom saving throw or take psychic damage equal to 2d4 + your Charisma and suffer disadvantage on attack rolls until the end of its next turn. The damage increases to 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th level.

Wake the Dead

Prerequisite: 9th level


You know a tune that is either so awful or so beautiful as to rouse a spirit from the dead. At will, you can cast speak with the dead as an action.

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Cultural Values

Dalish

Deadly Archery

Most members of your kin possess a natural talent for hitting the mark when using their bows. You seem to possess that quality yourself, as your arrows find their target with uncanny precision.

When making a ranged attack with a short bow or long bow, you do not suffer disadvantage for long range, nor for attacking within 5 feet.

Ever Vigilant

Living on the fringes of civilization has taught you never to let your guard down, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls as a result of being hidden from you.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Observant

The Dalish loath to let even the most minute detail escape them. You gain the following benefits:

  • Increase your Intelligence or WIsdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

Sentinal

The Dalish are known for their watchful presence, and you're no exception. You gain the following benefits:

  • Creature provoke opportunity attacks from you, regardless of whether or not they take the disengage action.
  • Whenever you hit a creautre with an opportunity attack, that creature's speed becomes 0 for the rest of the turn.
  • When a creature within 5 feet of you attacks a target other than you, you may take a reaction to make an attack of opportunity against them.

Men of Ard

Brawny

Your years of hard work have led to greater strength. You gain the following benefits:

  • Increause your Strength score by 1, to a maximum of 20.
  • You gain proficiency in the Athletics skill. You you are already proficient in this score, you add double your proficiency bonus to checks you make with it.
  • You count as if you were oone size larger for the purpose of determining your carrying capacity.

Onward into Battle

Your battle cries ring out loud and clear over the clamor of battle. Over the carnage and terror of war, your words inspire your companions to carry on in the face of terrible foes.

If any of your allies within 20 feet of you fails a saving throw against any effect that causes supernatural fear or the frightened condition, you may spend a Hit Die in order to have them all considered to have succeeded at the saving throw. You cannot use this ability if you have failed your own saving throws agaisnt whatever caused your allies to be frightened.

Tavern Brawler

Accustome to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

You may select this feat multiple times (a maximum of 4). Each time you take this feat, your unarmed strike damage increases by one die type.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Water Legs

Life on the sea has taught you how to move appropriately when on board a boat. Now that you have taken up adventuring, you can exploit your superior balance to your advantage, even when on dry land.

You always have advantage on Dexterity (Acrobatics) ability checks and any saving throws involving keeping your footing, such as when fighting on a boat, a raft, or other precarious or risky surfaces.

In addition, you can always choose to substitute Dexterity checks when making Athletics checks involving swimming.

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Valnorian

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creature. You must have heard the creature make the sound for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Inspirational

You know just what to say to inspire people to do great things.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create writen ciphers. Others can't decipher a code you create unless you teach them, they succeed on an intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Trader's Savvy

Some say that "fair speech may hide a foul heart", but you have lived among merchants and traders long enough to know that, while pleasant words are always received better than harsh ones, sometimes your speech must be sharp as any blade. You have advantage on all Charisma ability to checks when involved in direct negotiation against one other person.

Dwarvish

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the rolls equals twice your Constitution modifier.

Old Hatred

When you face your kin's most hated enemies, you feel the strength of your ancestors, slain by foul dragons, flowing impetuously through your veings.

When you find yourself fighting dragons, drakes, other forms of dragon-kin using a melee weapon, whenever you roll for damage, you can re-roll your weapon's damage dice and use either total.

Ravens of the Mountain

You have befriended a raven of the ancient breed living around the Coldpeak Mountains. Long-lived and able to speak the Common tongue, these birds are often wise companions, bound to your kin by ties of old friendship.

Many times in the past, they have provided invaluable help by gathering news or sending messages by your folk. Wherever you are, your raven friend is never far away. You can sound a call and summon to your presence in a matter of minutes. As soon as he joins you, you may command him.

Usually the raven is eager to please you, but an unusual or less than reasonable request might put their faithfulness to the test and require a DC 15 Charisma (Persuasion) ability check. The raven does not ask for anything in return, but repeated requests over a short time might sooner or later elad it to feel entitled to compensation (its precise terms are up to the DM, and might lead to interesting story developments).

The time needed for a raven to complete the errand depends on the request, on the distance to be covered, and on the complexity of the assignment. A raven flies at an average speed of 30 miles per hour. The following list shows some of the possible errands you can assign to your winged ally, but should in no way limit your inventiveness.

**Bring Tidings.** A raven is always well informed about the latest events concerning the wild and is eager to report them.

**Carry Message.** The raven can deliver messages anywhere in the region, passing its content to others of his kin.

**Investigate.** The raven can be sent to gather information on a specific subject. It must be something naturally accessible to one of its kind.

**Carry Food.** A raven might be persuaded to carry some food if able to steal or borrow it from a location within a day's flight.

Runecraft

You have been taught some long-remembered fragments of old spells that retain power to this day. Some require you to cut or engrave a runic inscription, usually in stone or metal, or sometimes carved in wood. You can learn a total of three such spells: Secrecy, Prohibition and Exclusion, and Opening and Shutting.

You learn one spell when you first select this virtue, and you may learn a new one whenever you take this feat again.

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**Spells of Opening and Shutting.** This fragment must be recited in front of a door orgate, to magically lock it, or recited backwards to open it if locked. The spell has no effect on a door that has been blocked by magic and now requires a particular word to open it. Attempts to break down the door have their DC increased by 10. The spell starts working as soon as you have finished reciting it.

**Spells of Prohibition and Exclusion.** This runic inscription is usually placed on gates and on doors, to protect an area from unwanted visitors. You may carve these signs on a rock or on the bark of a tree within the perimeter of your camp, and their power will wake you at the first sign of danger. Carve the runes and go to sleep. You will immediately awaken in any threatening presence approaches within 30 feet of your camp.

**Spell of Secrecy** Carve these runes on a concealed door, personal hiding place, or object, and it will be noticed only if someone searches for it with great care. These signs are invisible to the untrained eye as long as the power within them is still working; they can only be seen and read when the spell is spent or broken.

The object concealed by the spell can only be found on a DC 30 Intelligence (Investigation) ability check, unless the searcher is a Dwarf, in which case the DC is 15.

### Subterranean Combatant You have been taught how to defend yourself while fighting under the surface of the earth. You know how to exploit corners, darkness, and other natural obstacles to your advantage.

When fighting underground, you gain a +1 bonus to your Armor class and Dexterity saving throws.

## Halfling ### Bountiful Luck Your people have extraordinary luck, which you have learned to lend to your companions when you see them falter. You're not sure how you do it; you just wish it and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, can ability check, or a saving throw, you can use your reaction to let the ally re-roll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

### Brave at a Pinch A wise man once said that you have to put a Halfling in a tight place before you find out what is in them (the problem being that they try their best to avoid tight places...).

You may take an action and spend a Hit Die to martial your spirit for a fight. For the length of the following combat, you are immune to the Frightened condition, and are unaffected by the penalties derived from any exhaustion levels that you may have. You must take a long rest before you can use this ability again.

``` ``` ### Mobile You are exceptionally speedy and agile. You gain the following benefits: - Your speed increases by 10 feet. - When you use the Dash action, difficult terrain doesn't cost you extra movement. - When you make a melee attack against a creature, you don't provoke opportunity attacks from the creature for the rest of the turn, whether you hit or not. ### Skulker

*Prerequisite: Dexterity 13 or higher*

You are an expert at slinking through shadows. YOu gain the following benefits:
- You can try to hide when you are lightly obscured from the creature from which you are hiding. - When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. - Dim Light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight. ### Small Folk You have learned how to gain an advantage in a fight from being smaller than most of your opponents. When you are being attacked in melee combat by a creature that is bigger than you (very often), you can take a reaction to step into the same square as your opponent. You have advantage on your attack rolls against that opponent, until your opponent chooses to take a step back to attack you (which will provoke an opportunity attack). ## Firbolg ### Dreams of Elder Days You have learned to recover from your extertion even while engaging in a repetitive task, like walking or rowing a boat. When engaged in such a task, you may spend hit dice to heal the same ways as a short rest. ### Healer You are an able physician, allowing you to mend wounds quickly and get your allies back up and moving. You gain the following benefits: - When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. - As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creatures maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
\page ### The Speakers You have learned how to engage in simple communication with almost everything in nature, from living beings to grass, sotne, and water. This means, for example, that you can hear muttering from the stones in a path if other trod it recently.

To use this gift, you must make an appropriate ability check. Which skill you use depends on what you are trying to do and is at the DM's discretion. As an example, to interpret the grumblings of stones in a path requires an Intelligence (Investigation) ability check, or listening to the voice of a river requires a Wisdom (Insight) ability check.

Most objects are of limited, if any, sentience and can seldom provide exacting details, especially since they seldom pay much attention to things that don't direcly concern them.

### Forest Magic You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the long-strider and pass-without-trace spells. You can cast each spell once per long rest. Wisdom is your spellcasting ability for all three spells. ## Orcish ### Orcish Fury Your inner fury burns tirelessly. You gain the following benefits: - Increause your Strength or Constitution score by 1, to a maximum of 20. - When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest. - Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack. ### Redirection

*Prerequisite: Goblin*

*** ***

You are accustomed to using others to avoid being attacked. You gain the following benefits:

- Increase your Dexterity score by 1, to a maximum of 20. - When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can't do so again until you finish a short or long rest. ``` ``` ### Stubborn Bastard

*Prerequisite: Olog*

*** ***

Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

- Increase your Strength or Constitution score by 1, to a maximum of 20. - When you use your Stubborn Brute trait as a reaction to reduce damage, instead you rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack's daamge type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can't use it again until you finish a short or long rest. ### Uphold the Legion

*Prerequisite: Uruk*

*** ***

You were born to command with force. You gain the following benefits:

- Increase your Constitution or Intelligence score by 1, to a maximum of 20. - You can deal 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated. Once you use this ability, you can't do so again until you finish a short or long rest. - You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, to a maximum of +5). As normal, once you use this trait, you can't use it again until you finish a short or long rest. ## Open Values ### Heavily Armored

*Prerequisite: Proficiency in medium armor*

*** ***

You have trained to master the use of heavy armor, gaining the following benefits:

- Increase your Strength score by 1, to a maximum of 20. - You gain proficiency with heavy armor. ### Heavy Armor Master

*Prerequisite: Proficiency in heavy armor*

*** ***

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

- Increase your Strength score by 1, to a maximum of 20. - While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. ### Light Armor Master

*Prerequisite: Proficiency in light armor*

*** ***

You have learned how best to use your armor to its best defensive capability, you gain the following benefits:

- Increase your Dexterity score by 1, to a maximum of 20. - When wearing light armor, you gain a +1 bonus to AC.
\page ### Lucky You have an inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or saving throw, you can spend one luck point to roll an additional d20. You can choose to spend on of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and

### Medium Armor Master

*Prerequisite: Proficiency in medium armor*

*** ***

You have practiced moving in medium armor to gain the following benefits:

- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. - When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. ### Moderately Armored

*Prerequisite: Proficiency in medium armor*

*** ***

You have trained to master the use of medium armor, gaining the following benefits:

- Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain proficiency in medium armor. ### Savage Attacker Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use the highest total. ### Skilled You gain proficiency in any combination of 3 skills or tools of your choice. ### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: - Increase your Strength or Dexterity score by 1, to a maximum of 20. - You gain proficiency with four simple or martial weapons of your choice.
\page # Backgrounds ## Memories For character creation, you are going to create up to 7 memories your character would have about their life, just a couple sentences, straight to the points *(tell me, don't show me)*. They are as follows: ***Defining statement.*** Not a memory per se. This is one, maybe two, sentences that define your character in a nutshell. (You can use "Who is my Fucking #D&D Character" for examples of this, though I don't suggest actually using your results.) ***Class (1).*** I would like one memory pertaining as to how you became the class you are. This could be anything from pressured by your family to wanting to have enlisted in the military. If you have any lore-based questions, feel free toask. ***Family (2).*** I want you to create two memories pertaining to family members. As close as sibling to as distant as cousins. Maybe your sister inspired you to be who you are today, or perhaps your nosy cousins are always getting into your business. ***Any Party Relations (1).*** *This is optional.* Do you know any other member of the party? If so, how? Are you family, friends, enemies? Did you cross glances one time at a birthday party and only vaguely remember their face? ***Interesting Facts (3).*** I would like at least one interesting fact about you. Do you ride horses? Perhaps you study history in your free time? Do you have 6 toes on one foot and 8 on the other? ## Backgrounds Your memories are great for deciding who your character is. In fact, you can leave it there if you'd like and we can work on what kind of personality traits, boons, features equipment you might get as a result. That being said, feel free to choose a background to further flesh out your character. ### Charlatan ### City Watch ### Clan Crafter ### Cloistered Scholar ### Courtier ### Criminal ### Entertainer ### Guild Artisan ### Hermit ### Inheritor ### Ionad Noble ### Mercenary Veteran ### Noble ### Outlander ### Sage ### Sailor ### Soldier ### Urchin \page Simply due to running short on time, I am unable to add backgrounds to this guide. For the time being, you may select from the PHB backgrounds, with the exceptions of Acolyte and Folk Hero. I will work on getting them in here in the following week or so with any necessary adjustments. In addition, as you come across them make the following changes: - Convert gp to sp, sp to tp (or to an equivalent in cp). - Replace Arcana with Lore, and Religion with Traditions. - Wizards, Druids, Sorcerers, Warlocks, Paladins, Clerics, Fey, fiends and angels don't exist (unless otherwise stated by me). Any part of a background relating to these is to be ignored, as if it wasn't an option. - Evil bonds are off-limits. - TO ANYONE PLAYING AN ORC: I strongly recommend looking at Volo's guide for the orc background information. There is some lore that changes some information (for example, Orcs have a small kingdom in the mountains near Graydon hill, rather than separate tribes), but I can address them before we begin play.
\page # Equipment ## Starting Equipment For this campaign, you'll be buying your own gear. Unlike the PHB standard, your wealth is based on your cultural background (your Race), rather than your class. ##### Starting Wealth by Race |Race|Funds| |:---|----:| | Dwarf | 5d4 x 10 sp | | Firbolg | 5d4 sp | | Halfling | 3d4 x 10 sp | | *Human* | | | Men of Ard | 3d4 x 10 sp | | Dalish | 3d4 x 10 sp | | Valnorian | 5d4 x 10 sp | | Orc | 2d4 x 10 sp | ## Wealth Wealth appears in many forms in Rumenor. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character's financial weel being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade in either legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by pound rather than by the coin. Only merchants, travelers, and those offering professional services for hire commonly deal in coins. ### Coinage Common coins come in several different denominations based on the relative worth fo the metal from thich they are made. The most common coins are silver pieces (sp); divisions of silver, the tenpiece (tp) and halfpiece (hp), which are based on fractions of the weight of a whole silver coin.; and copper pieces (cp). One silver piece is worth 100 copper pieces, 10 tenpieces, and 2 halfpieces. A tenpiece buys a laborer's work for a day, a flask of lamp oil, or a night's rest in a poor inn. In addition, unusual coins made of other precious metals sometimes appear. The gold piece (gp) and electrum piece (ep) are generally considered as figurative amounts rather than actual coin however, and using them in trade may arrouse suspicion or skepiticism. A gold piece is worth 10 silver pieces or 1,000 copper pieces. An electrum piece is worth 5 silver pieces or 500 copper pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound—with the exception of halfpieces and tenpieces, which weight half has much or a tenth as much of a standard coin, respectively. Additionally, various civilizations refer to different coins with different terminologies. For instance, dwarves refer to a copper piece as a copper and a silver piece as a silver, whereas a Valnorian would refer to them as a rude or a light, respectively. ##### Exchange Rate | Coin | cp | tp | hp | sp | ep | gp | |---:|---:|---:|---:|---:|---:|---:| | Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/500 | 1/1000| | Tenpiece (tp) | 10 | 1 | 1/5 | 1/10 | 1/50 | 1/100 | | Halfpiece (hp) | 50 | 5 | 1 | 1/2 | 1/10 | 1/20 | | Silver (sp) | 100 | 10 | 2 | 1 | 1/5 | 1/10 | | Electrum (ep) | 500| 50| 10 | 5 | 1 | 1/2 | Gold (gp) | 1,000 | 100 | 20 | 10 | 2 | 1 | ##### Terminology | Coin/Dwarven | Arduin | Dales | Valnor | |---:|---:|---:|---:| | Copper | Pigface | Luck | Rude | | Tenpiece | Jackface | Ping | Light | | Halfpiece | Queenface | Sheb | Count | | Silver | Kingface | Fen | Glimmer | | Electrum | — | — | Spill | | Gold | — | — | Purse | ### Selling Treasure Generally, merchants are willing to buy just about anything as long as it's still in good condition, as long as it's within their realm of merchandising. ***Arms, Armor, and Other Equipment.*** As a general rule, undamage weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by bandits and monsters are rarely in good enough condition to sell. ***Gems, Jewelry, and Art Objects.*** These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first. ***Trade Goods.*** Generally, most people are willing to conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
\page ## Gear
##### Armor | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |:---|:---|:---|:---|:---|:---| | *Light Armor* | | | | | | |

Leather Jerkin

| 10 sp | 11+Dex modifier | — | — | 10 lbs. | |

Leather Corslet

| 45 sp | 12+Dex modifier | — | — | 13 lbs. | | *Medium Armor* | | | | | | |

Hide

| 10 sp | 12+Dex modifier (Max 2) | — | — | 12 lbs. | |

Corslet of Mail

| 50 sp | 13+Dex modifier (Max 2) | — | — | 30 lbs. | |

Scale Hauberk

| 50 sp | 14+Dex modifier (Max 2) | — | Disadvantage | 45 lbs. | | *Heavy Armor* | | | | | | |

Ring Mail | 75 sp | 14 | — | Disadvantage | 40 lbs. | |

Heavy Mail

| 75 sp | 16 | Str 13 | Disadvantage | 55 lbs. | | Shields | | | | | | |

Round Shield

| 10 sp | +2 | — | — | 6 lbs. | |

Tower Shield

| 30 sp | +4 | 15 | Disadvantage | 45 lbs. |
*** #### New Shield

***Tower Shield.*** Huge and round or barrel shaped, these shields are carried in battle by the sturdiest of warriors, and are considered too cumbersome and unwieldy by many, as a result. Tower shields remove the ability to make the Dash action, but they can be planted in the ground, creating 3/4 cover. Tower shields can only be used by size Medium or larger warriors.

#### New Weapon

***Mattock.*** A mattock is a heavy digging implement, sporting a flat, hammer head on one side an a spade-like "blade" on the other. Dwarves, daewar and duergar alike, choose to wield their mattocks in battle to fearsome effect.

***Firearms.*** Though some might know the secrets of gunsmithing, only dwarves readily produce firearms and they're loathe to sell them off. Being a relatively new creation, they are prone to mishaps, but there's very little competition in terms of weaponry. #### Mastercrafted Weapons and Armor Throughout Rumenor there exist talented smiths, capable of crafting weapons or armor that are a cut-above the norm. A warrior that wishes to acquire of mastercrafted gear must find a talented enough smith to craft it for them, and willing to pay the increased price. A mastercrafted weapon costs a base of 20 silver x the bonus value + 3x the listed price of the desired weapon. A suit of mastercrafted armor costs 50 silver x the bonus value + 2x the listed price. *For example, a longsword normally costs 40 silver. If you want a mastercrafted longsword, it's an additional 20 silver per bonus value. Thus, a +1 mastercrafted longsword costs 140 silver (or the equivalent of 14 gold).* A human mastercraft weapon adds a +1 bonus to all attack and damage rolls made with it, while a suit of human mastercraft armor grants a +1 bonus to AC while equipped. Only dwarves are capable of making anything superior. Dwarf-forged mastercraft armor as an added +1 bonus to Armor Class (AC), in addition to the effect of human mastercrafted armor; and dwarf-forged mastercraft weapons have a +2 bonus as opposed to +1.
\page
##### Weapons | Name | Cost | Damage | Weight | Properties | |:-----|:-----|:------:|-------:|:----------:| | *Simple Melee Weapons* | | | | | |

Club

| 10 cp | 1d4 bludgeoning | 2 lbs. | Light | |

Dagger

| 2 sp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) | |

Great Club

| 20 cp | 1d8 bludgeoning | 10 lbs. | Two-handed | |

Hand-Axe

| 5 sp | 1d6 slashing | 2 lbs. | Light, thrown (20/60) | |

Hammer

| 2 sp | 1d4 bludgeoning | 2 lbs. | Light, thrown (20/60) | |

Mace

| 5 sp | 1d6 bludgeoning | 4 lbs. | — | |

Staff | 2 sp | 1d6 bludgeoning | 4 lbs. | versatile (1d8) | |

Spear

| 1 sp | 1d6 piercing | 3 lbs. | Thrown (range 20/60), versatile (1d8) | | *Simple Ranged Weapons* | | | | | |

Light Crossbow

| 25 sp | 1d8 piercing | 5 lbs. | Ammunition (range 80/320), | |

Short Bow

| 10 sp | 1d6 piercing | 2 lbs. | Ammunition (range 80/320) two-handed | |

Sling

| 10 cp | 1d4 bludgeoning | — | Ammunition (range 30/120) | | *Martial Melee Weapon* | | | | | |

Axe

| 10 sp | 1d8 slashing | 4 lbs. | versatile (1d10) | |

Great Axe

| 30 sp | 1d12 slashing | 7 lbs. | Heavy, two-handed | |

Great Spear

| 20 sp | 1d12 piercing | 9 lbs. | Heavy, reach, two-handed | |

Heavy Scimitar | 50 sp | 2d6 slashing | 6 lbs. | Heavy, two-handed | |

Longsword

| 40 sp | 1d8 slashing | 3 lbs. | Versatile (1d10) | |

Mattock

| 20 sp | 2d6 piercing | 10 lbs. | Heavy, two-handed | |

Scimitar

| 25 sp | 1d6 slashing | 3 lbs. | Finesse, light | |

Shortsword

| 10 sp | 1d6 piercing | 2 lbs. | Finesse, light | |

Broadsword

| 30 sp | 1d8 slashing | 3 lbs. | Finesse | |

Warhammer

| 15 sp | 1d8 bludgeoning | 2 lbs. | Versatile (1d10) | | *Martial Ranged Weapon* | | | | | |

Great Bow

| 40 sp | 1d8 piercing | 3 lbs. | Ammunition (range 150/600), heavy, two-handed | |

Heavy Crossbow

| 50 sp | 1d10 piercing | 18 lbs. | Ammunition (range 100/400), heavy, loading, two-handed |
\page
##### Aventuring Gear | Item | Cost | Weight | Item | Cost | Weight | |:-----|:-----|:------:|:-----|:-----|:------:| | Backpack | 2 sp | 5 lbs. | Lantern, hooded | 5 sp | 2 lbs. | | Ball bearings (bag of 1,000) | 1 sp | 2 lbs. | Hunting trap | 5 gp | 25 lbs. | | Barrel | 2 sp | 70 lbs.| Lock | 10 sp | 1 lb. | | Basket | 40 cp | 2 lbs. | Magnifying glass | 100 sp | — | | Bedroll | 1 sp | 7 lbs. | Manacles | 2 sp | 6 lbs. | | Bell | 1 sp | — | Mirror, steel | 5 sp | 0.5 lbs | | Blanket | 50 cp | 3 lbs. | Oil (flask) | 10 cp | 1 lb. | | Block and tackle | 1 sp | 5 lbs. | Parchment (one sheet) | 1 sp | — | | Book | 25 sp| 5 lbs. | Pick, miner's | 2 sp | 10 lbs. | | Bottle, glass | 2 sp | 2 lbs. | Pocket handkerchief | 10 cp | — | | Bucket | 5 cp | 2 lbs. | Pot, iron | 2 sp | 10 lbs. | | Candle | 1 cp | — | Pouch | 5 sp | 1 lb. | | Caltrops (bag of 20)| 1 sp | 2 lbs. | Piton | 5 cp | 0.25 lbs. | | Case, crossbow bolt | 1 sp | 1lb. | Quiver |1 sp | 1 lb. | | Case, map or scroll | 1 sp | 1 lb. | Rations (1 day) | 50 cp | 2 lbs. | | Chain (10 feet) | 5 sp | 10 lbs.| Robes | 1 sp | 4 lbs. | | Chalk (1 piece) | 1 cp | — | Rope, hempen (50 feet) | 1 sp | 10 lbs. | | Chest | 5 sp | 25 lbs.| Sack | 1 cp | 0.5 lbs. | | Clothes, common | 50 cp | 3 lbs. | Saddle | 20 sp | 30 lbs | | Clothes, costume | 5 sp | 4 lbs. | Scale, merchant's | 5 sp | 3 lbs. | | Clothes, fine | 15 sp | 6 lbs.| Sealing wax | 50 cp | — | | Clothes, spring & summer traveler's | 2 sp | 4 lbs. | Shovel | 2 sp | 5 lbs. | | Clothes, fall & winter traveler's | 5 sp | 8 lbs. | Signal whistle | 5 cp | — | | Crowbar | 2 sp | 5 lbs. | Signet ring | 5 sp | — | | Fireworks | 20 sp | — | Soap | 2 cp | — | | Dwarven Toys | 1 sp - 50 sp | 1 lb. | Spikes, iron (10) | 1 sp | 5 lbs. | | Fishing tackle | 1 sp | 4 lbs | Tent, two-person | 2 sp | 20 lbs. | | Flask or tankard | 2 cp | 1 lb. | Tinderbox | 50 cp | 1 lb. | | Grappling hook | 2 sp | 4 lbs. | Torch |1 cp | 1 lb. | | Hammer | 1 sp | 3 lbs. | Travel pots and pans | 50 cp | 1 lb. | | Hammer, sledge | 2 sp | 10 lbs. | Vial | 1 sp | — | | Healer's kit | 5 sp | 3 lbs. | War Horn | 10 sp | 2 lbs. | | Hourglass | 25 sp | 1 lb. | Waterskin | 20 cp | 5 lbs. (full) | | Ink (1 oz bottle) | 10 sp | — | Whetstone | 1 cp | 1 lb. | | Ink pen | 2 cp | — | Mess Kit | 20 cp | 1 lb. | | Jug | 2 cp | 4 lbs. | *Ammunition* | | | | Ladder (10 feet) | 1 sp | 25 lbs. |

Arrows (20)

| 50 cp | 1 lb. | | Lamp | 5 sp | 1 lb. |

Crossbow bolts (20)

| 1 sp | 1.5 lbs. | | Lantern, bullseye | 10 sp | 2 lbs. |

Sling bullets (20)

| 4 cp | 1.5 lbs. |
\page ## Adventuring Gear #### Ball Bearings As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. #### Caltrops As an action, you can spread a single bag of catlrops to cover a 5-foot-area. Any creature that enters the area must succeed on taking a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, it's walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw. #### Candle For 1 hour, a candle sheds bright light in a 5 foot radius and dim light for an additional 5 feet. #### Case, Crossbow Bolt This wooden case can hold up to twenty bolts. #### Chain A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. #### Dwarven Toys The delightful creations of the dwarves and their apprentices come from their kingdoms in the Coldpeaks and Golden Peaks and sold at toy markets throughout Rumenor. Made from intracately carved wood and metal, the greatest (and most expensive) are so cunningly wrought that they have properties that seem magical: soldiers that march in unison, metal bears with tiny roars and little instruments that play themselves have all been sold in toy markets. #### Fireworks Small explosives that, soon after being lit, make a burst of sound, light, or both. The fireworks produced around Rumenor range from small whizz-bangs to teeth-rattling thunerclaps, and from small fire-flowers to full-sized burning shapes in the sky. Firework creatin is a relatively young art and they are not very robust as of yet. #### Healer's Kit This kit is a leather pouch containing bandage, salves, and splints. The kit has ten uses. As an action, you can spend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. ``` ``` #### Hunting Trap When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. #### Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. #### Lantern, bullseye A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. #### Lantern, hooded A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. #### Oil Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impace. Make a ranged attack against a creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. #### Pouch A cloth or leather pouch can hold up to 20 sling bullets, among other things. #### Quiver A quiver can hold up to 20 arrows. #### Rope Rope has 2 hit points and can be burst with a DC 17 Strength check. #### Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
\page #### Traveling Gear Traveling gear includes all the typical belongings that one carries when traveling. Adventurer's being a somewhat rare breed in Rumenor, there is little notion of any specialised equipment. Traveling gear varies by the time a year a company sets out. Spring and summer gear consists of lighter clothes and cloaks, blankets, water and rations. Winter and autum gear requires warm clothing, thick jackets, fur lined cloaks and solid boots with heavier bedrolls along with water and rations. *** **Spring and Summer Traveling Clothes.** Includes appropriate garb, backpack, blanket, mess kit, a flask of oil, a pouch, 50' hempen rope, 5 torches, a waterskin and a whetstone. With rations, this gear weighs 49 lbs and if purchased, would cost about 10 silvers. *** **Autumn and Summer Traveling Clothes.** Includes appropriate garb, backpack, bedroll, hooded lantern, mess kit, a flask of oil, a pouch, 50' hempen rope, a waterskin, and a whetstone. With rations, this gear wieghs 54 lbs. and if purchased, would cost around 20 silvers. *** ##### Container Capacity |Container|Capacity| |:--------|:-------| | Backpack* | 1 cubic foot/30 pounds of gear | | Barrel | 40 gallons liquid, 4 cubic feet solid | | Basket | 2 cubic feet/40 pounds of gear | | Bottle | 1.5 pints liquid | | Bucket | 3 gallons liquid, 1/2 cubic foot solid | | Chest | 12 cubic feet/300 pounds of gear | | Flask or tankard | 1 pint liquid | | Jug or pitcher | 1 gallon liquid | | Pot, iron | 1 gallon liquid | | Pouch | 1/5 cubic foor/6 pounds of gear | | Sack | 1 cubic foot/30 pounds of gear | | Vial | 4 ounces liquid | | Waterskin |4 pints liquid | ** You can also strap items, such as a bedroll or a coil of rope, to the outside of the backpack* ``` ``` ## Tools
##### Tools |Name|Cost|Weight| |:---|----:|:----:| | *Artisan's Tools* | | | |Brewer's supplies| 20 sp | 9 lbs. | |Calligrapher's supplies| 10 sp| 5 lbs. | |Carpenter's tools| 8 sp | 6 lbs. | |Cartography tools| 15 sp | 6 lbs. | |Cobbler's tools| 5 sp | 5 lbs. | |Cook's utensils| 1 sp | 8 lbs. | |Glassblower's tools| 30 sp | 5 lbs. | |Jeweler's tools| 25 sp | 2 lbs. | |Leatherworker's tools| 5 sp | 5 lbs. | |Mason's tools| 10 sp | 8 lbs. | |Painter's supplies| 10 sp | 5 lbs. | |Potter's tools| 10 sp | 3 lbs. | |Smith's tools| 20 sp | 8 lbs. | |Tinker's tools| 50 sp | 10 lbs. | |Weaver's tools| 1 sp | 5 lbs. | |Woodcarver's tools| 1 sp | 5 lbs. | |Disguise Kit| 25 sp | 3 lbs. | |Forgery Kit| 15 sp | 5 lbs. | |*Gaming set*||| |Dice set| 1 cp | — | |Chess set| 1 sp | 0.5 lbs | |Playing cards | 5 cp | — | |Herbalism kit| 5 sp | 3 lbs. | |*Musical Instruments*||| |Bagpipes| 30 sp | 6 lbs. | |Drum| 6 sp | 3 lbs. | |Fiddle| 25 sp | 5 lbs. | |Flute| 2 sp | 1 lbs. | |Lute| 35 sp | 2 lbs. | |Lyre| 30 sp | 2 lbs. | |Horn| 3 sp | 2 lbs. | |Pan flute| 12 sp | 2 lbs. | |Viol| 30 sp | 1 lbs. | |Navigator's tools| 25 sp | 2 lbs. | |Thieves' tools| 25 sp | 1 lbs. |
\page ## Vehicles ##### Mounts and Other Animals | Item | Cost | Speed | Capacity | |:----|-----:|------:|---------:| | Donkey or mule | 8 sp | 40 ft. | 420 lbs. | | Horse, draft | 50 sp | 40 ft. | 540 lbs. | | Horse, riding | 75 sp | 60 ft. | 480 lbs. | | Mastiff | 25 sp | 25 sp | 195 lbs. | | Pony | 30 sp | 40 ft. | 225 lbs. | ##### Tack, Harness, and Drawn Vehicles | Item | Cost | Weight | |:----|-----:|-------:| | Barding | x4 | x2. | | Bit and Bridle | 2 sp | 1 lb. | | Carriage | 100 sp | 600 lbs. | | Cart | 15 sp | 200 lbs. | | Feed (per day) | 5 cp | 10 lbs. | | *Saddle* | | | |

Military

| 20 sp | 30 lbs. | |

Pack

| 5 sp | 15 lbs. | |

Riding

| 10 sp | 25 lbs. | | Saddlebags | 4 sp | 8 lbs. | | Sled | 20 sp | 300 lbs. | | Stabling (per day) | 5 sp | — | | Wagon | 35 sp | 400 lbs. | ##### Waterborne Vehicles | Item | Cost | Speed | |:----|-----:|------:| | Keelboat | 3,000 sp | 1 mph | | Longship | 10,000 sp | 3 mph | | Rowboat | 50 sp | 1.5 mph | | Sailing Ship | 10,000 sp | 2 mph | ## Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exhanged goods. ``` ``` ##### Trade Goods | Cost | Goods | |---- :|:------| | 1 cp | 1 lb. of wheat | | 2 cp | 1 lb. of flour or one chicked | | 5 cp | 1 lb. of salt| | 10 cp | 1 lb. of iron or 1 sq. yd. of canvas | | 50 cp | 1 lb. copper or 1 sq. yd. of cotton cloth | | 1 sp | 1 lb. of ginger or one goat | | 2 sp | 1 lb. of cinnamon or pepper, or one sheep | | 3 sp | 1 lb. of cloves or one pig | | 50 sp | 1 lb. pf silver or 1 sq. yd. of linen| | 10 sp | 1 lb. sq. yd. of silk or one cow | | 15 sp | 1 lb. of saffron or one ox | | 500 sp | 1 lb. gold | ## Expenses ##### Food, Drink, and Lodging | Item | Cost | |:-----|-----:| | *Ale* | | | Gallon | 20 cp | | Mug | 4 cp | | Banquet | 10 sp | | Bread, loaf | 2 cp | | Cheese, hunk | 10 cp | | *Inn Stay (per day)* | | | Squalid | 7 cp | | Poor | 10 cp | | Modest | 50 cp | | Comfortable | 80 cp | | Wealthy | 2 sp | | Aristocratic | 4 sp | | *Meals (per day)* | | | Squalid | 3 cp | | Poor | 6 cp | | Modest | 30 cp | | Comfortable | 50 cp | | Wealthy | 80 cp | | Aristocratic | 2 sp | | Meat, chunk | 30 cp | | *Wine* | | | Common (pitcher) | 20 cp | | Fine (bottle) | 10 sp |
\page ##### Services | Item | Cost | |:-----|:-----| | *Coach Cab* | | | Between towns | 3 cp per mile | | Within a city | 1 cp | |*Hireling*| | | Skilled | 2 sp per day | | Untrained | 20 cp per day | | Messenger | 2 cp per mile | | Road or gate toll | 1 cp | | Ship's passage | 1 sp per mile |
\page # Factions ## Black Pheonix Mercenary Co. ## Conclave of Druids ## Merchants' Alliance ## Sentinals ## Thieves' Guild
CaptainZark commented 6 years ago

Thank you so much, that seems to have fixed it.

salseethrough commented 6 years ago

I am having this same issue. Placing a ' at the end does not fix it, however. Also, the brew doesn't auto save-now, as it used it.