· 8 years ago · Jul 20, 2018, 03:32 PM
1{"character":{"id":3792970,"avatarUrl":"http://media-waterdeep.cursecdn.com/avatars/thumbnails/1054/845/150/151/636664418732163438.png","frameAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/316/650/636620928289372400.png","backdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/484/636453131399186965.jpeg","smallBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/485/636453131399655733.jpeg","largeBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/486/636453131400280753.jpeg","thumbnailBackdropAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/61/487/636453131400749482.jpeg","defaultBackdrop":{"backdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/548/636453168590672370.jpeg","smallBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/549/636453168591609640.jpeg","largeBackdropAvatarUrl":"https://media-waterdeep.cursecdn.com/avatars/61/550/636453168592234629.jpeg","thumbnailBackdropAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/61/551/636453168592547146.jpeg"},"avatarId":1054845,"frameAvatarId":316650,"backdropAvatarId":61484,"smallBackdropAvatarId":61485,"largeBackdropAvatarId":61486,"thumbnailAvatarId":61487,"themeColorId":435,"themeColor":{"themeColorId":435,"themeColor":"#b59e54","backgroundColor":"#FEFEFE","name":"Paladin Gold","raceId":null,"subRaceId":null,"classId":4,"tags":["Class Themes"]},"name":"Theresa Saint-Clair","gender":"Female","faith":"Sune","age":28,"hair":"White","eyes":"Gold","skin":"Light Blue","height":"5'","weight":160,"inspiration":false,"baseHitPoints":31,"bonusHitPoints":null,"overrideHitPoints":null,"removedHitPoints":0,"temporaryHitPoints":0,"currentXp":23000,"alignmentId":2,"lifestyleId":6,"stats":[{"id":1,"name":null,"value":15},{"id":2,"name":null,"value":8},{"id":3,"name":null,"value":12},{"id":4,"name":null,"value":8},{"id":5,"name":null,"value":14},{"id":6,"name":null,"value":14}],"bonusStats":[{"id":1,"name":null,"value":null},{"id":2,"name":null,"value":null},{"id":3,"name":null,"value":null},{"id":4,"name":null,"value":null},{"id":5,"name":null,"value":null},{"id":6,"name":null,"value":null}],"overrideStats":[{"id":1,"name":null,"value":null},{"id":2,"name":null,"value":null},{"id":3,"name":null,"value":null},{"id":4,"name":null,"value":null},{"id":5,"name":null,"value":null},{"id":6,"name":null,"value":null}],"background":{"hasCustomBackground":false,"definition":{"id":30,"entityTypeId":1669830167,"name":"Waterdhavian Noble","description":"<p class=\"Core-Styles_Core-Body\">You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all e<span class=\"No-Break\">lse, rich.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping <span class=\"CharOverride-1\">zzar</span> at a ball? Or have you taken up sword or spell on your family’s behalf, ensuring that they have someone of renown to see to the<span class=\"No-Break\">ir legacy?</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Work with your DM to come up with the family you are part of —there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less respo<span class=\"No-Break\">nsibility.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> History, <span class=\"No-Break\">Persuasion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of gaming set or one musical <span class=\"No-Break\">instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span> </strong>One of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span> </strong>A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine <span class=\"CharOverride-1\">zzar</span> or wine, and a purse contai<span class=\"No-Break\">ning 20 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: KEPT IN STYLE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle wha<span class=\"No-Break\">t you owe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual moneta<span class=\"No-Break\">ry reward.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the noble background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavi<span class=\"No-Break\">an family.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Like other nobles, you were born and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of y<span class=\"No-Break\">our house.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Noble</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The common folk love me for my kindness and generosity.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I take great pains to always look my best and follow the latest fashions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Despite my noble birth, I do not place myself above other folk. We all have the same blood.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My favor, once lost, is lost forever.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>If you do me an injury, I will crush you, ruin your name, and salt your fields.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect.</span> Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Responsibility. </span>It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence.</span> I must prove that I can handle myself without the coddling of my family. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power.</span> If I can attain more power, no one will tell me what to do. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Family. </span>Blood runs thicker than water. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Noble Obligation. </span>It is my duty to protect and care for the people beneath me. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I will face any challenge to win the approval of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>My house’s alliance with another noble family must be sustained at all costs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Nothing is more important than the other members of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am in love with the heir of a family that my family despises.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>My loyalty to my sovereign is unwavering.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>The common folk must see me as a hero of the people.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I secretly believe that everyone is beneath me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I hide a truly scandalous secret that could ruin my family forever.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have an insatiable desire for carnal pleasures.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>In fact, the world does revolve around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>By my words and actions, I often bring shame to my family.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all e<span class=\"No-Break\">lse, rich.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping <span class=\"CharOverride-1\">zzar</span> at a ball? Or have you taken up sword or spell on your family’s behalf, ensuring that they have someone of renown to see to the<span class=\"No-Break\">ir legacy?</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Work with your DM to come up with the family you are part of —there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less respo<span class=\"No-Break\">nsibility.</span></p>","skillProficienciesDescription":"History, Persuasion","toolProficienciesDescription":"One type of gaming set or one musical instrument","languagesDescription":"One of your choice","equipmentDescription":"A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp","featureName":"Kept in Style","featureDescription":"<p class=\"Core-Styles_Core-Body\">While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle wha<span class=\"No-Break\">t you owe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual moneta<span class=\"No-Break\">ry reward.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the noble background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavi<span class=\"No-Break\">an family.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Like other nobles, you were born and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of y<span class=\"No-Break\">our house.</span></p>","suggestedProficiencies":["History","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":638,"description":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","diceRoll":1},{"id":639,"description":"The common folk love me for my kindness and generosity.","diceRoll":2},{"id":640,"description":"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","diceRoll":3},{"id":641,"description":"I take great pains to always look my best and follow the latest fashions.","diceRoll":4},{"id":642,"description":"I don?t like to get my hands dirty, and I won?t be caught dead in unsuitable accommodations.","diceRoll":5},{"id":643,"description":"Despite my noble birth, I do not place myself above other folk. We all have the same blood.","diceRoll":6},{"id":644,"description":"My favor, once lost, is lost forever.","diceRoll":7},{"id":645,"description":"If you do me an injury, I will crush you, ruin your name, and salt your fields.","diceRoll":8}],"ideals":[{"id":646,"description":"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)","diceRoll":1},{"id":647,"description":"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)","diceRoll":2},{"id":648,"description":"Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)","diceRoll":3},{"id":649,"description":"Power. If I can attain more power, no one will tell me what to do. (Evil)","diceRoll":4},{"id":650,"description":"Family. Blood runs thicker than water. (Any)","diceRoll":5},{"id":651,"description":"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)","diceRoll":6}],"bonds":[{"id":652,"description":"I will face any challenge to win the approval of my family.","diceRoll":1},{"id":653,"description":"My house?s alliance with another noble family must be sustained at all costs.","diceRoll":2},{"id":654,"description":"Nothing is more important than the other members of my family.","diceRoll":3},{"id":655,"description":"I am in love with the heir of a family that my family despises.","diceRoll":4},{"id":656,"description":"My loyalty to my sovereign is unwavering.","diceRoll":5},{"id":657,"description":"The common folk must see me as a hero of the people.","diceRoll":6}],"flaws":[{"id":658,"description":"I secretly believe that everyone is beneath me.","diceRoll":1},{"id":659,"description":"I hide a truly scandalous secret that could ruin my family forever.","diceRoll":2},{"id":660,"description":"I too often hear veiled insults and threats in every word addressed to me, and I?m quick to anger.","diceRoll":3},{"id":661,"description":"I have an insatiable desire for carnal pleasures.","diceRoll":4},{"id":662,"description":"In fact, the world does revolve around me.","diceRoll":5},{"id":663,"description":"By my words and actions, I often bring shame to my family.","diceRoll":6}]},"customBackground":{"id":3792970,"entityTypeId":1581111423,"name":null,"description":null,"featuresBackground":null,"characteristicsBackground":null,"backgroundType":null}},"race":{"entityRaceId":7,"entityRaceTypeId":1743923279,"fullName":"Tiefling","baseRaceId":null,"description":"<p>To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling.</p>\r\n<p class=\"characters-statblock\" style=\"font-family: Roboto Condensed;\"><strong>Racial Traits</strong><br />+2 Charisma, +1 Intelligence, Darkvision, Hellish Resistance, Infernal Legacy</p>","avatarUrl":"http://media-waterdeep.cursecdn.com/avatars/thumbnails/7/640/315/315/636287076637351751.png","largeAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/7/641/636287076637981942.png","portraitAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/9/388/636327461109911160.jpeg","moreDetailsUrl":"/characters/races/tiefling","isHomebrew":false,"sourceIds":[1,2],"groupIds":[5],"type":1,"subRaceShortName":null,"baseName":"Tiefling","racialTraits":[{"definition":{"id":104,"entityTypeId":1960452172,"displayOrder":1,"name":"Ability Score Increase","description":"<p>Your Intelligence score increases by 1, and your Charisma score in<span class=\"No-Break\">creases by 2.</span></p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":154,"entityTypeId":1960452172,"displayOrder":2,"name":"Age","description":"<p>Tieflings mature at the same rate as humans but live a few years longer.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":155,"entityTypeId":1960452172,"displayOrder":3,"name":"Alignment","description":"<p>Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":156,"entityTypeId":1960452172,"displayOrder":4,"name":"Size","description":"<p>Tieflings are about the same size and build as humans. Your size is Medium.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":157,"entityTypeId":1960452172,"displayOrder":5,"name":"Speed","description":"<p>Your base walking speed is 30 feet.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":60,"entityTypeId":1960452172,"displayOrder":6,"name":"Darkvision","description":"<p>Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p>","snippet":"You can see in darkness (shades of gray) up to 60 ft.","hideInBuilder":false,"hideInSheet":false,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":61,"entityTypeId":1960452172,"displayOrder":7,"name":"Hellish Resistance","description":"<p>You have resistance to fire damage.</p>","snippet":"You have resistance to fire damage.","hideInBuilder":false,"hideInSheet":false,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":62,"entityTypeId":1960452172,"displayOrder":8,"name":"Infernal Legacy","description":"<p>You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</p>","snippet":"You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.","hideInBuilder":false,"hideInSheet":false,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}},{"definition":{"id":105,"entityTypeId":1960452172,"displayOrder":9,"name":"Languages","description":"<p>You can speak, read, and write Common and Infernal.</p>","snippet":null,"hideInBuilder":true,"hideInSheet":true,"activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":43}}],"weightSpeeds":{"normal":{"walk":30,"fly":0,"burrow":0,"swim":0,"climb":0},"encumbered":null,"heavilyEncumbered":null,"pushDragLift":null,"override":null},"featIds":[94,93,225,317,532,554,851,1038,1074,1328,1386,1468,1509,1641,1642,1776,1950,2124,2288,2789,3272,3428,3650,3710,3803,3804,3805,4088,4107,4110,4162,4164,4212,4236,4313,4432,4691,4714,4719,5077,5142,5143,5248,5301,5632,5728,5965,6388,6422,6696,6952,7049,7281,7336,7372,7392,7402,7681,7787,7793,7954,8167,8497,8498,8499,8594,8629,8646,8748,8951,8952,9099,9229,9430,9776,9780,9955,10429,10442,10688,10721,10949,11212,11534,5073,11806,11838,12008,12056,12067,12434,12448,12451,12564,12565,12924,13089,13119,13237,13379,13547,13610,13822,14325,14332,14957,15184,15190,15574,15576,15948,15955,16067,16111,16127,16633,16735,16740,16902,16926,16152,17018,17125,17136,17504,17527,17643,17640,17641,18001,18467,18546,18547,18548,18549,18679,18683,19298,19303,19318,19679,19753,19801,19804,19806,19998,20013,20010,20306,20338,20833,20942,21092,21094,21279,21291,21445,21566,21982,22051,22369,22502,22579,22705,22904,22905,23255,23778,23781,24124,24218,24224,24511,24657,24728,24730,24753,24830,24842,24919,25069,25109,25318,25427,25715,26065,26225,26520,26654,26698,26707,26723,26844],"size":"Medium"},"notes":{"allies":null,"personalPossessions":"a scroll of pedigree\nfine wine","otherHoldings":null,"organizations":null,"enemies":null,"backstory":null,"otherNotes":null},"traits":{"personalityTraits":null,"ideals":null,"bonds":null,"flaws":null,"appearance":null},"preferences":{"useHomebrewContent":true,"progressionType":1,"encumbranceType":1,"ignoreCoinWeight":true,"hitPointType":1,"showUnarmedStrike":true,"showCompanions":false,"showWildShape":false,"primarySense":5,"primaryMovement":1,"privacyType":3,"sharingType":2,"abilityScoreDisplayType":1},"lifestyle":null,"inventory":[{"id":30496668,"entityTypeId":1439493548,"definition":{"baseItemId":18,"baseArmorName":"Plate","strengthRequirement":15,"armorClass":18,"stealthCheck":2,"id":18,"baseTypeId":701257905,"entityTypeId":701257905,"canEquip":true,"magic":false,"name":"Plate","snippet":null,"weight":65.00,"type":"Heavy Armor","description":"<p>Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Armor","cost":1500.0000,"isPack":false,"tags":["Warding"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":30492439,"entityTypeId":1439493548,"definition":{"baseItemId":3,"damage":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"damageType":"Piercing","fixedDamage":null,"properties":[{"id":8,"name":"Finesse","description":"When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. ","notes":null},{"id":9,"name":"Light","description":"A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. ","notes":null},{"id":10,"name":"Thrown","description":"If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. ","notes":null}],"attackType":1,"categoryId":1,"range":20,"longRange":60,"isMonkWeapon":true,"weaponBehaviors":[],"id":3,"baseTypeId":1782728300,"entityTypeId":1782728300,"canEquip":true,"magic":false,"name":"Dagger","snippet":null,"weight":1.00,"type":"Dagger","description":"<p>Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Weapon","cost":2.0000,"isPack":false,"tags":["Damage","Combat"],"grantedModifiers":[]},"quantity":1,"isAttuned":null,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492449,"entityTypeId":1439493548,"definition":{"baseItemId":3,"damage":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"damageType":"Piercing","fixedDamage":null,"properties":[{"id":8,"name":"Finesse","description":"When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. ","notes":null},{"id":9,"name":"Light","description":"A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. ","notes":null},{"id":10,"name":"Thrown","description":"If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. ","notes":null}],"attackType":1,"categoryId":1,"range":20,"longRange":60,"isMonkWeapon":true,"weaponBehaviors":[],"id":3,"baseTypeId":1782728300,"entityTypeId":1782728300,"canEquip":true,"magic":false,"name":"Dagger","snippet":null,"weight":1.00,"type":"Dagger","description":"<p>Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Weapon","cost":2.0000,"isPack":false,"tags":["Damage","Combat"],"grantedModifiers":[]},"quantity":1,"isAttuned":null,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":30496924,"entityTypeId":1439493548,"definition":{"baseItemId":12,"damage":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"1d6"},"damageType":"Bludgeoning","fixedDamage":null,"properties":[{"id":20,"name":"Versatile","description":"This weapon can be used with one or two hands. A damage value in parentheses appears with the property--the damage when the weapon is used with two hands to make a melee attack.\r\n\r\n","notes":"1d8"}],"attackType":1,"categoryId":1,"range":5,"longRange":5,"isMonkWeapon":true,"weaponBehaviors":[],"id":12,"baseTypeId":1782728300,"entityTypeId":1782728300,"canEquip":true,"magic":false,"name":"Quarterstaff","snippet":null,"weight":4.00,"type":"Quarterstaff","description":"","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":false,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Weapon","cost":0.2000,"isPack":false,"tags":[],"grantedModifiers":[]},"quantity":1,"isAttuned":null,"equipped":true,"limitedUse":null},{"displayAsAttack":null,"id":30492441,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":20,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Backpack","snippet":null,"weight":5.00,"type":"Gear","description":"<p>A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.</p>\r\n<p>You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":2.0000,"isPack":false,"tags":["Container"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492442,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":24,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Bedroll","snippet":null,"weight":7.00,"type":"Gear","description":"<p>You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":1.0000,"isPack":false,"tags":["Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492451,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":40,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Clothes, Fine","snippet":null,"weight":6.00,"type":"Gear","description":"<p>This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles.Precious metals and gems could be worked into the clothing.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":15.0000,"isPack":false,"tags":["Social","Outerwear"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492440,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":42,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Component Pouch","snippet":null,"weight":2.00,"type":"Gear","description":"<p>A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":25.0000,"isPack":false,"tags":["Utility","Container"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492443,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":61,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Mess Kit","snippet":null,"weight":1.00,"type":"Gear","description":"<p>This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.2000,"isPack":false,"tags":["Social","Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492446,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":75,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Rations (1 day)","snippet":null,"weight":2.00,"type":"Gear","description":"<p>Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.5000,"isPack":false,"tags":["Social","Utility","Consumable"],"grantedModifiers":[]},"quantity":10,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492448,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":77,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Rope, Hempen (50 feet)","snippet":null,"weight":10.00,"type":"Gear","description":"<p>Rope, has 2 hit points and can be burst with a DC 17 Strength check.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":1.0000,"isPack":false,"tags":["Utility","Exploration"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492452,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":84,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Signet Ring","snippet":null,"weight":0.00,"type":"Gear","description":"<p>Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":5.0000,"isPack":false,"tags":["Communication","Social","Utility"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492444,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":90,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Tinderbox","snippet":null,"weight":1.00,"type":"Gear","description":"<p>This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.</p>\r\n<p> </p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.5000,"isPack":false,"tags":["Utility","Exploration"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492445,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":91,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Torch","snippet":null,"weight":1.00,"type":"Gear","description":"<p>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.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.0010,"isPack":false,"tags":["Damage","Utility","Exploration","Combat"],"grantedModifiers":[]},"quantity":10,"isAttuned":false,"equipped":false,"limitedUse":null},{"displayAsAttack":null,"id":30492447,"entityTypeId":1439493548,"definition":{"subType":"Adventuring Gear","isConsumable":false,"weaponBehaviors":[],"id":92,"baseTypeId":2103445194,"entityTypeId":2103445194,"canEquip":false,"magic":false,"name":"Waterskin","snippet":null,"weight":5.00,"type":"Gear","description":"<p>A waterskin can hold 4 pints of liquid.</p>","canAttune":false,"attunementDescription":null,"rarity":"Common","isHomebrew":false,"version":null,"sourceId":null,"sourcePageNumber":null,"stackable":true,"bundleSize":1,"avatarUrl":null,"largeAvatarUrl":null,"filterType":"Other Gear","cost":0.2000,"isPack":false,"tags":["Container"],"grantedModifiers":[]},"quantity":1,"isAttuned":false,"equipped":false,"limitedUse":null}],"currencies":{"cp":0,"sp":0,"gp":20,"ep":0,"pp":0},"classes":[{"id":3980549,"level":6,"isStartingClass":true,"hitDiceUsed":0,"definition":{"id":6,"name":"Sorcerer","description":"<p>A spellcaster who draws on inherent magic from a gift or bloodline</p>\r\n<p class=\"characters-statblock\" style=\"font-family: Roboto Condensed; font-size: 14px;\"><strong>Hit Die:</strong> d6<br /><strong>Primary Ability:</strong> Charisma<br /><strong>Saves:</strong> Constitution & Charisma</p>","equipmentDescription":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a component pouch or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an arcane focus</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a dungeoneer’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Two daggers</li>\r\n</ul>","parentClassId":null,"avatarUrl":"http://media-waterdeep.cursecdn.com/avatars/thumbnails/6/484/315/315/636274643818194297.png","largeAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/6/485/636274643818663058.png","portraitAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/10/9/636336417773983369.jpeg","moreDetailsUrl":"/characters/classes/sorcerer","spellCastingAbilityId":6,"sourceIds":[1],"hitDice":6,"classFeatures":[{"id":540,"name":"Hit Points","prerequisite":null,"description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d6 per s<span class=\"No-Break\">orcerer level<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level:</span></strong> 6 + your Constitu<span class=\"No-Break\">tion modifier<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels:</span></strong> 1d6 (or 4) + your Constitution modifier per sorcerer le<span class=\"No-Break\">vel after 1st</span></p>","requiredLevel":1,"displayOrder":1},{"id":468,"name":"Proficiencies","prerequisite":null,"description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> Daggers, darts, slings, quarterstaffs, li<span class=\"No-Break\">ght crossbows<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws:</span></strong> Constitut<span class=\"No-Break\">ion, Charisma<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from Arcana, Deception, Insight, Intimidation, Persuasion,<span class=\"No-Break\"> and Religion</span></p>","requiredLevel":1,"displayOrder":2},{"id":369,"name":"Spellcasting","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Sorcerer)\" href=\"https://www.dndbeyond.com/spells?filter-class=6&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the sorcerer <span class=\"No-Break\">spell list.</span></p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the So<span class=\"No-Break\">rcerer table.</span></p>\r\n<h5 class=\"compendium-hr\">Spell Slots</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> using<span class=\"No-Break\"> either slot.</span></p>\r\n<h5 class=\"compendium-hr\">Spells Known of 1st Level and Higher</h5>\r\n<p class=\"Core-Styles_Core-Body\">You know two 1st-level spells of your choice from the sorcere<span class=\"No-Break\">r spell list.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st <span class=\"No-Break\">or 2nd level.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Charisma modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Charisma modifier</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use an arcane focus (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#ArcaneFocus\">Adventuring Gear</a></span> section) as a spellcasting focus for your sor<span class=\"No-Break\">cerer spells.</span></p>","requiredLevel":1,"displayOrder":3},{"id":370,"name":"Sorcerous Origin","prerequisite":null,"description":"<p class=\"compendium-hr\">Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class<span class=\"No-Break\"> description, or one from another source.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your choice grants you features when you choose it at 1st level and again at 6th, 14th, an<span class=\"No-Break\">d 18th level.</span></p>","requiredLevel":1,"displayOrder":4},{"id":371,"name":"Font of Magic","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of mag<span class=\"No-Break\">ical effects.</span></p>\r\n<h5 class=\"compendium-hr\">Sorcery Points</h5>\r\n<p class=\"Core-Styles_Core-Body\">You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<h5 class=\"compendium-hr\">Flexible Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach h<span class=\"No-Break\">igher levels.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Creating Spell Slots.</span></strong> You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in le<span class=\"No-Break\">vel than 5th.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Any spell slot you create with this feature vanishes when you finish<span class=\"No-Break\"> a long rest.<br /></span></p>\r\n<h5 class=\"Table-Styles_Table-Title\">Creating Spell Slots</h5>\r\n<table>\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">SPELL SLOT LEVEL</p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">SORCERY POINT COST</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">1st</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2nd</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">4th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">6</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">7</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Converting a Spell Slot to Sorcery Points.</strong></span> As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the <span class=\"No-Break\">slot’s level.</span></p>","requiredLevel":2,"displayOrder":5},{"id":372,"name":"Metamagic","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th an<span class=\"No-Break\">d 17th level.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can use only one Metamagic option on a spell when you cast it, unless oth<span class=\"No-Break\">erwise noted.</span></p>","requiredLevel":3,"displayOrder":6},{"id":318,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":4,"displayOrder":7},{"id":319,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 8th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":8,"displayOrder":8},{"id":320,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 12th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":12,"displayOrder":10},{"id":321,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 16th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":16,"displayOrder":11},{"id":322,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":19,"displayOrder":13},{"id":373,"name":"Sorcerous Restoration","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 20th level, you regain 4 expended sorcery points whenever you finish <span class=\"No-Break\">a short rest.</span></p>","requiredLevel":20,"displayOrder":14}],"wealthDice":{"diceCount":3,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"3d4"},"canCastSpells":true,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":1,"sourcePageNumber":99},"subclassDefinition":{"id":113,"name":"Divine Soul","description":"<p>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#DivineSoul","spellCastingAbilityId":6,"sourceIds":[27],"hitDice":6,"classFeatures":[{"id":745,"name":"Divine Magic","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After- ParaOverride-3\">In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>\r\n<div class=\"table-overflow-wrapper\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>Affinity</th>\r\n<th>Spell</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Good</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cure wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Evil</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">inflict wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Law</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bless</span></td>\r\n</tr>\r\n<tr>\r\n<td>Chaos</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span></td>\r\n</tr>\r\n<tr>\r\n<td>Neutrality</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>","requiredLevel":1,"displayOrder":1},{"id":746,"name":"Favored by the Gods","prerequisite":null,"description":"<p>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":747,"name":"Empowered Healing","prerequisite":null,"description":"<p>Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.</p>","requiredLevel":6,"displayOrder":3},{"id":748,"name":"Otherworldly Wings","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.</p>\r\n<p class=\"Core-Styles_Core-Body\">The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</p>","requiredLevel":14,"displayOrder":4},{"id":749,"name":"Unearthly Recovery","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p>\r\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a long rest.</p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":27,"sourcePageNumber":50},"classFeatures":[{"definition":{"id":540,"entityTypeId":12168134,"displayOrder":1,"name":"Hit Points","description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d6 per s<span class=\"No-Break\">orcerer level<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level:</span></strong> 6 + your Constitu<span class=\"No-Break\">tion modifier<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels:</span></strong> 1d6 (or 4) + your Constitution modifier per sorcerer le<span class=\"No-Break\">vel after 1st</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":100},"levelScale":null},{"definition":{"id":745,"entityTypeId":12168134,"displayOrder":100,"name":"Divine Magic","description":"<p class=\"Core-Styles_Core-Body\">Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After- ParaOverride-3\">In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>\r\n<div class=\"table-overflow-wrapper\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>Affinity</th>\r\n<th>Spell</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Good</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cure wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Evil</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">inflict wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Law</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bless</span></td>\r\n</tr>\r\n<tr>\r\n<td>Chaos</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span></td>\r\n</tr>\r\n<tr>\r\n<td>Neutrality</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>","snippet":"You can learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher from the cleric spell list or the sorcerer spell list. You also learn an additional spell based on your chosen affinity.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":27,"sourcePageNumber":50},"levelScale":null},{"definition":{"id":468,"entityTypeId":12168134,"displayOrder":2,"name":"Proficiencies","description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> Daggers, darts, slings, quarterstaffs, li<span class=\"No-Break\">ght crossbows<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws:</span></strong> Constitut<span class=\"No-Break\">ion, Charisma<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from Arcana, Deception, Insight, Intimidation, Persuasion,<span class=\"No-Break\"> and Religion</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Multiclass</span></strong><span class=\"Serif-Character-Style_Bold-Serif\"> (no additional proficiencies)</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":100},"levelScale":null},{"definition":{"id":746,"entityTypeId":12168134,"displayOrder":200,"name":"Favored by the Gods","description":"<p>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.</p>","snippet":"Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.","activation":{"activationTime":null,"activationType":8},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":27,"sourcePageNumber":50},"levelScale":null},{"definition":{"id":369,"entityTypeId":12168134,"displayOrder":3,"name":"Spellcasting","description":"<p class=\"Core-Styles_Core-Body\">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Sorcerer)\" href=\"https://www.dndbeyond.com/spells?filter-class=6&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the sorcerer <span class=\"No-Break\">spell list.</span></p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the So<span class=\"No-Break\">rcerer table.</span></p>\r\n<h5 class=\"compendium-hr\">Spell Slots</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> using<span class=\"No-Break\"> either slot.</span></p>\r\n<h5 class=\"compendium-hr\">Spells Known of 1st Level and Higher</h5>\r\n<p class=\"Core-Styles_Core-Body\">You know two 1st-level spells of your choice from the sorcere<span class=\"No-Break\">r spell list.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st <span class=\"No-Break\">or 2nd level.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Charisma modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Charisma modifier</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use an arcane focus (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#ArcaneFocus\">Adventuring Gear</a></span> section) as a spellcasting focus for your sor<span class=\"No-Break\">cerer spells.</span></p>","snippet":"You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC {{savedc:cha}}, Spell Attack {{spellattack:cha}}). You can use an arcane focus as a spellcasting focus.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><em>This feature is affected by multiclassing</em>. See the <a title=\"Multiclassing - Class Features\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\">Multiclassing</a> rules for more information.</p>\r\n<h4 class=\"compendium-hr\">Spellcasting</h4>\r\n<p class=\"Core-Styles_Core-Body\">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Sorcerer)\" href=\"https://www.dndbeyond.com/spells?filter-class=6&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the sorcerer <span class=\"No-Break\">spell list.</span></p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the So<span class=\"No-Break\">rcerer table.</span></p>\r\n<h5 class=\"compendium-hr\">Spell Slots</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you know the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> and have a 1st-level and a 2nd-level spell slot available, you can cast <span class=\"Serif-Character-Style_Italic-Serif\">burning hands</span> using<span class=\"No-Break\"> either slot.</span></p>\r\n<h5 class=\"compendium-hr\">Spells Known of 1st Level and Higher</h5>\r\n<p class=\"Core-Styles_Core-Body\">You know two 1st-level spells of your choice from the sorcere<span class=\"No-Break\">r spell list.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st <span class=\"No-Break\">or 2nd level.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Charisma modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Charisma modifier</p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use an arcane focus (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#ArcaneFocus\">Adventuring Gear</a></span> section) as a spellcasting focus for your sor<span class=\"No-Break\">cerer spells.</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":101},"levelScale":null},{"definition":{"id":370,"entityTypeId":12168134,"displayOrder":4,"name":"Sorcerous Origin","description":"<p class=\"compendium-hr\">Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class<span class=\"No-Break\"> description, or one from another source.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your choice grants you features when you choose it at 1st level and again at 6th, 14th, an<span class=\"No-Break\">d 18th level.</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":101},"levelScale":null},{"definition":{"id":371,"entityTypeId":12168134,"displayOrder":5,"name":"Font of Magic","description":"<p class=\"Core-Styles_Core-Body\">At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of mag<span class=\"No-Break\">ical effects.</span></p>\r\n<h5 class=\"compendium-hr\">Sorcery Points</h5>\r\n<p class=\"Core-Styles_Core-Body\">You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<h5 class=\"compendium-hr\">Flexible Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach h<span class=\"No-Break\">igher levels.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Creating Spell Slots.</span></strong> You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in le<span class=\"No-Break\">vel than 5th.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Any spell slot you create with this feature vanishes when you finish<span class=\"No-Break\"> a long rest.<br /></span></p>\r\n<h5 class=\"Table-Styles_Table-Title\">Creating Spell Slots</h5>\r\n<table>\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">SPELL SLOT LEVEL</p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">SORCERY POINT COST</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">1st</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">2nd</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">3rd</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">4th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">6</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">7</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"Core-Styles_Core-Body\"><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Converting a Spell Slot to Sorcery Points.</strong></span> As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the <span class=\"No-Break\">slot’s level.</span></p>","snippet":"You have {{classlevel}} sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.","activation":{"activationTime":1,"activationType":3},"multiClassDescription":"","requiredLevel":2,"isSubClassFeature":false,"limitedUse":[{"level":2,"uses":2},{"level":3,"uses":3},{"level":4,"uses":4},{"level":5,"uses":5},{"level":6,"uses":6},{"level":7,"uses":7},{"level":8,"uses":8},{"level":9,"uses":9},{"level":10,"uses":10},{"level":11,"uses":11},{"level":12,"uses":12},{"level":13,"uses":13},{"level":14,"uses":14},{"level":15,"uses":15},{"level":16,"uses":16},{"level":17,"uses":17},{"level":18,"uses":18},{"level":19,"uses":19},{"level":20,"uses":20},{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":101},"levelScale":null},{"definition":{"id":372,"entityTypeId":12168134,"displayOrder":6,"name":"Metamagic","description":"<p class=\"Core-Styles_Core-Body\">At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th an<span class=\"No-Break\">d 17th level.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can use only one Metamagic option on a spell when you cast it, unless oth<span class=\"No-Break\">erwise noted.</span></p>","snippet":"You gain the ability to twist spells to suit your needs.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":3,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":101},"levelScale":null},{"definition":{"id":318,"entityTypeId":12168134,"displayOrder":7,"name":"Ability Score Improvement","description":"<p>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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":4,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":102},"levelScale":null},{"definition":{"id":747,"entityTypeId":12168134,"displayOrder":300,"name":"Empowered Healing","description":"<p>Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.</p>","snippet":"While you aren?t incapacitated, whenever you or an ally within 5 ft. rolls dice to determine the number of HP a spell restores, you can spend 1 sorcery point to reroll any number of those dice once.","activation":{"activationTime":null,"activationType":8},"multiClassDescription":"","requiredLevel":6,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":27,"sourcePageNumber":50},"levelScale":null},{"definition":{"id":319,"entityTypeId":12168134,"displayOrder":8,"name":"Ability Score Improvement","description":"<p>When you reach 8th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":8,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":102},"levelScale":null},{"definition":{"id":320,"entityTypeId":12168134,"displayOrder":10,"name":"Ability Score Improvement","description":"<p>When you reach 12th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":12,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":102},"levelScale":null},{"definition":{"id":748,"entityTypeId":12168134,"displayOrder":400,"name":"Otherworldly Wings","description":"<p class=\"Core-Styles_Core-Body\">Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.</p>\r\n<p class=\"Core-Styles_Core-Body\">The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</p>","snippet":"As a bonus action, you can manifest wings that give you a flying speed of 30 ft. until you?re incapacitated, you die, or you dismiss them as a bonus action.","activation":{"activationTime":1,"activationType":3},"multiClassDescription":"","requiredLevel":14,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":27,"sourcePageNumber":50},"levelScale":null},{"definition":{"id":321,"entityTypeId":12168134,"displayOrder":11,"name":"Ability Score Improvement","description":"<p>When you reach 16th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":16,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":102},"levelScale":null},{"definition":{"id":749,"entityTypeId":12168134,"displayOrder":500,"name":"Unearthly Recovery","description":"<p class=\"Core-Styles_Core-Body\">At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p>\r\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a long rest.</p>","snippet":"Once per long rest, as a bonus action when you have fewer than half of your HP remaining, you can regain {{maxhp/2}} HP.","activation":{"activationTime":1,"activationType":3},"multiClassDescription":"","requiredLevel":18,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":27,"sourcePageNumber":50},"levelScale":null},{"definition":{"id":322,"entityTypeId":12168134,"displayOrder":13,"name":"Ability Score Improvement","description":"<p>When you reach 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":19,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":102},"levelScale":null},{"definition":{"id":373,"entityTypeId":12168134,"displayOrder":14,"name":"Sorcerous Restoration","description":"<p class=\"Core-Styles_Core-Body\">At 20th level, you regain 4 expended sorcery points whenever you finish <span class=\"No-Break\">a short rest.</span></p>","snippet":"You regain 4 expended sorcery points whenever you finish a short rest.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":20,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":102},"levelScale":null}]},{"id":3981291,"level":1,"isStartingClass":false,"hitDiceUsed":0,"definition":{"id":2,"name":"Cleric","description":"<p>A priestly champion who wields divine magic in service of a higher power</p>\r\n<p class=\"characters-statblock\" style=\"font-family: Roboto Condensed; font-size: 14px;\"><strong>Hit Die:</strong> d8<br /><strong>Primary Ability:</strong> Wisdom<br /><strong>Saves:</strong> Wisdom & Charisma</p>","equipmentDescription":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You start with the following equipment, in addition to the equipment granted by your background:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a mace or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) a warhammer (if proficient)</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) scale mail, (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) leather armor, or (<span class=\"Serif-Character-Style_Italic-Serif\">c</span>) chain mail (if proficient)</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a light crossbow and 20 bolts or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) any simple weapon</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">(<span class=\"Serif-Character-Style_Italic-Serif\">a</span>) a priest’s pack or (<span class=\"Serif-Character-Style_Italic-Serif\">b</span>) an explorer’s pack</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">A shield and a holy symbol</li>\r\n</ul>","parentClassId":null,"avatarUrl":"http://media-waterdeep.cursecdn.com/avatars/thumbnails/6/370/315/315/636272706154751958.png","largeAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/6/371/636272706155064423.png","portraitAvatarUrl":"http://media-waterdeep.cursecdn.com/avatars/10/2/636336417054144618.jpeg","moreDetailsUrl":"/characters/classes/cleric","spellCastingAbilityId":5,"sourceIds":[1],"hitDice":8,"classFeatures":[{"id":533,"name":"Hit Points","prerequisite":null,"description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d8 per<span class=\"No-Break\"> cleric level<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level:</span></strong> 8 + your Constitu<span class=\"No-Break\">tion modifier<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels:</span></strong> 1d8 (or 5) + your Constitution modifier per cleric le<span class=\"No-Break\">vel after 1st</span></p>","requiredLevel":1,"displayOrder":1},{"id":461,"name":"Proficiencies","prerequisite":null,"description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor:</span></strong> Light armor, medium a<span class=\"No-Break\">rmor, shields<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> S<span class=\"No-Break\">imple weapons<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws: </span></strong>Wis<span class=\"No-Break\">dom, Charisma<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion,<span class=\"No-Break\"> and Religion</span></p>","requiredLevel":1,"displayOrder":2},{"id":108,"name":"Spellcasting","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span class=\"No-Break\">Cleric table.</span></p>\r\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of pre<span class=\"No-Break\">pared spells.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span class=\"No-Break\">on your list.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span class=\"No-Break\">ell prepared.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span class=\"No-Break\">leric spells.</span></p>","requiredLevel":1,"displayOrder":3},{"id":109,"name":"Divine Domain","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the <i>Player’s Handbook</i> for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and<span class=\"No-Break\"> 17th levels.</span></p>\r\n<h5 class=\"compendium-hr\">Domain Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prep<span class=\"No-Break\">are each day.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric s<span class=\"No-Break\">pell for you.</span></p>","requiredLevel":1,"displayOrder":4},{"id":110,"name":"Channel Divinity","prerequisite":null,"description":"<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span class=\"No-Break\"> description.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span class=\"No-Break\">vinity again.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span class=\"No-Break\">pell save DC.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span class=\"No-Break\">xpended uses.</span></p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it take<span class=\"No-Break\">s any damage.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the <span class=\"No-Break\">Dodge action.</span></p>","requiredLevel":2,"displayOrder":5},{"id":111,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":4,"displayOrder":6},{"id":112,"name":"Destroy Undead","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy <span class=\"No-Break\">Undead table.</span></p>\r\n<h4 class=\"Table-Styles_Table-Title\">Destroy Undead Table</h4>\r\n<table>\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-3\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">Cleric Level</p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\">Destroys Undead of CR ...</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5th</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">1/2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">8th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">1 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">11th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">14th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">3 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">17th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">4 or lower</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","requiredLevel":5,"displayOrder":7},{"id":115,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 8th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":8,"displayOrder":8},{"id":123,"name":"Divine Intervention","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Beginning at 10th level, you can call on your deity to intervene on your behalf when your n<span class=\"No-Break\">eed is great.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be<span class=\"No-Break\"> appropriate.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">At 20th level, your call for intervention succeeds automatically, no r<span class=\"No-Break\">oll required.</span></p>","requiredLevel":10,"displayOrder":10},{"id":116,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 12th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":12,"displayOrder":12},{"id":117,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 16th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":16,"displayOrder":14},{"id":118,"name":"Ability Score Improvement","prerequisite":null,"description":"<p>When you reach 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","requiredLevel":19,"displayOrder":16}],"wealthDice":{"diceCount":5,"diceValue":4,"diceMultiplier":10,"fixedValue":null,"diceString":"5d4"},"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":1,"sourcePageNumber":null},"subclassDefinition":{"id":19,"name":"Life Domain","description":"<p>The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, <span class=\"No-Break\">and Boldrei).</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#LifeDomain","spellCastingAbilityId":5,"sourceIds":[1],"hitDice":8,"classFeatures":[{"id":130,"name":"Bonus Proficiency","prerequisite":null,"description":"<p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p>","requiredLevel":1,"displayOrder":1},{"id":131,"name":"Disciple of Life","prerequisite":null,"description":"<p>Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p>","requiredLevel":1,"displayOrder":2},{"id":132,"name":"Channel Divinity: Preserve Life","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</p>\r\n<p>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.</p>","requiredLevel":2,"displayOrder":3},{"id":133,"name":"Blessed Healer","prerequisite":null,"description":"<p>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.</p>","requiredLevel":6,"displayOrder":4},{"id":134,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":5},{"id":135,"name":"Supreme Healing","prerequisite":null,"description":"<p>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":1,"sourcePageNumber":60},"classFeatures":[{"definition":{"id":130,"entityTypeId":12168134,"displayOrder":100,"name":"Bonus Proficiency","description":"<p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p>","snippet":"You gain proficiency with heavy armor.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":533,"entityTypeId":12168134,"displayOrder":1,"name":"Hit Points","description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Dice: </span></strong>1d8 per<span class=\"No-Break\"> cleric level<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at 1st Level:</span></strong> 8 + your Constitu<span class=\"No-Break\">tion modifier<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Hit Points at Higher Levels:</span></strong> 1d8 (or 5) + your Constitution modifier per cleric le<span class=\"No-Break\">vel after 1st</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":57},"levelScale":null},{"definition":{"id":131,"entityTypeId":12168134,"displayOrder":200,"name":"Disciple of Life","description":"<p>Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p>","snippet":"Whenever you use a spell of 1st level or higher to restore HP, the creature regains additional HP equal to 2 + the spell?s level.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":461,"entityTypeId":12168134,"displayOrder":2,"name":"Proficiencies","description":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor:</span></strong> Light armor, medium a<span class=\"No-Break\">rmor, shields<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Weapons:</span></strong> S<span class=\"No-Break\">imple weapons<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tools: </span></strong>None<br /><strong><span class=\"Serif-Character-Style_Bold-Serif\">Saving Throws: </span></strong>Wis<span class=\"No-Break\">dom, Charisma<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skills:</span></strong> Choose two from History, Insight, Medicine, Persuasion,<span class=\"No-Break\"> and Religion</span></p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><strong><span class=\"Serif-Character-Style_Bold-Serif\">Armor:</span></strong> Light armor, medium a<span class=\"No-Break\">rmor, shields</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":57},"levelScale":null},{"definition":{"id":108,"entityTypeId":12168134,"displayOrder":3,"name":"Spellcasting","description":"<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span class=\"No-Break\">Cleric table.</span></p>\r\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of pre<span class=\"No-Break\">pared spells.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span class=\"No-Break\">on your list.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span class=\"No-Break\">ell prepared.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span class=\"No-Break\">leric spells.</span></p>","snippet":"You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC {{savedc:wis}}, Spell Attack {{spellattack:wis}}) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><em>This feature is affected by multiclassing</em>. See the <a title=\"Multiclassing - Class Features\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\">Multiclassing</a> rules for more information.</p>\r\n<p class=\"Core-Styles_Core-Body\">As a conduit for divine power, you can cast cleric spells. See <span style=\"color: #99cc00;\"><a style=\"color: #47d18c;\" title=\"Spells Rules\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/spellcasting\">Spells Rules</a></span> for the general rules of spellcasting and the <span style=\"color: #993366;\"><a style=\"color: #704cd9;\" title=\"Spells Listing (Cleric)\" href=\"https://www.dndbeyond.com/spells?filter-class=2&filter-search=&filter-sub-class=&filter-concentration=&filter-ritual=&filter-unlocked-content=\">Spells Listing</a></span> for the cleric spell list.</p>\r\n<h5 class=\"compendium-hr\">Cantrips</h5>\r\n<p class=\"Core-Styles_Core-Body\">At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the <span class=\"No-Break\">Cleric table.</span></p>\r\n<h5 class=\"compendium-hr\">Preparing and Casting Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have<span class=\"No-Break\"> spell slots.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell <span class=\"Serif-Character-Style_Italic-Serif\">cure wounds</span>, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of pre<span class=\"No-Break\">pared spells.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell <span class=\"No-Break\">on your list.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Ability</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.</p>\r\n<p class=\"List-Styles_List-Item-Centered\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell save DC </span></strong>= 8 + your proficiency bonus + your Wisdom modifier</p>\r\n<p class=\"List-Styles_List-Item-Centered ParaOverride-2\"><strong><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spell attack modifier </span></strong>= your proficiency bonus + your Wisdom modifier</p>\r\n<h5 class=\"compendium-hr\">Ritual Casting</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the sp<span class=\"No-Break\">ell prepared.</span></p>\r\n<h5 class=\"compendium-hr\">Spellcasting Focus</h5>\r\n<p class=\"Core-Styles_Core-Body\">You can use a holy symbol (see the <span style=\"color: #47d18c;\"><a style=\"color: #47d18c;\" title=\"Adventuring Gear\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#HolySymbol\">Adventuring Gear</a></span> section) as a spellcasting focus for your c<span class=\"No-Break\">leric spells.</span></p>","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58},"levelScale":null},{"definition":{"id":109,"entityTypeId":12168134,"displayOrder":4,"name":"Divine Domain","description":"<p class=\"Core-Styles_Core-Body\">Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the <i>Player’s Handbook</i> for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and<span class=\"No-Break\"> 17th levels.</span></p>\r\n<h5 class=\"compendium-hr\">Domain Spells</h5>\r\n<p class=\"Core-Styles_Core-Body\">Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prep<span class=\"No-Break\">are each day.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric s<span class=\"No-Break\">pell for you.</span></p>","snippet":"You choose a divine domain that grants you additional spells and other features related to your deity.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":1,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58},"levelScale":null},{"definition":{"id":132,"entityTypeId":12168134,"displayOrder":300,"name":"Channel Divinity: Preserve Life","description":"<p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</p>\r\n<p>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.</p>","snippet":"As an action, you can use Channel Divinity and present your holy symbol to restore up to {{classlevel*5#unsigned}} HP divided among any creatures within 30 ft. up to half a creature's HP max. You can?t use this feature on an undead or a construct.","activation":{"activationTime":1,"activationType":1},"multiClassDescription":"","requiredLevel":2,"isSubClassFeature":true,"limitedUse":[{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":110,"entityTypeId":12168134,"displayOrder":5,"name":"Channel Divinity","description":"<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span class=\"No-Break\"> description.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span class=\"No-Break\">vinity again.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span class=\"No-Break\">pell save DC.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span class=\"No-Break\">xpended uses.</span></p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it take<span class=\"No-Break\">s any damage.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the <span class=\"No-Break\">Dodge action.</span></p>","snippet":"You can channel divine energy to fuel magical effects a number of times per short rest based on your level: [2nd] 1, [6th] 2, [18th] 3","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"<p><em>This feature could be affected by multiclassing</em>. See the <a title=\"Multiclassing - Class Features\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/customization-options#ClassFeatures\">Multiclassing</a> rules for more information.</p>\r\n<p class=\"compendium-hr\">At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain<span class=\"No-Break\"> description.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Di<span class=\"No-Break\">vinity again.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric s<span class=\"No-Break\">pell save DC.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your e<span class=\"No-Break\">xpended uses.</span></p>\r\n<h5 class=\"compendium-hr\">Channel Divinity: Turn Undead</h5>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it take<span class=\"No-Break\">s any damage.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the <span class=\"No-Break\">Dodge action.</span></p>","requiredLevel":2,"isSubClassFeature":false,"limitedUse":[{"level":1,"uses":1},{"level":6,"uses":2},{"level":18,"uses":3},{"level":null,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":58},"levelScale":null},{"definition":{"id":111,"entityTypeId":12168134,"displayOrder":6,"name":"Ability Score Improvement","description":"<p>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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":4,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":112,"entityTypeId":12168134,"displayOrder":7,"name":"Destroy Undead","description":"<p class=\"Core-Styles_Core-Body\">Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy <span class=\"No-Break\">Undead table.</span></p>\r\n<h4 class=\"Table-Styles_Table-Title\">Destroy Undead Table</h4>\r\n<table>\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-3\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\">Cleric Level</p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\">Destroys Undead of CR ...</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">5th</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">1/2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">8th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">1 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">11th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">2 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">14th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">3 or lower</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">17th</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">4 or lower</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":5,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":133,"entityTypeId":12168134,"displayOrder":400,"name":"Blessed Healer","description":"<p>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.</p>","snippet":"When you cast a spell of 1st level or higher that restores HP to a creature other than you, you regain HP equal to 2 + the spell?s level.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":6,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":134,"entityTypeId":12168134,"displayOrder":500,"name":"Divine Strike","description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","snippet":"Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. [14th] 2d8 radiant damage.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":8,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":115,"entityTypeId":12168134,"displayOrder":8,"name":"Ability Score Improvement","description":"<p>When you reach 8th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":8,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":123,"entityTypeId":12168134,"displayOrder":10,"name":"Divine Intervention","description":"<p class=\"Core-Styles_Core-Body\">Beginning at 10th level, you can call on your deity to intervene on your behalf when your n<span class=\"No-Break\">eed is great.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be<span class=\"No-Break\"> appropriate.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish<span class=\"No-Break\"> a long rest.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">At 20th level, your call for intervention succeeds automatically, no r<span class=\"No-Break\">oll required.</span></p>","snippet":"As an action, request your deity's aid and roll percentile dice. If the number rolled is equal to or less than your cleric level, your deity intervenes. If successful, you can't use this feature again for 7 days, otherwise, you can use it again after a long rest. At 20th level, your request succeeds automatically.","activation":{"activationTime":1,"activationType":1},"multiClassDescription":"","requiredLevel":10,"isSubClassFeature":false,"limitedUse":[{"level":10,"uses":1}],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":116,"entityTypeId":12168134,"displayOrder":12,"name":"Ability Score Improvement","description":"<p>When you reach 12th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":12,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":117,"entityTypeId":12168134,"displayOrder":14,"name":"Ability Score Improvement","description":"<p>When you reach 16th level, and again at 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":16,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":59},"levelScale":null},{"definition":{"id":135,"entityTypeId":12168134,"displayOrder":600,"name":"Supreme Healing","description":"<p>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</p>","snippet":"When you would normally roll one or more dice to restore HP with a spell, you instead use the highest number possible for each die.","activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":17,"isSubClassFeature":true,"limitedUse":[],"hideInBuilder":false,"hideInSheet":false,"sourceId":2,"sourcePageNumber":60},"levelScale":null},{"definition":{"id":118,"entityTypeId":12168134,"displayOrder":16,"name":"Ability Score Improvement","description":"<p>When you reach 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 <span class=\"No-Break\">this feature.</span></p>\r\n<p>Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"multiClassDescription":"","requiredLevel":19,"isSubClassFeature":false,"limitedUse":[],"hideInBuilder":false,"hideInSheet":true,"sourceId":2,"sourcePageNumber":59},"levelScale":null}]}],"feats":[],"customDefenseAdjustments":[],"customSenses":[],"customSpeeds":[],"customProficiencies":[],"spellDefenses":null,"customActions":[],"characterAdjustments":null,"characterValues":[],"conditions":[],"deathSaves":{"failCount":null,"successCount":null,"isStabilized":false},"adjustmentXp":null,"spellSlots":[{"level":1,"used":0,"available":0},{"level":2,"used":0,"available":0},{"level":3,"used":0,"available":0},{"level":4,"used":0,"available":0},{"level":5,"used":0,"available":0},{"level":6,"used":0,"available":0},{"level":7,"used":0,"available":0},{"level":8,"used":0,"available":0},{"level":9,"used":0,"available":0}],"pactMagic":[{"level":1,"used":0,"available":0},{"level":2,"used":0,"available":0},{"level":3,"used":0,"available":0},{"level":4,"used":0,"available":0},{"level":5,"used":0,"available":0}],"activeSourceCategories":[1],"spells":{"race":[{"overrideSaveDc":null,"limitedUse":null,"id":203,"entityTypeId":420821570,"definition":{"id":2277,"name":"Thaumaturgy","level":0,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"description":"<p>You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:</p>\r\n<ul>\r\n<li>Your voice booms up to three times as loud as normal for 1 minute.</li>\r\n<li>You cause flames to flicker, brighten, dim, or change color for 1 minute.</li>\r\n<li>You cause harmless tremors in the ground for 1 minute.</li>\r\n<li>You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.</li>\r\n<li>You instantaneously cause an unlocked door or window to fly open or slam shut.</li>\r\n<li>You alter the appearance of your eyes for 1 minute.</li>\r\n</ul>\r\n<p><br />If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":282,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":null,"countsAsKnownSpell":false,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":null,"restriction":"","spellCastingAbilityId":6,"displayAsAttack":false,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":62,"componentTypeId":1960452172},{"overrideSaveDc":null,"limitedUse":{"name":null,"statModifierUsesId":null,"resetType":2,"numberUsed":0,"minNumberConsumed":null,"maxNumberConsumed":0,"maxUses":1},"id":204,"entityTypeId":420821570,"definition":{"id":2142,"name":"Hellish Rebuke","level":1,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":4},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"description":"<p>You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":2,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":250,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2142_162","type":"damage","subType":"fire","die":{"diceCount":2,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"2d10"},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Damage","friendlySubtypeName":"Fire","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":10,"diceMultiplier":null,"fixedValue":0,"diceString":"1d10"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":3,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"3d10"},"level":2,"description":""},{"die":{"diceCount":4,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"4d10"},"level":3,"description":""},{"die":{"diceCount":5,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"5d10"},"level":4,"description":""},{"die":{"diceCount":6,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"6d10"},"level":5,"description":""},{"die":{"diceCount":7,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"7d10"},"level":6,"description":""},{"die":{"diceCount":8,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"8d10"},"level":7,"description":""},{"die":{"diceCount":9,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"9d10"},"level":8,"description":""},{"die":{"diceCount":10,"diceValue":10,"diceMultiplier":null,"fixedValue":null,"diceString":"10d10"},"level":9,"description":""}]}}],"conditions":[],"tags":["Damage"],"castingTimeDescription":"which you take in response to being damaged by a creature within 60 feet of you that you can see"},"prepared":null,"countsAsKnownSpell":false,"usesSpellSlot":false,"castAtLevel":2,"alwaysPrepared":null,"restriction":"","spellCastingAbilityId":6,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":4},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":62,"componentTypeId":1960452172},{"overrideSaveDc":null,"limitedUse":{"name":null,"statModifierUsesId":null,"resetType":2,"numberUsed":0,"minNumberConsumed":null,"maxNumberConsumed":0,"maxUses":1},"id":205,"entityTypeId":420821570,"definition":{"id":2058,"name":"Darkness","level":2,"school":"Evocation","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":15},"description":"<p>Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.</p>\r\n<p>If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.</p>\r\n<p>If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,3],"componentsDescription":"bat fur and a drop of pitch or piece of coal","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":230,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Control"],"castingTimeDescription":""},"prepared":null,"countsAsKnownSpell":false,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":null,"restriction":"","spellCastingAbilityId":6,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":"Sphere","aoeValue":15},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":62,"componentTypeId":1960452172}],"class":[{"overrideSaveDc":null,"limitedUse":null,"id":403,"entityTypeId":420821570,"definition":{"id":2056,"name":"Cure Wounds","level":1,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"description":"<p>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":"1d8","healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":230,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2056_73","type":"bonus","subType":"hit-points","die":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Bonus","friendlySubtypeName":"Hit Points","usePrimaryStat":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":0,"diceString":"1d8"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":2,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"2d8"},"level":2,"description":""},{"die":{"diceCount":3,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"3d8"},"level":3,"description":""},{"die":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"level":4,"description":""},{"die":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"level":5,"description":""},{"die":{"diceCount":6,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"6d8"},"level":6,"description":""},{"die":{"diceCount":7,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"7d8"},"level":7,"description":""},{"die":{"diceCount":8,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"8d8"},"level":8,"description":""},{"die":{"diceCount":9,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"9d8"},"level":9,"description":""}]}}],"conditions":[],"tags":["Healing"],"castingTimeDescription":""},"prepared":null,"countsAsKnownSpell":false,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":null,"restriction":"","spellCastingAbilityId":6,"displayAsAttack":false,"additionalDescription":"","range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":235,"componentTypeId":258900837}],"item":[],"feat":[]},"options":{"race":[],"class":[{"definition":{"id":113,"entityTypeId":258900837,"name":"Twinned Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell i<span class=\"No-Break\">s a cantrip).</span></p>\r\n<p class=\"Core-Styles_Core-Body\">To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, <span class=\"Serif-Character-Style_Italic-Serif\">magic missile</span> and <span class=\"Serif-Character-Style_Italic-Serif\">scorching ray</span> aren’t eligible, but <span class=\"Serif-Character-Style_Italic-Serif\">ray of frost</span> and <span class=\"Serif-Character-Style_Italic-Serif\">chrom</span><span class=\"No-Break\"><span class=\"Serif-Character-Style_Italic-Serif\">atic orb</span></span><span class=\"No-Break\"> are.</span></p>","snippet":"You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.","activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":null},"componentId":372,"componentTypeId":12168134},{"definition":{"id":235,"entityTypeId":258900837,"name":"Good","description":"<p>You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>","snippet":null,"activation":{"activationTime":null,"activationType":null},"sourceId":27,"sourcePageNumber":null},"componentId":745,"componentTypeId":12168134},{"definition":{"id":111,"entityTypeId":258900837,"name":"Quickened Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for <span class=\"No-Break\">this casting.</span></p>","snippet":"When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.","activation":{"activationTime":null,"activationType":null},"sourceId":2,"sourcePageNumber":null},"componentId":372,"componentTypeId":12168134}],"feat":[]},"choices":{"race":[],"class":[{"id":"7-109","parentChoiceId":null,"type":7,"subType":null,"optionValue":19,"label":null,"defaultSubtypes":[],"options":[],"componentId":109,"componentTypeId":12168134},{"id":"3-0-6164965","parentChoiceId":null,"type":3,"subType":null,"optionValue":235,"label":null,"defaultSubtypes":[],"options":[{"id":238,"label":"Chaos","description":"<p>You learn the bane spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>"},{"id":236,"label":"Evil","description":"<p>You learn the inflict wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>"},{"id":235,"label":"Good","description":"<p>You learn the cure wounds spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>"},{"id":237,"label":"Law","description":"<p>You learn the bless spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>"},{"id":239,"label":"Neutrality","description":"<p>You learn the protection from evil and good spell, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>"}],"componentId":745,"componentTypeId":12168134},{"id":"3-24-6692142","parentChoiceId":null,"type":3,"subType":null,"optionValue":111,"label":"Choose a Level 3 Option","defaultSubtypes":[],"options":[{"id":106,"label":"Careful Spell","description":"<p class=\"compendium-hr\">When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw again<span class=\"No-Break\">st the spell.</span></p>"},{"id":107,"label":"Distant Spell","description":"<p class=\"compendium-hr\">When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range <span class=\"No-Break\">of the spell.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the s<span class=\"No-Break\">pell 30 feet.</span></p>"},{"id":108,"label":"Empowered Spell","description":"<p class=\"Core-Styles_Core-Body\">When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use t<span class=\"No-Break\">he new rolls.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can use Empowered Spell even if you have already used a different Metamagic option during the casting <span class=\"No-Break\">of the spell.</span></p>"},{"id":109,"label":"Extended Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration<span class=\"No-Break\"> of 24 hours.</span></p>"},{"id":110,"label":"Heightened Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made again<span class=\"No-Break\">st the spell.</span></p>"},{"id":111,"label":"Quickened Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for <span class=\"No-Break\">this casting.</span></p>"},{"id":112,"label":"Subtle Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verba<span class=\"No-Break\">l components.</span></p>"}],"componentId":372,"componentTypeId":12168134},{"id":"3-26-6164931","parentChoiceId":null,"type":3,"subType":null,"optionValue":113,"label":"Choose a Level 3 Option","defaultSubtypes":[],"options":[{"id":106,"label":"Careful Spell","description":"<p class=\"compendium-hr\">When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw again<span class=\"No-Break\">st the spell.</span></p>"},{"id":107,"label":"Distant Spell","description":"<p class=\"compendium-hr\">When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range <span class=\"No-Break\">of the spell.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the s<span class=\"No-Break\">pell 30 feet.</span></p>"},{"id":108,"label":"Empowered Spell","description":"<p class=\"Core-Styles_Core-Body\">When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use t<span class=\"No-Break\">he new rolls.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can use Empowered Spell even if you have already used a different Metamagic option during the casting <span class=\"No-Break\">of the spell.</span></p>"},{"id":109,"label":"Extended Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration<span class=\"No-Break\"> of 24 hours.</span></p>"},{"id":110,"label":"Heightened Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made again<span class=\"No-Break\">st the spell.</span></p>"},{"id":112,"label":"Subtle Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verba<span class=\"No-Break\">l components.</span></p>"},{"id":113,"label":"Twinned Spell","description":"<p class=\"Core-Styles_Core-Body\">When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell i<span class=\"No-Break\">s a cantrip).</span></p>\r\n<p class=\"Core-Styles_Core-Body\">To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, <span class=\"Serif-Character-Style_Italic-Serif\">magic missile</span> and <span class=\"Serif-Character-Style_Italic-Serif\">scorching ray</span> aren’t eligible, but <span class=\"Serif-Character-Style_Italic-Serif\">ray of frost</span> and <span class=\"Serif-Character-Style_Italic-Serif\">chrom</span><span class=\"No-Break\"><span class=\"Serif-Character-Style_Italic-Serif\">atic orb</span></span><span class=\"No-Break\"> are.</span></p>"}],"componentId":372,"componentTypeId":12168134},{"id":"1-318","parentChoiceId":null,"type":1,"subType":null,"optionValue":695,"label":null,"defaultSubtypes":[],"options":[{"id":695,"label":"Ability Score Improvement","description":null},{"id":696,"label":"Feat","description":null}],"componentId":318,"componentTypeId":12168134},{"id":"2-1759","parentChoiceId":"1-318","type":2,"subType":5,"optionValue":3525,"label":"Choose an Ability Score","defaultSubtypes":[],"options":[{"id":3525,"label":"Charisma Score","description":null},{"id":3522,"label":"Constitution Score","description":null},{"id":3521,"label":"Dexterity Score","description":null},{"id":3523,"label":"Intelligence Score","description":null},{"id":3520,"label":"Strength Score","description":null},{"id":3524,"label":"Wisdom Score","description":null}],"componentId":318,"componentTypeId":12168134},{"id":"2-1836","parentChoiceId":"1-318","type":2,"subType":5,"optionValue":3525,"label":"Choose an Ability Score","defaultSubtypes":[],"options":[{"id":3525,"label":"Charisma Score","description":null},{"id":3522,"label":"Constitution Score","description":null},{"id":3521,"label":"Dexterity Score","description":null},{"id":3523,"label":"Intelligence Score","description":null},{"id":3520,"label":"Strength Score","description":null},{"id":3524,"label":"Wisdom Score","description":null}],"componentId":318,"componentTypeId":12168134},{"id":"7-370","parentChoiceId":null,"type":7,"subType":null,"optionValue":113,"label":null,"defaultSubtypes":[],"options":[],"componentId":370,"componentTypeId":12168134},{"id":"2-1579","parentChoiceId":null,"type":2,"subType":1,"optionValue":4148,"label":"Choose a Sorcerer Skill","defaultSubtypes":[],"options":[{"id":4148,"label":"Arcana","description":null},{"id":4149,"label":"Deception","description":null},{"id":4150,"label":"Insight","description":null},{"id":4151,"label":"Intimidation","description":null},{"id":4152,"label":"Persuasion","description":null},{"id":4153,"label":"Religion","description":null}],"componentId":468,"componentTypeId":12168134},{"id":"2-1580","parentChoiceId":null,"type":2,"subType":1,"optionValue":4153,"label":"Choose a Sorcerer Skill","defaultSubtypes":[],"options":[{"id":4148,"label":"Arcana","description":null},{"id":4149,"label":"Deception","description":null},{"id":4150,"label":"Insight","description":null},{"id":4151,"label":"Intimidation","description":null},{"id":4152,"label":"Persuasion","description":null},{"id":4153,"label":"Religion","description":null}],"componentId":468,"componentTypeId":12168134}],"background":[{"id":"2-2165","parentChoiceId":null,"type":2,"subType":3,"optionValue":4049,"label":"Choose a Language","defaultSubtypes":[],"options":[{"id":4045,"label":"Abyssal","description":null},{"id":4049,"label":"Celestial","description":null},{"id":4050,"label":"Common","description":null},{"id":4051,"label":"Deep Speech","description":null},{"id":4052,"label":"Draconic","description":null},{"id":4054,"label":"Dwarvish","description":null},{"id":4055,"label":"Elvish","description":null},{"id":4056,"label":"Giant","description":null},{"id":5064,"label":"Gith","description":null},{"id":4061,"label":"Gnomish","description":null},{"id":4062,"label":"Goblin","description":null},{"id":4063,"label":"Halfling","description":null},{"id":4065,"label":"Infernal","description":null},{"id":4066,"label":"Orc","description":null},{"id":4068,"label":"Primordial","description":null},{"id":4071,"label":"Sylvan","description":null},{"id":4074,"label":"Undercommon","description":null}],"componentId":30,"componentTypeId":1669830167},{"id":"2-2164","parentChoiceId":null,"type":2,"subType":1,"optionValue":4186,"label":"Choose a Musical Instrument or Gaming Set","defaultSubtypes":[],"options":[{"id":4184,"label":"Bagpipes","description":null},{"id":4193,"label":"Dice 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Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a drop of blood","saveDcAbilityId":6,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":216,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":1,"dice":null,"value":1,"details":""}],"additionalAttacks":[],"additionalTargets":[{"targets":1,"level":2,"description":""},{"targets":2,"level":3,"description":""},{"targets":3,"level":4,"description":""},{"targets":4,"level":5,"description":""},{"targets":5,"level":6,"description":""},{"targets":6,"level":7,"description":""},{"targets":7,"level":8,"description":""},{"targets":8,"level":9,"description":""}],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Debuff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136126,"entityTypeId":435869154,"definition":{"id":2016,"name":"Bless","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"description":"<p>You bless up to three creatures of your choice within range. 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A creature can benefit from this rite only once.</p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Dedication.</span></strong> You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.</p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Funeral Rite.</span></strong> You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a <span class=\"Serif-Character-Style_Italic-Serif\">w</span><span class=\"Serif-Character-Style_Italic-Serif\">ish </span>spell.</p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Wedding.</span></strong> You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.</p>","snippet":"","concentration":false,"ritual":true,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"25 gp worth of powdered silver, which the spell consumes","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":27,"sourcePageNumber":151,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Buff","Utility"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Touch","rangeValue":null,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":7},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136231,"entityTypeId":435869154,"definition":{"id":2032,"name":"Command","level":1,"school":"Enchantment","duration":{"durationInterval":1,"durationUnit":"Round","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"description":"<p>You speak a one-word command to a creature you can see within range. 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A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. 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Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.</p>\r\n<p><strong>Destroy Water.</strong> You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a drop of water if creating water or a few grains of sand if destroying it","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":229,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":9,"dice":null,"value":5,"details":"(See Description)"}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[{"extendedAOE":35,"level":2,"description":"(See Description)"},{"extendedAOE":40,"level":3,"description":"(See Description)"},{"extendedAOE":45,"level":4,"description":"(See Description)"},{"extendedAOE":50,"level":5,"description":"(See Description)"},{"extendedAOE":55,"level":6,"description":"(See Description)"},{"extendedAOE":60,"level":7,"description":"(See Description)"},{"extendedAOE":65,"level":8,"description":"(See Description)"},{"extendedAOE":70,"level":9,"description":"(See Description)"}],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Creation"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":"Cube","aoeValue":30},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136483,"entityTypeId":435869154,"definition":{"id":2056,"name":"Cure Wounds","level":1,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"description":"<p>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. 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Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.</p>\r\n<p>The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":231,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Detection"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":136561,"entityTypeId":435869154,"definition":{"id":2065,"name":"Detect Magic","level":1,"school":"Divination","duration":{"durationInterval":10,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Self","rangeValue":0,"aoeType":"Sphere","aoeValue":30},"description":"<p>For the duration, you sense the presence of magic within 30 feet of you. 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On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 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It ignites flammable objects in the area that aren't being worn or carried.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"a tiny ball of bat guano and sulfur","saveDcAbilityId":2,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":241,"requiresSavingThrow":true,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2102_91","type":"damage","subType":"fire","die":{"diceCount":8,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"8d6"},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Damage","friendlySubtypeName":"Fire","usePrimaryStat":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":6,"diceMultiplier":null,"fixedValue":0,"diceString":"1d6"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":9,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"9d6"},"level":4,"description":""},{"die":{"diceCount":10,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"10d6"},"level":5,"description":""},{"die":{"diceCount":11,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"11d6"},"level":6,"description":""},{"die":{"diceCount":12,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"12d6"},"level":7,"description":""},{"die":{"diceCount":13,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"13d6"},"level":8,"description":""},{"die":{"diceCount":14,"diceValue":6,"diceMultiplier":null,"fixedValue":null,"diceString":"14d6"},"level":9,"description":""}]}}],"conditions":[],"tags":["Damage"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":150,"aoeType":"Sphere","aoeValue":20},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138016,"entityTypeId":435869154,"definition":{"id":2132,"name":"Guidance","level":0,"school":"Divination","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Concentration"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"description":"<p>You touch one willing creature. 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The spell then ends.</p>","snippet":"","concentration":true,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":248,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2132_138","type":"bonus","subType":"ability-checks","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"1 Use","friendlyTypeName":"Bonus","friendlySubtypeName":"Ability Checks","usePrimaryStat":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Buff"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138062,"entityTypeId":435869154,"definition":{"id":2140,"name":"Healing Word","level":1,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":3},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"description":"<p>A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":null,"healing":"1d4","healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":250,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2140_153","type":"bonus","subType":"hit-points","die":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"1d4"},"count":1,"duration":0,"durationUnit":null,"restriction":"Unaffected: constructs, undead","friendlyTypeName":"Bonus","friendlySubtypeName":"Hit Points","usePrimaryStat":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":4,"diceMultiplier":null,"fixedValue":0,"diceString":"1d4"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":2,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"2d4"},"level":2,"description":""},{"die":{"diceCount":3,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"3d4"},"level":3,"description":""},{"die":{"diceCount":4,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"4d4"},"level":4,"description":""},{"die":{"diceCount":5,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"5d4"},"level":5,"description":""},{"die":{"diceCount":6,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"6d4"},"level":6,"description":""},{"die":{"diceCount":7,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"7d4"},"level":7,"description":""},{"die":{"diceCount":8,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"8d4"},"level":8,"description":""},{"die":{"diceCount":9,"diceValue":4,"diceMultiplier":null,"fixedValue":null,"diceString":"9d4"},"level":9,"description":""}]}}],"conditions":[],"tags":["Healing"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":3},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138386,"entityTypeId":435869154,"definition":{"id":2164,"name":"Lesser Restoration","level":2,"school":"Abjuration","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"description":"<p>You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":255,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[{"type":2,"conditionId":1,"conditionDuration":0,"durationUnit":"Round","exception":"Choose Condition: blinded, deafened, paralyzed, or poisoned"},{"type":2,"conditionId":3,"conditionDuration":0,"durationUnit":"Round","exception":"blinded, deafened, paralyzed, or poisoned"},{"type":2,"conditionId":9,"conditionDuration":0,"durationUnit":"Round","exception":"blinded, deafened, paralyzed, or poisoned"},{"type":2,"conditionId":11,"conditionDuration":0,"durationUnit":"Round","exception":"blinded, deafened, paralyzed, or poisoned"}],"tags":["Healing"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138434,"entityTypeId":435869154,"definition":{"id":2173,"name":"Mage Hand","level":0,"school":"Conjuration","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"description":"<p>A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.</p>\r\n<p>You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.</p>\r\n<p>The hand can't attack, activate magic items, or carry more than 10 pounds.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":256,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Utility"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138584,"entityTypeId":435869154,"definition":{"id":2212,"name":"Prayer of Healing","level":2,"school":"Evocation","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":10,"activationType":6},"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"description":"<p>Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.</p>\r\n<p><strong>At Higher Levels. </strong>When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1],"componentsDescription":"","saveDcAbilityId":null,"healing":"2d8","healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":267,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2212_215","type":"bonus","subType":"hit-points","die":{"diceCount":2,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"2d8"},"count":1,"duration":0,"durationUnit":null,"restriction":"Unaffected: constructs, undead","friendlyTypeName":"Bonus","friendlySubtypeName":"Hit Points","usePrimaryStat":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":1,"typeId":15,"dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":0,"diceString":"1d8"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":3,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"3d8"},"level":3,"description":""},{"die":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"level":4,"description":""},{"die":{"diceCount":5,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"5d8"},"level":5,"description":""},{"die":{"diceCount":6,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"6d8"},"level":6,"description":""},{"die":{"diceCount":7,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"7d8"},"level":7,"description":""},{"die":{"diceCount":8,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"8d8"},"level":8,"description":""},{"die":{"diceCount":9,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"9d8"},"level":9,"description":""}]}}],"conditions":[],"tags":["Healing"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":30,"aoeType":null,"aoeValue":null},"activation":{"activationTime":10,"activationType":6},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138586,"entityTypeId":435869154,"definition":{"id":2213,"name":"Prestidigitation","level":0,"school":"Transmutation","duration":{"durationInterval":1,"durationUnit":"Hour","durationType":"Time"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Ranged","rangeValue":10,"aoeType":null,"aoeValue":null},"description":"<p>This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:</p>\r\n<ul>\r\n<li>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.</li>\r\n<li>You instantaneously light or snuff out a candle, a torch, or a small campfire.</li>\r\n<li>You instantaneously clean or soil an object no larger than 1 cubic foot.</li>\r\n<li>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.</li>\r\n<li>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.</li>\r\n<li>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.</li>\r\n</ul>\r\n<p><br />If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":267,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":"characterlevel","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[],"conditions":[],"tags":["Utility"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":false,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":10,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138654,"entityTypeId":435869154,"definition":{"id":2234,"name":"Revivify","level":3,"school":"Necromancy","duration":{"durationInterval":0,"durationUnit":null,"durationType":"Instantaneous"},"activation":{"activationTime":1,"activationType":1},"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"description":"<p>You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2,3],"componentsDescription":"diamonds worth 300 gp, which the spell consumes","saveDcAbilityId":null,"healing":"","healingDice":null,"tempHpDice":null,"attackType":null,"canCastAtHigherLevel":false,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":272,"requiresSavingThrow":false,"requiresAttackRoll":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2234_243","type":"bonus","subType":"hit-points","die":{"diceCount":null,"diceValue":null,"diceMultiplier":null,"fixedValue":1,"diceString":null},"count":1,"duration":0,"durationUnit":null,"restriction":"Target creature that has died within the last minute","friendlyTypeName":"Bonus","friendlySubtypeName":"Hit Points","usePrimaryStat":false,"atHigherLevels":{"scaleType":null,"higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]}}],"conditions":[],"tags":["Healing"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Touch","rangeValue":0,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":1},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0},{"id":138787,"entityTypeId":435869154,"definition":{"id":2263,"name":"Spiritual Weapon","level":2,"school":"Evocation","duration":{"durationInterval":1,"durationUnit":"Minute","durationType":"Time"},"activation":{"activationTime":1,"activationType":3},"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"description":"<p>You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.</p>\r\n<p>As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.</p>\r\n<p>The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.</p>\r\n<p><strong>At Higher Levels.</strong> When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.</p>","snippet":"","concentration":false,"ritual":false,"rangeArea":null,"damageEffect":null,"components":[1,2],"componentsDescription":"","saveDcAbilityId":null,"healing":null,"healingDice":null,"tempHpDice":null,"attackType":1,"canCastAtHigherLevel":true,"isHomebrew":false,"version":null,"sourceId":2,"sourcePageNumber":278,"requiresSavingThrow":false,"requiresAttackRoll":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[]},"modifiers":[{"id":"spell_2263_269","type":"damage","subType":"force","die":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"1d8"},"count":1,"duration":0,"durationUnit":null,"restriction":"","friendlyTypeName":"Damage","friendlySubtypeName":"Force","usePrimaryStat":true,"atHigherLevels":{"scaleType":"spellscale","higherLevelDefinitions":[{"level":2,"typeId":15,"dice":{"diceCount":1,"diceValue":8,"diceMultiplier":null,"fixedValue":0,"diceString":"1d8"},"value":null,"details":""}],"additionalAttacks":[],"additionalTargets":[],"areaOfEffect":[],"duration":[],"creatures":[],"special":[],"points":[{"die":{"diceCount":2,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"2d8"},"level":4,"description":""},{"die":{"diceCount":3,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"3d8"},"level":6,"description":""},{"die":{"diceCount":4,"diceValue":8,"diceMultiplier":null,"fixedValue":null,"diceString":"4d8"},"level":8,"description":""}]}}],"conditions":[],"tags":["Damage"],"castingTimeDescription":""},"prepared":false,"countsAsKnownSpell":true,"usesSpellSlot":true,"castAtLevel":null,"alwaysPrepared":false,"restriction":null,"spellCastingAbilityId":null,"displayAsAttack":null,"additionalDescription":null,"range":{"origin":"Ranged","rangeValue":60,"aoeType":null,"aoeValue":null},"activation":{"activationTime":1,"activationType":3},"baseLevelAtWill":false,"atWillLimitedUseLevel":null,"componentId":0,"componentTypeId":0}]}],"customItems":[],"campaign":null},"characterConfiguration":{"startingEquipmentType":3,"abilityScoreType":3,"showHelpText":false},"characterData":{"backgrounds":[{"id":7,"entityTypeId":1669830167,"name":"Acolyte","description":"<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <a href=\"https://www.dndbeyond.com/compendium/rules/phb/appendix-b-gods-of-the-multiverse\">Gods of the Multiverse</a> section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. </p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Insight, Religion</dt>\r\n<dt><strong>Languages:</strong> Two of your choice</dt>\r\n<dt><strong>Equipment:</strong> A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p id=\"shelter-of-the-faithful\"><strong>FEATURE: SHELTER OF THE FAITHFUL</strong></p>\r\n<p>As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"width: 15%;\">d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I see omens in every event and action. The gods try to speak to us, we just need to listen.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">Nothing can shake my optimistic attitude.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I quote (or misquote) sacred texts and proverbs in almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Tradition.</b> The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Charity.</b> I always try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Change.</b> We must help bring about the changes the gods are constantly working in the world. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Power.</b> I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Faith.</b> I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Aspiration.</b> I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I would die to recover an ancient relic of my faith that was lost long ago.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I owe my life to the priest who took me in when my parents died.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">Everything I do is for the common people.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I will do anything to protect the temple where I served.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I judge others harshly, and myself even more severely.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I put too much trust in those who wield power within my temple’s hierarchy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">My piety sometimes leads me to blindly trust those that profess faith in my god.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I am inflexible in my thinking.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I am suspicious of strangers and expect the worst of them.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power.</p>\r\n<p>Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. The <span style=\"color: #47d18c;\"><strong><a style=\"color: #47d18c;\" title=\"Gods of the Multiverse\" href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-b-gods-of-the-multiverse\">Gods of the Multiverse</a></strong></span> section contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. </p>","skillProficienciesDescription":"Insight, Religion","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp","featureName":"Shelter of the Faithful","featureDescription":"<dl>\r\n<dt></dt>\r\n</dl>\r\n<p id=\"shelter-of-the-faithful\">As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.</p>\r\n<p>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</p>\r\n<div class=\"with-scroll\"> </div>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.</p>\r\n<div class=\"with-scroll\"> </div>","suggestedProficiencies":["Religion","Insight"],"suggestedLanguages":[],"personalityTraits":[{"id":43,"description":"I idolize a particular hero of my faith, and constantly refer to that person?s deeds and example.","diceRoll":1},{"id":44,"description":"I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.","diceRoll":2},{"id":45,"description":"I see omens in every event and action. The gods try to speak to us, we just need to listen.","diceRoll":3},{"id":46,"description":"Nothing can shake my optimistic attitude.","diceRoll":4},{"id":47,"description":"I quote (or misquote) sacred texts and proverbs in almost every situation.","diceRoll":5},{"id":48,"description":"I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.","diceRoll":6},{"id":49,"description":"I?ve enjoyed fine food, drink, and high society among my temple?s elite. Rough living grates on me.","diceRoll":7},{"id":50,"description":"I?ve spent so long in the temple that I have little practical experience dealing with people in the outside world.","diceRoll":8}],"ideals":[{"id":57,"description":"Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)","diceRoll":1},{"id":58,"description":"Charity. I always try to help those in need, no matter what the personal cost. (Good)","diceRoll":2},{"id":59,"description":"Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)","diceRoll":3},{"id":60,"description":"Power. I hope to one day rise to the top of my faith?s religious hierarchy. (Lawful)","diceRoll":4},{"id":61,"description":"Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)","diceRoll":5},{"id":62,"description":"Aspiration. I seek to prove myself worthy of my god?s favor by matching my actions against his or her teachings. (Any)","diceRoll":6}],"bonds":[{"id":51,"description":"I would die to recover an ancient relic of my faith that was lost long ago.","diceRoll":1},{"id":52,"description":"I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.","diceRoll":2},{"id":53,"description":"I owe my life to the priest who took me in when my parents died.","diceRoll":3},{"id":54,"description":"Everything I do is for the common people.","diceRoll":4},{"id":55,"description":"I will do anything to protect the temple where I served.","diceRoll":5},{"id":56,"description":"I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.","diceRoll":6}],"flaws":[{"id":63,"description":"I judge others harshly, and myself even more severely.","diceRoll":1},{"id":64,"description":"I put too much trust in those who wield power within my temple?s hierarchy.","diceRoll":2},{"id":65,"description":"My piety sometimes leads me to blindly trust those that profess faith in my god.","diceRoll":3},{"id":66,"description":"I am inflexible in my thinking.","diceRoll":4},{"id":67,"description":"I am suspicious of strangers and expect the worst of them.","diceRoll":5},{"id":68,"description":"Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.","diceRoll":6}]},{"id":35,"entityTypeId":1669830167,"name":"Anthropologist","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first-hand observation—by visiting far-flung settlements and exploring local histories an<span class=\"No-Break\">d customs.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Insight<span class=\"No-Break\">, Religion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Two of y<span class=\"No-Break\">our choice</span><span class=\"No-Break\"><br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch contai<span class=\"No-Break\">ning 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h4 class=\"compendium-hr\">Cultural Chameleon</h4>\r\n<p class=\"Core-Styles_Core-Body\">Before becoming an adventurer, you spent much of your adult life away from your homeland, living among people different from your kin. You came to understand these foreign cultures and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture you’ve adopted, or roll on the Adopted Cult<span class=\"No-Break\">ure table.</span></p>\r\n<p class=\"Table-Styles_Table-Title\"><strong>Adopted Culture</strong></p>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th>Culture</th>\r\n<th> </th>\r\n<th>d8</th>\r\n<th>Culture</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Aarakocra</td>\r\n<td> </td>\r\n<td>5</td>\r\n<td>Halfling</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Dwarf</td>\r\n<td> </td>\r\n<td>6</td>\r\n<td>Human</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Elf</td>\r\n<td> </td>\r\n<td>7</td>\r\n<td>Lizardfolk</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Goblin</td>\r\n<td> </td>\r\n<td>8</td>\r\n<td>Orc</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p class=\"Table-Styles_Table-Body\"><span class=\"CharOverride-1\"><br /><strong>FEATURE: ADEPT LINGUIST</strong></span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures — enough to communicate on a rudiment<span class=\"No-Break\">ary level.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h4 class=\"compendium-hr\">Suggested Characteristics</h4>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive—or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire’s<span class=\"No-Break\"> downfall.</span></p>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I prefer the company of those who aren’t like me, including people of other races.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a stickler when it comes to observing proper etiquette and local customs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I would rather observe than meddle.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>By living among violent people, I have become desensitized to violence.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I would risk life and limb to discover a new culture or unravel the secrets of a dead one.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>When I arrive at a new settlement for the first time, I must learn all its customs.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Discovery.</span> I want to be the first person to discover a lost culture. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Distance.</span> One must not interfere with the affairs of another culture—even one in need of aid. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Knowledge.</span> By understanding other races and cultures, we learn to understand ourselves. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power.</span> Common people crave strong leadership, and I do my utmost to provide it. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Protection.</span> I must do everything possible to save a society facing extinction. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Indifferent.</span> Life is cruel. What’s the point in saving people if they’re going to die anyway? (Chaotic)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I want to learn more about a particular humanoid culture that fascinates me.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have a trinket that I believe is the key to finding a long-lost society.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Boats make me seasick.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I talk to myself, and I don’t make friends easily.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I believe that I’m intellectually superior to people from other cultures and have much to teach them.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I complain about everything.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I wear a tribal mask and never take it off.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You have always been fascinated by other cultures, from the most ancient and primeval lost lands to the most modern civilizations. By studying other cultures’ customs, philosophies, laws, rituals, religious beliefs, languages, and art, you have learned how tribes, empires, and all forms of society in between craft their own destinies and doom. This knowledge came to you not only through books and scrolls, but also through first-hand observation—by visiting far-flung settlements and exploring local histories and customs.</p>","skillProficienciesDescription":"Insight, Religion","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A leather-bound diary, a bottle of ink, an ink pen, a set of traveler’s clothes, one trinket of special significance, and a pouch containing 10 gp","featureName":"Adept Linguist","featureDescription":"<p>You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudiment<span class=\"No-Break\">ary level.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Anthropologists leave behind the societies into which they were born to discover what life is like in other parts of the world. They seek to see how other races and civilizations survive — or why they did not. Some anthropologists are driven by intellectual curiosity, while others want the fame and recognition that comes with being the first to discover a new people, a lost tribe, or the truth about an ancient empire’s<span class=\"No-Break\"> downfall.</span></p>","suggestedProficiencies":["Religion","Insight"],"suggestedLanguages":[],"personalityTraits":[{"id":768,"description":"I prefer the company of those who aren?t like me, including people of other races.","diceRoll":1},{"id":769,"description":"I?m a stickler when it comes to observing proper etiquette and local customs.","diceRoll":2},{"id":770,"description":"I would rather observe than meddle.","diceRoll":3},{"id":771,"description":"By living among violent people, I have become desensitized to violence.","diceRoll":4},{"id":772,"description":"I would risk life and limb to discover a new culture or unravel the secrets of a dead one.","diceRoll":5},{"id":773,"description":"When I arrive at a new settlement for the first time, I must learn all its customs.","diceRoll":6}],"ideals":[{"id":774,"description":"Discovery. I want to be the first person to discover a lost culture. (Any)","diceRoll":1},{"id":775,"description":"Distance. One must not interfere with the affairs of another culture?even one in need of aid. (Lawful)","diceRoll":2},{"id":776,"description":"Knowledge. By understanding other races and cultures, we learn to understand ourselves. (Any)","diceRoll":3},{"id":777,"description":"Power. Common people crave strong leadership, and I do my utmost to provide it. (Lawful)","diceRoll":4},{"id":778,"description":"Protection. I must do everything possible to save a society facing extinction. (Good)","diceRoll":5},{"id":779,"description":"Indifferent. Life is cruel. What?s the point in saving people if they?re going to die anyway? (Chaotic)","diceRoll":6}],"bonds":[{"id":780,"description":"My mentor gave me a journal filled with lore and wisdom. Losing it would devastate me.","diceRoll":1},{"id":781,"description":"Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.","diceRoll":2},{"id":782,"description":"Years ago, tragedy struck the members of an isolated society I befriended, and I will honor them.","diceRoll":3},{"id":783,"description":"I want to learn more about a particular humanoid culture that fascinates me.","diceRoll":4},{"id":784,"description":"I seek to avenge a clan, tribe, kingdom, or empire that was wiped out.","diceRoll":5},{"id":785,"description":"I have a trinket that I believe is the key to finding a long-lost society.","diceRoll":6}],"flaws":[{"id":786,"description":"Boats make me seasick.","diceRoll":1},{"id":787,"description":"I talk to myself, and I don?t make friends easily.","diceRoll":2},{"id":788,"description":"I believe that I?m intellectually superior to people from other cultures and have much to teach them.","diceRoll":3},{"id":789,"description":"I?ve picked up some unpleasant habits living among goblins, lizardfolk, or orcs.","diceRoll":4},{"id":790,"description":"I complain about everything.","diceRoll":5},{"id":791,"description":"I wear a tribal mask and never take it off.","diceRoll":6}]},{"id":36,"entityTypeId":1669830167,"name":"Archaeologist","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and c<span class=\"No-Break\">ataclysms.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> History<span class=\"No-Break\">, Survival<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Cartographer’s<span class=\"No-Break\"> tools or </span>navigat<span class=\"No-Break\">or’s tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span> </strong>One of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span> </strong>A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch contai<span class=\"No-Break\">ning 25 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h4 class=\"compendium-hr\">Dust Digger</h4>\r\n<p class=\"Core-Styles_Core-Body\">Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the Signature Item table to see what you have, or choose an item from <span class=\"No-Break\">the table.</span></p>\r\n<p class=\"Table-Styles_Table-Title\"><strong>Signature Item</strong></p>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th>Item</th>\r\n<th> </th>\r\n<th>d8</th>\r\n<th>Item</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>10-foot pole</td>\r\n<td> </td>\r\n<td>5</td>\r\n<td>Medallion</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Crowbar</td>\r\n<td> </td>\r\n<td>6</td>\r\n<td>Shovel</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Hat</td>\r\n<td> </td>\r\n<td>7</td>\r\n<td>Sledgehammer</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Hooded lantern</td>\r\n<td> </td>\r\n<td>8</td>\r\n<td>Whip</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Table-Styles_Table-Body\"><br /><strong>FEATURE HISTORICAL KNOWLEDGE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a ce<span class=\"No-Break\">ntury old.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h4 class=\"compendium-hr\">Suggested Characteristics</h4>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world’s greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting <span class=\"No-Break\">scoundrel.</span></p>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th>Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I love a good puzzle or mystery.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a pack rat who never throws anything away.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Fame is more important to me than money.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have no qualms about stealing from the dead.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m happier in a dusty old tomb than I am in the centers of civilization.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Traps don’t make me nervous. Idiots who trigger traps make me nervous.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I might fail, but I will never give up.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>You might think I’m a scholar, but I love a good brawl. These fists were made for punching.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Preservation.</span> That artifact belongs in a museum. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Serif-Character-Style_Bold-Serif\">Greed. </span>I won’t risk my life for nothing. I expect some kind of payment. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Death Wish.</span> Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Dignity. </span>The dead and their belongings deserve to be treated with respect. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Immortality.</span> All my exploring is part of a plan to find the secret of everlasting life. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Danger. </span>With every great discovery comes grave danger. The two walk hand in hand. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Ever since I was a child, I’ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I want to find my mentor, who disappeared on an expedition some time ago.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I won’t sell an art object or other treasure that has historical significance or is one of a kind.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m secretly in love with the wealthy patron who sponsors my archaeological exploits.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I hope to bring prestige to a library, a museum, or a university.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th>Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have a secret fear of some common wild animal—and in my work, I see them everywhere.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I can’t leave a room without searching it for secret doors.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>When I’m not exploring dungeons or ruins, I get jittery and impatient.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>When given the choice of going left or right, I always go left.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I can’t sleep except in total darkness.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and c<span class=\"No-Break\">ataclysms.</span></p>","skillProficienciesDescription":"History, Survival","toolProficienciesDescription":"Cartographer’s tools or navigator’s tools","languagesDescription":"One of your choice","equipmentDescription":"A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner’s pick, a set of traveler’s clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing 25 gp","featureName":"Historical Knowledge","featureDescription":"<p>When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a ce<span class=\"No-Break\">ntury old.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world’s greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting <span class=\"No-Break\">scoundrel.</span></p>","suggestedProficiencies":["History","Survival"],"suggestedLanguages":[],"personalityTraits":[{"id":792,"description":"I love a good puzzle or mystery.","diceRoll":1},{"id":793,"description":"I?m a pack rat who never throws anything away.","diceRoll":2},{"id":794,"description":"Fame is more important to me than money.","diceRoll":3},{"id":795,"description":"I have no qualms about stealing from the dead.","diceRoll":4},{"id":796,"description":"I?m happier in a dusty old tomb than I am in the centers of civilization.","diceRoll":5},{"id":797,"description":"Traps don?t make me nervous. Idiots who trigger traps make me nervous.","diceRoll":6},{"id":798,"description":"I might fail, but I will never give up.","diceRoll":7},{"id":799,"description":"You might think I?m a scholar, but I love a good brawl. These fists were made for punching.","diceRoll":8}],"ideals":[{"id":800,"description":"Preservation. That artifact belongs in a museum. (Good)","diceRoll":1},{"id":801,"description":"Greed. I won?t risk my life for nothing. I expect some kind of payment. (Any)","diceRoll":2},{"id":802,"description":"Death Wish. Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic)","diceRoll":3},{"id":803,"description":"Dignity. The dead and their belongings deserve to be treated with respect. (Lawful)","diceRoll":4},{"id":804,"description":"Immortality. All my exploring is part of a plan to find the secret of everlasting life. (Any)","diceRoll":5},{"id":805,"description":"Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)","diceRoll":6}],"bonds":[{"id":806,"description":"Ever since I was a child, I?ve heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books.","diceRoll":1},{"id":807,"description":"I want to find my mentor, who disappeared on an expedition some time ago.","diceRoll":2},{"id":808,"description":"I have a friendly rival. Only one of us can be the best, and I aim to prove it?s me.","diceRoll":3},{"id":809,"description":"I won?t sell an art object or other treasure that has historical significance or is one of a kind.","diceRoll":4},{"id":810,"description":"I?m secretly in love with the wealthy patron who sponsors my archaeological exploits.","diceRoll":5},{"id":811,"description":"I hope to bring prestige to a library, a museum, or a university.","diceRoll":6}],"flaws":[{"id":812,"description":"I have a secret fear of some common wild animal?and in my work, I see them everywhere.","diceRoll":1},{"id":813,"description":"I can?t leave a room without searching it for secret doors.","diceRoll":2},{"id":814,"description":"When I?m not exploring dungeons or ruins, I get jittery and impatient.","diceRoll":3},{"id":815,"description":"I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition.","diceRoll":4},{"id":816,"description":"When given the choice of going left or right, I always go left.","diceRoll":5},{"id":817,"description":"I can?t sleep except in total darkness.","diceRoll":6}]},{"id":13,"entityTypeId":1669830167,"name":"Charlatan","description":"<p class=\"compendium-hr\">You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for <span class=\"No-Break\">your advantage.</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like<span class=\"No-Break\"> the real deal.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Deception, <span class=\"No-Break\">Sleight of Hand<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies: </span></strong>Disguise k<span class=\"No-Break\">it, Forgery kit<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment: </span></strong>A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch c<span class=\"No-Break\">ontaining 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Favorite Schemes</h5>\r\n<p class=\"Core-Styles_Core-Body\">Every charlatan has an angle he or she uses in preference to other schemes. Choose a favorite scam or roll on t<span class=\"No-Break\">he table below.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Scam</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I cheat at games of chance.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I shave coins or forge documents.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I put on new identities like clothes.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I run sleight-of-hand cons on street corners.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I convince people that worthless junk is worth their hard-earned money.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: FALSE IDENTITY</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are <span class=\"No-Break\">trying to copy.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seate<span class=\"No-Break\">d trust issues.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I fall in and out of love easily, and am always pursuing someone.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have a joke for every occasion, especially occasions where humor is inappropriate.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Flattery is my preferred trick for getting what I want.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m a born gambler who can’t resist taking a risk for a potential payoff.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I lie about almost everything, even when there’s no good reason to.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Sarcasm and insults are my weapons of choice.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I pocket anything I see that might have some value.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence.</span> I am a free spirit—no one tells me what to do. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Fairness.</span> I never target people who can’t afford to lose a few coins. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Charity.</span> I distribute the money I acquire to the people who really need it. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Creativity.</span> I never run the same con twice. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Friendship.</span> Material goods come and go. Bonds of friendship last forever. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I’m determined to make something of myself. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>A powerful person killed someone I love. Some day soon, I’ll have my revenge.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I can’t resist a pretty face.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in...</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’m convinced that no one could ever fool me the way I fool others.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can’t resist swindling people who are more powerful than me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I hate to admit it and will hate myself for it, but I’ll run and preserve my own hide if the going gets tough.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"compendium-hr\">You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for <span class=\"No-Break\">your advantage.</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing more than a bit of fat with a sprinkle of silver dust — can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like<span class=\"No-Break\"> the real deal.</span></p>","skillProficienciesDescription":"Deception, Sleight of Hand","toolProficienciesDescription":"Disguise kit, Forgery kit","languagesDescription":"","equipmentDescription":"A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 15 gp","featureName":"False Identity","featureDescription":"<p>You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are <span class=\"No-Break\">trying to copy.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seate<span class=\"No-Break\">d trust issues.</span></p>","suggestedProficiencies":["Sleight of Hand","Deception"],"suggestedLanguages":[],"personalityTraits":[{"id":199,"description":"I fall in and out of love easily, and am always pursuing someone.","diceRoll":1},{"id":200,"description":"I have a joke for every occasion, especially occasions where humor is inappropriate.","diceRoll":2},{"id":201,"description":"Flattery is my preferred trick for getting what I want.","diceRoll":3},{"id":202,"description":"I?m a born gambler who can?t resist taking a risk for a potential payoff.","diceRoll":4},{"id":203,"description":"I lie about almost everything, even when there?s no good reason to.","diceRoll":5},{"id":204,"description":"Sarcasm and insults are my weapons of choice.","diceRoll":6},{"id":205,"description":"I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.","diceRoll":7},{"id":206,"description":"I pocket anything I see that might have some value.","diceRoll":8}],"ideals":[{"id":207,"description":"Independence. I am a free spirit?no one tells me what to do. (Chaotic)","diceRoll":1},{"id":208,"description":"Fairness. I never target people who can?t afford to lose a few coins. (Lawful)","diceRoll":2},{"id":209,"description":"Charity. I distribute the money I acquire to the people who really need it. (Good)","diceRoll":3},{"id":210,"description":"Creativity. I never run the same con twice. (Chaotic)","diceRoll":4},{"id":211,"description":"Friendship. Material goods come and go. Bonds of friendship last forever. (Good)","diceRoll":5},{"id":212,"description":"Aspiration. I?m determined to make something of myself. (Any)","diceRoll":6}],"bonds":[{"id":213,"description":"I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.","diceRoll":1},{"id":214,"description":"I owe everything to my mentor?a horrible person who?s probably rotting in jail somewhere.","diceRoll":2},{"id":215,"description":"Somewhere out there, I have a child who doesn?t know me. I?m making the world better for him or her.","diceRoll":3},{"id":216,"description":"I come from a noble family, and one day I?ll reclaim my lands and title from those who stole them from me.","diceRoll":4},{"id":217,"description":"A powerful person killed someone I love. Some day soon, I?ll have my revenge.","diceRoll":5},{"id":218,"description":"I swindled and ruined a person who didn?t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.\n","diceRoll":6}],"flaws":[{"id":219,"description":"I can?t resist a pretty face.","diceRoll":1},{"id":220,"description":"I?m always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in...","diceRoll":2},{"id":221,"description":"I?m convinced that no one could ever fool me the way I fool others.","diceRoll":3},{"id":222,"description":"I?m too greedy for my own good. I can?t resist taking a risk if there?s money involved.","diceRoll":4},{"id":223,"description":"I can?t resist swindling people who are more powerful than me.","diceRoll":5},{"id":224,"description":"I hate to admit it and will hate myself for it, but I?ll run and preserve my own hide if the going gets tough.","diceRoll":6}]},{"id":20,"entityTypeId":1669830167,"name":"City Watch / Investigator","description":"<p class=\"Core-Styles_Core-Body\">You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of eve<span class=\"No-Break\">ry stripe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding S<span class=\"No-Break\">pellguard.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skil<span class=\"No-Break\">led Hands.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their <span class=\"No-Break\">community.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"CharOverride-2\">Skill Proficiencies:</span> </strong>Athletic<span class=\"No-Break\">s, Insight<br /></span><strong><span class=\"CharOverride-2\">Languages:</span></strong> Two of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"CharOverride-2\">Equipment:</span></strong> A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch contai<span class=\"No-Break\">ning 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: WATCHER'S EYE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than t<span class=\"No-Break\">he latter.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Variant: Investigator</h5>\r\n<p class=\"Core-Styles_Core-Body\">Rarer than watch or patrol members are a community’s investigators, who are responsible for solving crimes after the fact. Though such folk are seldom found in rural areas, nearly every settlement of decent size has at least one or two watch members who have the skill to investigate crime scenes and track down criminals. If your prior experience is as an investigator, you have proficiency in Investigation rather than <span class=\"No-Break\">Athletics.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the c<span class=\"No-Break\">ity watch.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solvi<span class=\"No-Break\">ng crimes.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\">Soldier</h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m always polite and respectful.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m haunted by memories of war. I can’t get the images of violence out of my mind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’ve lost too many friends, and I’m slow to make new ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can stare down a hell hound without flinching.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I enjoy being strong and like breaking things.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I have a crude sense of humor.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I face problems head-on. A simple, direct solution is the best path to success.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> Our lot is to lay down our lives in defense of others. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Responsibility.</span> I do what I must and obey just authority. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence. </span>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> In life as in war, the stronger force wins. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Live and Let Live. </span>Ideals aren’t worth killing over or going to war for. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Nation. </span>My city, nation, or people are all that matter. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would still lay down my life for the people I served with.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone saved my life on the battlefield. To this day, I will never leave a friend behind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My honor is my life.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Those who fight beside me are those worth dying for.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I fight for those who cannot fight for themselves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The monstrous enemy we faced in battle still leaves me quivering with fear.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have little respect for anyone who is not a proven warrior.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My hatred of my enemies is blind and unreasoning.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I obey the law, even if the law causes misery.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’d rather eat my armor than admit when I’m wrong.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your service to your hometown was to help police its populace, protecting the citizenry from lawbreakers and malefactors of eve<span class=\"No-Break\">ry stripe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might have been part of the City Watch of Waterdeep, the baton-wielding police force of the City of Splendors, protecting the common folk from thieves and rowdy nobility alike. Or you might have been one of the valiant defenders of Silverymoon, a member of the Silverwatch or even one of the magic-wielding S<span class=\"No-Break\">pellguard.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the City of Skil<span class=\"No-Break\">led Hands.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Even if you’re not city-born or city-bred, this background can describe your early years as a member of law enforcement. Most settlements of any size have their own constables and police forces, and even smaller communities have sheriffs and bailiffs who stand ready to protect their <span class=\"No-Break\">community.</span></p>","skillProficienciesDescription":"Athletics, Insight","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp","featureName":"Watcher?s Eye","featureDescription":"<p>Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than t<span class=\"No-Break\">he latter.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the c<span class=\"No-Break\">ity watch.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solvi<span class=\"No-Break\">ng crimes.</span></p>","suggestedProficiencies":["Athletics","Insight"],"suggestedLanguages":[],"personalityTraits":[{"id":357,"description":"I?m always polite and respectful.","diceRoll":1},{"id":358,"description":"I?m haunted by memories of war. I can?t get the images of violence out of my mind.","diceRoll":2},{"id":359,"description":"I?ve lost too many friends, and I?m slow to make new ones.","diceRoll":3},{"id":360,"description":"I?m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","diceRoll":4},{"id":361,"description":"I can stare down a hell hound without flinching.","diceRoll":5},{"id":362,"description":"I enjoy being strong and like breaking things.","diceRoll":6},{"id":363,"description":"I have a crude sense of humor.","diceRoll":7},{"id":364,"description":"I face problems head-on. A simple, direct solution is the best path to success.","diceRoll":8}],"ideals":[{"id":365,"description":"Greater Good. Our lot is to lay down our lives in defense of others. (Good)","diceRoll":1},{"id":366,"description":"Responsibility. I do what I must and obey just authority. (Lawful)","diceRoll":2},{"id":367,"description":"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)","diceRoll":3},{"id":368,"description":"Might. In life as in war, the stronger force wins. (Evil)","diceRoll":4},{"id":369,"description":"Live and Let Live. Ideals aren?t worth killing over or going to war for. (Neutral)","diceRoll":5},{"id":370,"description":"Nation. My city, nation, or people are all that matter. (Any)","diceRoll":6}],"bonds":[{"id":371,"description":"I would still lay down my life for the people I served with.","diceRoll":1},{"id":372,"description":"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.","diceRoll":2},{"id":373,"description":"My honor is my life.","diceRoll":3},{"id":374,"description":"I?ll never forget the crushing defeat my company suffered or the enemies who dealt it.","diceRoll":4},{"id":375,"description":"Those who fight beside me are those worth dying for.","diceRoll":5},{"id":376,"description":"I fight for those who cannot fight for themselves.","diceRoll":6}],"flaws":[{"id":377,"description":"The monstrous enemy we faced in battle still leaves me quivering with fear.","diceRoll":1},{"id":378,"description":"I have little respect for anyone who is not a proven warrior.","diceRoll":2},{"id":379,"description":"I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.","diceRoll":3},{"id":380,"description":"My hatred of my enemies is blind and unreasoning.","diceRoll":4},{"id":381,"description":"I obey the law, even if the law causes misery.","diceRoll":5},{"id":382,"description":"I?d rather eat my armor than admit when I?m wrong.","diceRoll":6}]},{"id":3,"entityTypeId":1669830167,"name":"Clan Crafter","description":"<p class=\"Core-Styles_Core-Body\">The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you poss<span class=\"No-Break\">ess today.</span></p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren’t a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin’s favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recom<span class=\"No-Break\">mendation.</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Histor<span class=\"No-Break\">y, Insight<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of artis<span class=\"No-Break\">an’s tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Dwarvish or one other of your choice if you already spea<span class=\"No-Break\">k Dwarvish<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A set of artisan’s tools with which you are proficient, a maker’s mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler’s clothes, and a pouch containing 5 gp and a gem w<span class=\"No-Break\">orth 10 gp</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<blockquote>\n<p class=\"compendium-hr\"><strong>FEATURE: RESPECT OF THE STOUT FOLK</strong></p>\n<p class=\"Core-Styles_Core-Body\">As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and a<span class=\"No-Break\">ssistance.</span></p>\n</blockquote>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\n<p class=\"Core-Styles_Core-Body\">Use the tables for the guild artisan background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words “guild” and “clan” to be interch<span class=\"No-Break\">angeable.)</span></p>\n<p class=\"Core-Styles_Core-Body\">Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craf<span class=\"No-Break\">tsmanship.</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<h5 class=\"compendium-hr\">Guild Artisan</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d8</th>\n<th style=\"text-align: left;\">Personality Trait</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>I’m a snob who looks down on those who can’t appreciate fine art.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>I always want to know how things work and what makes people tick.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>I’m full of witty aphorisms and have a proverb for every occasion.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>I’m rude to people who lack my commitment to hard work and fair play.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I like to talk at length about my profession.</td>\n</tr>\n<tr>\n<td>7</td>\n<td>I don’t part with my money easily and will haggle tirelessly to get the best deal possible.</td>\n</tr>\n<tr>\n<td>8</td>\n<td>I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Ideal</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Community.</span> It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)</td>\n</tr>\n<tr>\n<td>2</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Generosity.</span> My talents were given to me so that I could use them to benefit the world. (Good)</td>\n</tr>\n<tr>\n<td>3</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom.</span> Everyone should be free to pursue his or her own livelihood. (Chaotic)</td>\n</tr>\n<tr>\n<td>4</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed.</span> I’m only in it for the money. (Evil)</td>\n</tr>\n<tr>\n<td>5</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m committed to the people I care about, not to ideals. (Neutral)</td>\n</tr>\n<tr>\n<td>6</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I work hard to be the best there is at my craft. (Any)</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Bond</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>The workshop where I learned my trade is the most important place in the world to me.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>I owe my guild a great debt for forging me into the person I am today.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>I pursue wealth to secure someone’s love.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>One day I will return to my guild and prove that I am the greatest artisan of them all.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Flaw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>I’ll do anything to get my hands on something rare or priceless.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>I’m quick to assume that someone is trying to cheat me.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>No one must ever learn that I once stole money from guild coffers.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>I’m never satisfied with what I have—I always want more.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>I would kill to acquire a noble title.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.</td>\n</tr>\n</tbody>\n</table>","snippet":null,"shortDescription":"<p class=\"Core-Styles_Core-Body\">The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you poss<span class=\"No-Break\">ess today.</span></p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You are most likely a dwarf, but not necessarily—particularly in the North, the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren’t a dwarf, however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin’s favored children. You would have no difficulty, however, finding a dwarf master who was willing to receive potential apprentices who came with your recom<span class=\"No-Break\">mendation.</span></p>","skillProficienciesDescription":"History, Insight","toolProficienciesDescription":"One type of artisan?s tools","languagesDescription":"Dwarvish or one other of your choice if you already speak Dwarvish","equipmentDescription":"A set of artisan?s tools with which you are proficient, a maker?s mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned your skill from, a set of traveler?s clothes, and a pouch containing 5 gp and a gem worth 10 gp","featureName":"Respect of the Stout Folk","featureDescription":"<p>As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and a<span class=\"No-Break\">ssistance.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the guild artisan background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a clan crafter. (For instance, consider the words “guild” and “clan” to be interch<span class=\"No-Break\">angeable.)</span></p>\n<p class=\"Core-Styles_Core-Body\">Your bond is almost certainly related to the master or the clan that taught you, or else to the work that you produce. Your ideal might have to do with maintaining the high quality of your work or preserving the dwarven traditions of craf<span class=\"No-Break\">tsmanship.</span></p>","suggestedProficiencies":["History","Insight"],"suggestedLanguages":[],"personalityTraits":[{"id":12,"description":"I'm full of witty aphorisms and have a proverb for every occasion.","diceRoll":1},{"id":383,"description":"I believe that anything worth doing is worth doing right. I can?t help it?I?m a perfectionist.","diceRoll":2},{"id":384,"description":"I?m a snob who looks down on those who can?t appreciate fine art.","diceRoll":3},{"id":385,"description":"I always want to know how things work and what makes people tick.","diceRoll":4},{"id":386,"description":"I?m rude to people who lack my commitment to hard work and fair play.","diceRoll":5},{"id":387,"description":"I like to talk at length about my profession.","diceRoll":6},{"id":388,"description":"I don?t part with my money easily and will haggle tirelessly to get the best deal possible.","diceRoll":7},{"id":389,"description":"I?m well known for my work, and I want to make sure everyone appreciates it. I?m always taken aback when people haven?t heard of me.","diceRoll":8}],"ideals":[{"id":13,"description":"Aspiration: I work hard to be the best there is at my craft. (Any)","diceRoll":1},{"id":390,"description":"Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)","diceRoll":2},{"id":391,"description":"Generosity. My talents were given to me so that I could use them to benefit the world. (Good)","diceRoll":3},{"id":392,"description":"Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)","diceRoll":4},{"id":393,"description":"Greed. I?m only in it for the money. (Evil)","diceRoll":5},{"id":394,"description":"People. I?m committed to the people I care about, not to ideals. (Neutral)","diceRoll":6}],"bonds":[{"id":395,"description":"The workshop where I learned my trade is the most important place in the world to me.","diceRoll":1},{"id":396,"description":"I created a great work for someone, and then found them unworthy to receive it. I?m still looking for someone worthy.","diceRoll":2},{"id":397,"description":"I owe my guild a great debt for forging me into the person I am today.","diceRoll":3},{"id":398,"description":"I pursue wealth to secure someone?s love.","diceRoll":4},{"id":399,"description":"One day I will return to my guild and prove that I am the greatest artisan of them all.","diceRoll":5},{"id":400,"description":"I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.","diceRoll":6}],"flaws":[{"id":15,"description":"I'm never satisfied with what I have? I always want more.","diceRoll":1},{"id":401,"description":"I?ll do anything to get my hands on something rare or priceless.","diceRoll":2},{"id":402,"description":"I?m quick to assume that someone is trying to cheat me.","diceRoll":3},{"id":403,"description":"No one must ever learn that I once stole money from guild coffers.","diceRoll":4},{"id":404,"description":"I would kill to acquire a noble title.","diceRoll":5},{"id":405,"description":"I?m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I?m surrounded by rivals.","diceRoll":6}]},{"id":22,"entityTypeId":1669830167,"name":"Cloistered Scholar","description":"<p class=\"Core-Styles_Core-Body\">As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of <span class=\"No-Break\">knowledge.</span></p>\n<p class=\"Core-Styles_Core-Body\">The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all <span class=\"No-Break\">the world.</span></p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from acro<span class=\"No-Break\">ss Faerûn.</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> History, plus your choice of one from among Arcana, Nature, an<span class=\"No-Break\">d Religion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Two of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch contai<span class=\"No-Break\">ning 10 gp</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<blockquote>\n<p class=\"compendium-hr\"><strong>FEATURE: LIBRARY ACCESS</strong></p>\n<p class=\"Core-Styles_Core-Body\">Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immedia<span class=\"No-Break\">te access.</span></p>\n<p class=\"Core-Styles_Core-Body\">You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with <span class=\"No-Break\">some ease.</span></p>\n<p class=\"Core-Styles_Core-Body\">Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fello<span class=\"No-Break\">w scholar.</span></p>\n</blockquote>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\n<p class=\"Core-Styles_Core-Body\">Use the tables for the sage background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistere<span class=\"No-Break\">d scholar.</span></p>\n<p class=\"Core-Styles_Core-Body\">Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth—perhaps as a worthy goal in itself, or maybe as a means to a desi<span class=\"No-Break\">rable end.</span></p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<h5 class=\"Core-Styles_Core-Body\">Sage</h5>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d8</th>\n<th style=\"text-align: left;\">Personality Trait</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>I use polysyllabic words that convey the impression of great erudition.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>I’ve read every book in the world’s greatest libraries—or I like to boast that I have.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>There’s nothing I like more than a good mystery.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>I’m willing to listen to every side of an argument before I make my own judgment.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.</td>\n</tr>\n<tr>\n<td>7</td>\n<td>I am horribly, horribly awkward in social situations.</td>\n</tr>\n<tr>\n<td>8</td>\n<td>I’m convinced that people are always trying to steal my secrets.</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Ideal</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Knowledge. </span>The path to power and self-improvement is through knowledge. (Neutral)</td>\n</tr>\n<tr>\n<td>2</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Beauty. </span>What is beautiful points us beyond itself toward what is true. (Good)</td>\n</tr>\n<tr>\n<td>3</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Logic. </span>Emotions must not cloud our logical thinking. (Lawful)</td>\n</tr>\n<tr>\n<td>4</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">No Limits. </span>Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)</td>\n</tr>\n<tr>\n<td>5</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power. </span>Knowledge is the path to power and domination. (Evil)</td>\n</tr>\n<tr>\n<td>6</td>\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Self-Improvement. </span>The goal of a life of study is the betterment of oneself. (Any)</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Bond</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>It is my duty to protect my students.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>I have an ancient text that holds terrible secrets that must not fall into the wrong hands.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>I work to preserve a library, university, scriptorium, or monastery.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>My life’s work is a series of tomes related to a specific field of lore.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>I’ve been searching my whole life for the answer to a certain question.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I sold my soul for knowledge. I hope to do great deeds and win it back.</td>\n</tr>\n</tbody>\n</table>\n<table class=\"compendium-left-aligned-table\">\n<thead>\n<tr>\n<th>d6</th>\n<th style=\"text-align: left;\">Flaw</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1</td>\n<td>I am easily distracted by the promise of information.</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Most people scream and run when they see a demon. I stop and take notes on its anatomy.</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Unlocking an ancient mystery is worth the price of a civilization.</td>\n</tr>\n<tr>\n<td>4</td>\n<td>I overlook obvious solutions in favor of complicated ones.</td>\n</tr>\n<tr>\n<td>5</td>\n<td>I speak without really thinking through my words, invariably insulting others.</td>\n</tr>\n<tr>\n<td>6</td>\n<td>I can’t keep a secret to save my life, or anyone else’s.</td>\n</tr>\n</tbody>\n</table>\n<p> </p>","snippet":null,"shortDescription":"<p class=\"Core-Styles_Core-Body\">As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home—not to abandon it, but to quest for new lore to add to its storehouse of <span class=\"No-Break\">knowledge.</span></p>\n<p class=\"Core-Styles_Core-Body\">The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in all <span class=\"No-Break\">the world.</span></p>\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the information that arrives daily from acro<span class=\"No-Break\">ss Faerûn.</span></p>","skillProficienciesDescription":"History, plus your choice of one from among Arcana, Nature, and Religion","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"The scholar’s robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp","featureName":"Library Access","featureDescription":"<p class=\"Core-Styles_Core-Body\">Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immedia<span class=\"No-Break\">te access.</span></p>\n<p class=\"Core-Styles_Core-Body\">You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with <span class=\"No-Break\">some ease.</span></p>\n<p class=\"Core-Styles_Core-Body\">Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fello<span class=\"No-Break\">w scholar.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the sage background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistere<span class=\"No-Break\">d scholar.</span></p>\n<p class=\"Core-Styles_Core-Body\">Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth—perhaps as a worthy goal in itself, or maybe as a means to a desi<span class=\"No-Break\">rable end.</span></p>","suggestedProficiencies":["History"],"suggestedLanguages":[],"personalityTraits":[{"id":406,"description":"I use polysyllabic words that convey the impression of great erudition.","diceRoll":1},{"id":407,"description":"I?ve read every book in the world?s greatest libraries?or I like to boast that I have.","diceRoll":2},{"id":408,"description":"I?m used to helping out those who aren?t as smart as I am, and I patiently explain anything and everything to others.","diceRoll":3},{"id":409,"description":"There?s nothing I like more than a good mystery.","diceRoll":4},{"id":410,"description":"I?m willing to listen to every side of an argument before I make my own judgment.","diceRoll":5},{"id":411,"description":"I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . .to me.","diceRoll":6},{"id":412,"description":"I am horribly, horribly awkward in social situations.","diceRoll":7},{"id":413,"description":"I?m convinced that people are always trying to steal my secrets.","diceRoll":8}],"ideals":[{"id":414,"description":"Knowledge. The path to power and self-improvement is through knowledge. (Neutral)","diceRoll":1},{"id":415,"description":"Beauty. What is beautiful points us beyond itself toward what is true. (Good)","diceRoll":2},{"id":416,"description":"Logic. Emotions must not cloud our logical thinking. (Lawful)","diceRoll":3},{"id":417,"description":"No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)","diceRoll":4},{"id":418,"description":"Power. Knowledge is the path to power and domination. (Evil)","diceRoll":5},{"id":419,"description":"Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)","diceRoll":6}],"bonds":[{"id":420,"description":"It is my duty to protect my students.","diceRoll":1},{"id":421,"description":"I have an ancient text that holds terrible secrets that must not fall into the wrong hands.","diceRoll":2},{"id":422,"description":"I work to preserve a library, university, scriptorium, or monastery.","diceRoll":3},{"id":423,"description":"My life?s work is a series of tomes related to a specific field of lore.","diceRoll":4},{"id":424,"description":"I?ve been searching my whole life for the answer to a certain question.","diceRoll":5},{"id":425,"description":"I sold my soul for knowledge. I hope to do great deeds and win it back.","diceRoll":6}],"flaws":[{"id":426,"description":"I am easily distracted by the promise of information.","diceRoll":1},{"id":427,"description":"Most people scream and run when they see a demon. I stop and take notes on its anatomy.","diceRoll":2},{"id":428,"description":"Unlocking an ancient mystery is worth the price of a civilization.","diceRoll":3},{"id":429,"description":"I overlook obvious solutions in favor of complicated ones.","diceRoll":4},{"id":430,"description":"I speak without really thinking through my words, invariably insulting others.","diceRoll":5},{"id":431,"description":"I can?t keep a secret to save my life, or anyone else?s.","diceRoll":6}]},{"id":23,"entityTypeId":1669830167,"name":"Courtier","description":"<p class=\"Core-Styles_Core-Body\">In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this<span class=\"No-Break\"> position.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of D<span class=\"No-Break\">aggerford.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an a<span class=\"No-Break\">dventurer.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Insight, <span class=\"No-Break\">Persuasion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Two of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A set of fine clothes and a pouch conta<span class=\"No-Break\">ining 5 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: COURT FUNCTIONARY</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the <span class=\"No-Break\">group are.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the guild artisan background in the <span class=\"CharOverride-1\">Player’s Handbook</span> as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a<span class=\"No-Break\"> courtier.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or org<span class=\"No-Break\">anization.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Guild Artisan</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a snob who looks down on those who can’t appreciate fine art.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I always want to know how things work and what makes people tick.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m full of witty aphorisms and have a proverb for every occasion.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m rude to people who lack my commitment to hard work and fair play.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I like to talk at length about my profession.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I don’t part with my money easily and will haggle tirelessly to get the best deal possible.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Community.</span> It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Generosity.</span> My talents were given to me so that I could use them to benefit the world. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom.</span> Everyone should be free to pursue his or her own livelihood. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed.</span> I’m only in it for the money. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m committed to the people I care about, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I work hard to be the best there is at my craft. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The workshop where I learned my trade is the most important place in the world to me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my guild a great debt for forging me into the person I am today.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I pursue wealth to secure someone’s love.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>One day I will return to my guild and prove that I am the greatest artisan of them all.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’ll do anything to get my hands on something rare or priceless.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m quick to assume that someone is trying to cheat me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>No one must ever learn that I once stole money from guild coffers.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m never satisfied with what I have—I always want more.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I would kill to acquire a noble title.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organization. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this<span class=\"No-Break\"> position.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur’s Gate or Neverwinter, or you might have grown up in and around the castle of D<span class=\"No-Break\">aggerford.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an a<span class=\"No-Break\">dventurer.</span></p>","skillProficienciesDescription":"Insight, Persuasion","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A set of fine clothes and a pouch containing 5 gp","featureName":"Court Functionary","featureDescription":"<p>Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the <span class=\"No-Break\">group are.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the guild artisan background in the <span class=\"CharOverride-1\">Player’s Handbook</span> as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a<span class=\"No-Break\"> courtier.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The noble court or bureaucratic organization where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or org<span class=\"No-Break\">anization.</span></p>","suggestedProficiencies":["Insight","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":432,"description":"I believe that anything worth doing is worth doing right. I can?t help it?I?m a perfectionist.","diceRoll":1},{"id":433,"description":"I?m a snob who looks down on those who can?t appreciate fine art.","diceRoll":2},{"id":434,"description":"I always want to know how things work and what makes people tick.","diceRoll":3},{"id":435,"description":"I?m full of witty aphorisms and have a proverb for every occasion.","diceRoll":4},{"id":436,"description":"I?m rude to people who lack my commitment to hard work and fair play.","diceRoll":5},{"id":437,"description":"I like to talk at length about my profession.","diceRoll":6},{"id":438,"description":"I don?t part with my money easily and will haggle tirelessly to get the best deal possible.","diceRoll":7},{"id":439,"description":"I?m well known for my work, and I want to make sure everyone appreciates it. I?m always taken aback when people haven?t heard of me.","diceRoll":8}],"ideals":[{"id":440,"description":"Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)","diceRoll":1},{"id":441,"description":"Generosity. My talents were given to me so that I could use them to benefit the world. (Good)","diceRoll":2},{"id":442,"description":"Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)","diceRoll":3},{"id":443,"description":"Greed. I?m only in it for the money. (Evil)","diceRoll":4},{"id":444,"description":"People. I?m committed to the people I care about, not to ideals. (Neutral)","diceRoll":5},{"id":445,"description":"Aspiration. I work hard to be the best there is at my craft. (Any)","diceRoll":6}],"bonds":[{"id":446,"description":"The workshop where I learned my trade is the most important place in the world to me.","diceRoll":1},{"id":447,"description":"I created a great work for someone, and then found them unworthy to receive it. I?m still looking for someone worthy.","diceRoll":2},{"id":448,"description":"I owe my guild a great debt for forging me into the person I am today.","diceRoll":3},{"id":449,"description":"I pursue wealth to secure someone?s love.","diceRoll":4},{"id":450,"description":"One day I will return to my guild and prove that I am the greatest artisan of them all.","diceRoll":5},{"id":451,"description":"I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.","diceRoll":6}],"flaws":[{"id":452,"description":"I?ll do anything to get my hands on something rare or priceless.","diceRoll":1},{"id":453,"description":"I?m quick to assume that someone is trying to cheat me.","diceRoll":2},{"id":454,"description":"No one must ever learn that I once stole money from guild coffers.","diceRoll":3},{"id":455,"description":"I?m never satisfied with what I have?I always want more.","diceRoll":4},{"id":456,"description":"I would kill to acquire a noble title.","diceRoll":5},{"id":457,"description":"I?m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I?m surrounded by rivals.","diceRoll":6}]},{"id":8,"entityTypeId":1669830167,"name":"Criminal / Spy","description":"<p>You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Deception, Stealth</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set, thieves’ tools</dt>\r\n<dt><strong>Equipment:</strong> A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp</dt>\r\n</dl>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 id=\"criminal-specialty\">Criminal Specialty</h5>\r\n<p>There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">Blackmailer</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">Burglar</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Enforcer</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">Fence</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">Highway robber</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Hired killer</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">Pickpocket</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">Smuggler</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p id=\"criminal-contact\"><strong>FEATURE: CRIMINAL CONTACT</strong></p>\r\n<p>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 id=\"variant-criminal-spy\">Variant Criminal: Spy</h5>\r\n<p>Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I always have a plan for what to do when things go wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I would rather make a new friend than a new enemy.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I am incredibly slow to trust. Those who seem the fairest often have the most to hide.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I don’t pay attention to the risks in a situation. Never tell me the odds.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">The best way to get me to do something is to tell me I can’t do it.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">I blow up at the slightest insult.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Honor.</b> I don’t steal from others in the trade. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Freedom.</b> Chains are meant to be broken, as are those who would forge them. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Charity.</b> I steal from the wealthy so that I can help people in need. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Greed.</b> I will do whatever it takes to become wealthy. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>People.</b> I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Redemption.</b> There’s a spark of good in everyone. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I’m trying to pay off an old debt I owe to a generous benefactor.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">My ill-gotten gains go to support my family.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Something important was taken from me, and I aim to steal it back.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I will become the greatest thief that ever lived.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I’m guilty of a terrible crime. I hope I can redeem myself for it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Someone I loved died because of I mistake I made. That will never happen again.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">When I see something valuable, I can’t think about anything but how to steal it.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">When faced with a choice between money and my friends, I usually choose the money.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I have a “tell” that reveals when I’m lying.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I turn tail and run when things look bad.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">An innocent person is in prison for a crime that I committed. I’m okay with that.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.</p>","skillProficienciesDescription":"Deception, Stealth","toolProficienciesDescription":"One type of gaming set, thieves’ tools","languagesDescription":"","equipmentDescription":"A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp","featureName":"Criminal Contact","featureDescription":"<p>You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.</p>","suggestedProficiencies":["Stealth","Deception"],"suggestedLanguages":[],"personalityTraits":[{"id":69,"description":"I always have a plan for what to do when things go wrong.","diceRoll":1},{"id":70,"description":"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.","diceRoll":2},{"id":71,"description":"The first thing I do in a new place is note the locations of everything valuable?or where such things could be hidden.","diceRoll":3},{"id":72,"description":"I would rather make a new friend than a new enemy.","diceRoll":4},{"id":73,"description":"I am incredibly slow to trust. Those who seem the fairest often have the most to hide.","diceRoll":5},{"id":74,"description":"I don?t pay attention to the risks in a situation. Never tell me the odds.","diceRoll":6},{"id":75,"description":"The best way to get me to do something is to tell me I can?t do it.","diceRoll":7},{"id":76,"description":"I blow up at the slightest insult.","diceRoll":8}],"ideals":[{"id":77,"description":"Honor. I don?t steal from others in the trade. (Lawful)","diceRoll":1},{"id":78,"description":"Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)","diceRoll":2},{"id":79,"description":"Charity. I steal from the wealthy so that I can help people in need. (Good)","diceRoll":3},{"id":80,"description":"Greed. I will do whatever it takes to become wealthy. (Evil)","diceRoll":4},{"id":81,"description":"People. I?m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)","diceRoll":5},{"id":82,"description":"Redemption. There?s a spark of good in everyone. (Good)","diceRoll":6}],"bonds":[{"id":83,"description":"I?m trying to pay off an old debt I owe to a generous benefactor.","diceRoll":1},{"id":84,"description":"My ill-gotten gains go to support my family.","diceRoll":2},{"id":85,"description":"Something important was taken from me, and I aim to steal it back.","diceRoll":3},{"id":86,"description":"I will become the greatest thief that ever lived.","diceRoll":4},{"id":87,"description":"I?m guilty of a terrible crime. I hope I can redeem myself for it.","diceRoll":5},{"id":88,"description":"Someone I loved died because of I mistake I made. That will never happen again.","diceRoll":6}],"flaws":[{"id":89,"description":"When I see something valuable, I can?t think about anything but how to steal it.","diceRoll":1},{"id":90,"description":"When faced with a choice between money and my friends, I usually choose the money.","diceRoll":2},{"id":91,"description":"If there?s a plan, I?ll forget it. If I don?t forget it, I?ll ignore it.","diceRoll":3},{"id":92,"description":"I have a ?tell? that reveals when I?m lying.","diceRoll":4},{"id":93,"description":"I turn tail and run when things look bad.","diceRoll":5},{"id":94,"description":"An innocent person is in prison for a crime that I committed. I?m okay with that.","diceRoll":6}]},{"id":14,"entityTypeId":1669830167,"name":"Entertainer","description":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your ar<span class=\"No-Break\">t is your life.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies: </span></strong><span class=\"Serif-Character-Style_Bold-Serif\"></span>Acrobati<span class=\"No-Break\">cs, Performance<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Disguise kit, one type of mus<span class=\"No-Break\">ical instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span> </strong>A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch c<span class=\"No-Break\">ontaining 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Entertainer Routines</h5>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as a<span class=\"No-Break\">n entertainer.</span></p>\r\n<div class=\"_idGenObjectLayout-2\">\r\n<div id=\"_idContainer003\" class=\"_idGenObjectStyleOverride-1\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d10</th>\r\n<th style=\"text-align: left;\">Entertainer Routine</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Actor</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Dancer</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Fire-eater</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Jester</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Juggler</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Instrumentalist</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Poet</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Singer</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>Storyteller</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>Tumbler</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>\r\n</div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: BY POPULAR DEMAND</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a<span class=\"No-Break\"> liking to you.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Variant Entertainer: Gladiator</h5>\r\n<p class=\"Core-Styles_Core-Body\">A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor. Using your By Popular Demand feature, you can find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. You can replace the musical instrument in your equipment package with an inexpensive but unusual weapon, such as a <span class=\"No-Break\">trident or net.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the apprecia<span class=\"No-Break\">tion of beauty.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I know a story relevant to almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Whenever I come to a new place, I collect local rumors and spread gossip.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’m a hopeless romantic, always searching for that “special someone.”</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Nobody stays angry at me or around me for long, since I can defuse any amount of tension.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I love a good insult, even one directed at me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I get bitter if I’m not the center of attention.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I’ll settle for nothing less than perfection.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I change my mood or my mind as quickly as I change key in a song.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Beauty.</span> When I perform, I make the world better than it was. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Tradition.</span> The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Creativity.</span> The world is in need of new ideas and bold action. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed.</span> I’m only in it for the money and fame. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Honesty. </span>Art should reflect the soul; it should come from within and reveal who we really are. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My instrument is my most treasured possession, and it reminds me of someone I love.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone stole my precious instrument, and someday I’ll get it back.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I want to be famous, whatever it takes.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I idolize a hero of the old tales and measure my deeds against that person’s.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I will do anything to prove myself superior to my hated rival.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I would do anything for the other members of my old troupe.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’ll do anything to win fame and renown.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a sucker for a pretty face.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Despite my best efforts, I am unreliable to my friends.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p>You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your ar<span class=\"No-Break\">t is your life.</span></p>","skillProficienciesDescription":"Acrobatics, Performance","toolProficienciesDescription":"Disguise kit, one type of musical instrument","languagesDescription":"","equipmentDescription":"A musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp","featureName":"By Popular Demand","featureDescription":"<p>You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a<span class=\"No-Break\"> liking to you.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the apprecia<span class=\"No-Break\">tion of beauty.</span></p>","suggestedProficiencies":["Acrobatics","Performance"],"suggestedLanguages":[],"personalityTraits":[{"id":225,"description":"I know a story relevant to almost every situation.","diceRoll":1},{"id":226,"description":"Whenever I come to a new place, I collect local rumors and spread gossip.","diceRoll":2},{"id":227,"description":"I?m a hopeless romantic, always searching for that ?special someone.?","diceRoll":3},{"id":228,"description":"Nobody stays angry at me or around me for long, since I can defuse any amount of tension.","diceRoll":4},{"id":229,"description":"I love a good insult, even one directed at me.","diceRoll":5},{"id":230,"description":"I get bitter if I?m not the center of attention.","diceRoll":6},{"id":231,"description":"I?ll settle for nothing less than perfection.","diceRoll":7},{"id":232,"description":"I change my mood or my mind as quickly as I change key in a song.","diceRoll":8}],"ideals":[{"id":233,"description":"Beauty. When I perform, I make the world better than it was. (Good)","diceRoll":1},{"id":234,"description":"Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)","diceRoll":2},{"id":235,"description":"Creativity. The world is in need of new ideas and bold action. (Chaotic)","diceRoll":3},{"id":236,"description":"Greed. I?m only in it for the money and fame. (Evil)","diceRoll":4},{"id":237,"description":"People. I like seeing the smiles on people?s faces when I perform. That?s all that matters. (Neutral)","diceRoll":5},{"id":238,"description":"Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)","diceRoll":6}],"bonds":[{"id":239,"description":"My instrument is my most treasured possession, and it reminds me of someone I love.","diceRoll":1},{"id":240,"description":"Someone stole my precious instrument, and someday I?ll get it back.","diceRoll":2},{"id":241,"description":"I want to be famous, whatever it takes.","diceRoll":3},{"id":242,"description":"I idolize a hero of the old tales and measure my deeds against that person?s.","diceRoll":4},{"id":243,"description":"\tI will do anything to prove myself superior to my hated rival.","diceRoll":5},{"id":244,"description":"I would do anything for the other members of my old troupe.","diceRoll":6}],"flaws":[{"id":245,"description":"I?ll do anything to win fame and renown.","diceRoll":1},{"id":246,"description":"I?m a sucker for a pretty face.","diceRoll":2},{"id":247,"description":"A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.","diceRoll":3},{"id":248,"description":"I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.","diceRoll":4},{"id":249,"description":"I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.","diceRoll":5},{"id":250,"description":"Despite my best efforts, I am unreliable to my friends.","diceRoll":6}]},{"id":24,"entityTypeId":1669830167,"name":"Faction Agent","description":"<p class=\"Core-Styles_Core-Body\">Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that organization, but who serve as its hands, head, <span class=\"No-Break\">and heart.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in th<span class=\"No-Break\">e faction.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to yo<span class=\"No-Break\">ur faction<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Two of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch contai<span class=\"No-Break\">ning 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Factions of the Sword Coast</h5>\r\n<p class=\"Core-Styles_Core-Body\">The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some poss<span class=\"No-Break\">ibilities.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Harpers: </span></strong>Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are aligned with the Harper<span class=\"No-Break\">s’ ideals.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span></strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Order of the Gauntlet:</strong> </span>One of the newest power groups in Faerûn, the Order of the Gauntlet has an agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s pa<span class=\"No-Break\">tron gods.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span></strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Emerald Enclave:</strong> </span>Maintaining balance in the natural order and combating the forces that threaten that balance is the twofold goal of the Emerald Enclave. Those who serve the faction are masters of survival and living off the land. They are often proficient in Nature, and can seek assistance from woodsmen, hunters, rangers, barbarian tribes, druid circles, and priests who revere the gods <span class=\"No-Break\">of nature.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span></strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Lords’ Alliance:</strong> </span>On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance<span class=\"No-Break\">’s ideals.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span></strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\"><strong>Zhentarim:</strong> </span>In recent years, the Zhentarim have become more visible in the world at large, as the group works to improve its reputation among the common people. The faction draws employees and associates from many walks of life, setting them to tasks that serve the goals of the Black Network but aren’t necessarily criminal in nature. Agents of the Black Network must often work in secret, and are frequently proficient in Deception. They seek aid from the wizards, mercenaries, merchants and priesthoods allied with the <span class=\"No-Break\">Zhentarim.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: SAFE HAVEN</strong> </p>\r\n<p class=\"Core-Styles_Core-Body\">As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true i<span class=\"No-Break\">dentities.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the acolyte background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words “faith” and “faction” to be interch<span class=\"No-Break\">angeable.)</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal <span class=\"No-Break\">in nature.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Acolyte</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I see omens in every event and action. The gods try to speak to us, we just need to listen.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Nothing can shake my optimistic attitude.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I quote (or misquote) sacred texts and proverbs in almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Tradition. </span>The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Charity.</span> I always try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Change.</span> We must help bring about the changes the gods are constantly working in the world. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power.</span> I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Faith.</span> I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would die to recover an ancient relic of my faith that was lost long ago.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my life to the priest who took me in when my parents died.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Everything I do is for the common people.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I will do anything to protect the temple where I served.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I judge others harshly, and myself even more severely.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I put too much trust in those who wield power within my temple’s hierarchy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My piety sometimes leads me to blindly trust those that profess faith in my god.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am inflexible in my thinking.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am suspicious of strangers and expect the worst of them.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">Many organizations active in the North and across the face of Faerûn aren’t bound by strictures of geography. These factions pursue their agendas without regard for political boundaries, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for use by the faction’s operatives), haven keepers, and message drop minders, to name a few. At the core of every faction are those who don’t merely fulfill a small function for that organization, but who serve as its hands, head, <span class=\"No-Break\">and heart.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction (though you can choose to do so), and it might enhance your status in th<span class=\"No-Break\">e faction.</span></p>","skillProficienciesDescription":"Insight and one Intelligence, Wisdom, or Charisma skill of your choice, as appropriate to your faction","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15 gp","featureName":"Safe Haven","featureDescription":"<p>As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true i<span class=\"No-Break\">dentities.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the acolyte background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a faction agent. (For instance, consider the words “faith” and “faction” to be interch<span class=\"No-Break\">angeable.)</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond might be associated with other members of your faction, or a location or an object that is important to your faction. The ideal you strive for is probably in keeping with the tenets and principles of your faction, but might be more personal <span class=\"No-Break\">in nature.</span></p>","suggestedProficiencies":["Insight"],"suggestedLanguages":[],"personalityTraits":[{"id":458,"description":"I idolize a particular hero of my faith, and constantly refer to that person?s deeds and example.","diceRoll":1},{"id":459,"description":"I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.","diceRoll":2},{"id":460,"description":"I see omens in every event and action. The gods try to speak to us, we just need to listen.","diceRoll":3},{"id":461,"description":"Nothing can shake my optimistic attitude.","diceRoll":4},{"id":462,"description":"I quote (or misquote) sacred texts and proverbs in almost every situation.","diceRoll":5},{"id":463,"description":"I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.","diceRoll":6},{"id":464,"description":"I?ve enjoyed fine food, drink, and high society among my temple?s elite. Rough living grates on me.","diceRoll":7},{"id":465,"description":"I?ve spent so long in the temple that I have little practical experience dealing with people in the outside world.","diceRoll":8}],"ideals":[{"id":466,"description":"Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)","diceRoll":1},{"id":467,"description":"Charity. I always try to help those in need, no matter what the personal cost. (Good)","diceRoll":2},{"id":468,"description":"Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)","diceRoll":3},{"id":469,"description":"Power. I hope to one day rise to the top of my faith?s religious hierarchy. (Lawful)","diceRoll":4},{"id":470,"description":"Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)","diceRoll":5},{"id":471,"description":"Aspiration. I seek to prove myself worthy of my god?s favor by matching my actions against his or her teachings. (Any)","diceRoll":6}],"bonds":[{"id":472,"description":"I would die to recover an ancient relic of my faith that was lost long ago.","diceRoll":1},{"id":473,"description":"I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.","diceRoll":2},{"id":474,"description":"I owe my life to the priest who took me in when my parents died.","diceRoll":3},{"id":475,"description":"Everything I do is for the common people.","diceRoll":4},{"id":476,"description":"I will do anything to protect the temple where I served.","diceRoll":5},{"id":477,"description":"I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.","diceRoll":6}],"flaws":[{"id":478,"description":"I judge others harshly, and myself even more severely.","diceRoll":1},{"id":479,"description":"I put too much trust in those who wield power within my temple?s hierarchy.","diceRoll":2},{"id":480,"description":"My piety sometimes leads me to blindly trust those that profess faith in my god.","diceRoll":3},{"id":481,"description":"I am inflexible in my thinking.","diceRoll":4},{"id":482,"description":"I am suspicious of strangers and expect the worst of them.","diceRoll":5},{"id":483,"description":"Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.","diceRoll":6}]},{"id":25,"entityTypeId":1669830167,"name":"Far Traveler","description":"<p class=\"Core-Styles_Core-Body\">Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they <span class=\"No-Break\">were born.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You aren’t one of t<span class=\"No-Break\">hose folk.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose<span class=\"No-Break\"> to share.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhe<span class=\"No-Break\">re you go.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Insight, <span class=\"No-Break\">Perception<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Any one musical instrument or gaming set of your choice, likely something native to you<span class=\"No-Break\">r homeland<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Any one of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch conta<span class=\"No-Break\">ining 5 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Why Are You Here?</h5>\r\n<p class=\"Core-Styles_Core-Body\">A far traveler might have set out on a journey for one of a number of reasons, and the departure from his or her homeland could have been voluntary or involuntary. To determine why you are so far from home, roll on the table below or choose from the options provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each<span class=\"No-Break\"> location.</span></p>\r\n<table>\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Reason</th>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Reason</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td style=\"text-align: left;\">Emissary</td>\r\n<td>4</td>\r\n<td style=\"text-align: left;\">Pilgrim</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td style=\"text-align: left;\">Exile</td>\r\n<td>5</td>\r\n<td style=\"text-align: left;\">Sightseer</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td style=\"text-align: left;\">Fugitive</td>\r\n<td>6</td>\r\n<td style=\"text-align: left;\">Wanderer</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Where Are You From?</h5>\r\n<p class=\"Core-Styles_Core-Body\">The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this b<span class=\"No-Break\">ackground.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Evermeet.</span></strong> The fabled elven islands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your<span class=\"No-Break\"> homeland.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Most of those who emigrate from Evermeet are either exiles, forced out for committing some infraction of elven law, or emissaries who come to Faerûn for a purpose that benefits elven culture o<span class=\"No-Break\">r society.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Halruaa.</span></strong> Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can w<span class=\"No-Break\">ork magic.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Halruaans usually make their journeys into Faerûn for personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa’s many byzantine laws, or you could be a pilgrim who seeks the shrines of the gods<span class=\"No-Break\"> of magic.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Kara-Tur.</span></strong> The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn’t your true ethnicity, because that’s the blanket term they use for everyone who shares yo<span class=\"No-Break\">ur origin.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The folk of Kara-Tur occasionally travel to Faerûn as diplomats or to forge trade relations with prosperous merchant cartels. You might have come here as part of some such delegation, then decided to stay when the mission<span class=\"No-Break\"> was over.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Mulhorand.</span></strong> From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts <span class=\"No-Break\">of Faerûn.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Those who leave behind Mulhorand’s sweltering deserts and ancient pyramids for a glimpse at a different life do so for many reasons. You might be in the North simply to see the strangeness this wet land has to offer, or because you have made too many enemies among the desert communities of <span class=\"No-Break\">your home.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Sossal.</span></strong> Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed<span class=\"No-Break\"> in white.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Sossal exists far to the northeast, hard up against the endless ice to the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly terrible or seek something incredibly <span class=\"No-Break\">important.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Zakhara.</span></strong> As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go south some more.” Of course, you followed an equally long route when you came north from your place of birth. Though it isn’t unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as<span class=\"No-Break\"> you have.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might be traveling to discover what wonders are to be found outside the deserts and sword-like mountains of your homeland, or perhaps you are on a pilgrimage to understand the gods that others worship, so that you might better appreciate your ow<span class=\"No-Break\">n deities.</span></p>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The </span><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Underdark.</span></strong> Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you wer<span class=\"No-Break\">e a child.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">If you are a true Underdark native, you might have come to the surface as an emissary of your people, or perhaps to escape accusations of criminal behavior (whether warranted or not). If you aren’t a native, your reason for leaving “home” probably has something to do with getting away from a bad <span class=\"No-Break\">situation.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<h5 class=\"compendium-hr\">Feature: All Eyes on You</h5>\r\n<p class=\"Core-Styles_Core-Body\">Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your<span class=\"No-Break\"> homeland.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland a<span class=\"No-Break\">nd people.<br /></span></p>\r\n</blockquote>\r\n<h5 class=\"line character height1 marginTop20 marginBottom20\"> Suggested Characteristics </h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I have a strong code of honor or sense of propriety that others don’t comprehend.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I express affection or contempt in ways that are unfamiliar to others.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I begin or end my day with small traditional rituals that are unfamiliar to those around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Sarcasm and insults are my weapons of choice.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Open.</span> I have much to learn from the kindly folk I meet along my way. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Reserved.</span> As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Adventure.</span> I’m far from home, and everything is strange and wonderful! (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Cunning.</span> Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Inquisitive.</span> Everything is new, but I have a thirst to learn. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Suspicious.</span> I must be careful, for I have no way of telling friend from foe here. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>So long as I have this token from my homeland, I can face any adversity in this strange land.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The gods of my people are a comfort to me so far from home.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I hold no greater cause than my service to my people.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My freedom is my most precious possession. I’ll never let anyone take it from me again.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m fascinated by the beauty and wonder of this new land.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I pretend not to understand the local language in order to avoid interactions I would rather not have.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I have a weakness for the new intoxicants and other pleasures of this land.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have a weakness for the exotic beauty of the people of these lands.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they <span class=\"No-Break\">were born.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You aren’t one of t<span class=\"No-Break\">hose folk.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose<span class=\"No-Break\"> to share.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhe<span class=\"No-Break\">re you go.</span></p>","skillProficienciesDescription":"Insight, Perception","toolProficienciesDescription":"Any one musical instrument or gaming set of your choice, likely something native to your homeland","languagesDescription":"Any one of your choice","equipmentDescription":"One set of traveler’s clothes, any one musical instrument or gaming set you are proficient with, poorly wrought maps from your homeland that depict where you are in Faerûn, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship, and a pouch containing 5 gp","featureName":"All Eyes on You","featureDescription":"<p class=\"Core-Styles_Core-Body\">Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your<span class=\"No-Break\"> homeland.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland a<span class=\"No-Break\">nd people.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>These are the suggested characteristics for Far Traveler.</p>","suggestedProficiencies":["Insight","Perception"],"suggestedLanguages":[],"personalityTraits":[{"id":484,"description":"I have different assumptions from those around me concerning personal space, blithely invading others? space in innocence, or reacting to ignorant invasion of my own.","diceRoll":1},{"id":485,"description":"I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.","diceRoll":2},{"id":486,"description":"I have a strong code of honor or sense of propriety that others don?t comprehend.","diceRoll":3},{"id":487,"description":"I express affection or contempt in ways that are unfamiliar to others.","diceRoll":4},{"id":488,"description":"I begin or end my day with small traditional rituals that are unfamiliar to those around me.","diceRoll":5},{"id":489,"description":"Sarcasm and insults are my weapons of choice.","diceRoll":6}],"ideals":[{"id":490,"description":"Open. I have much to learn from the kindly folk I meet along my way. (Good)","diceRoll":1},{"id":491,"description":"Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)","diceRoll":2},{"id":492,"description":"Adventure. I?m far from home, and everything is strange and wonderful! (Chaotic)","diceRoll":3},{"id":493,"description":"Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)","diceRoll":4},{"id":494,"description":"Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)","diceRoll":5},{"id":495,"description":"Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)","diceRoll":6}],"bonds":[{"id":496,"description":"So long as I have this token from my homeland, I can face any adversity in this strange land.","diceRoll":1},{"id":497,"description":"The gods of my people are a comfort to me so far from home.","diceRoll":2},{"id":498,"description":"I hold no greater cause than my service to my people.","diceRoll":3},{"id":499,"description":"My freedom is my most precious possession. I?ll never let anyone take it from me again.","diceRoll":4},{"id":500,"description":"I?m fascinated by the beauty and wonder of this new land.","diceRoll":5},{"id":501,"description":"Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.","diceRoll":6}],"flaws":[{"id":502,"description":"I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.","diceRoll":1},{"id":503,"description":"I pretend not to understand the local language in order to avoid interactions I would rather not have.","diceRoll":2},{"id":504,"description":"I have a weakness for the new intoxicants and other pleasures of this land.","diceRoll":3},{"id":505,"description":"I don?t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.","diceRoll":4},{"id":506,"description":"I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.","diceRoll":5},{"id":507,"description":"I have a weakness for the exotic beauty of the people of these lands.","diceRoll":6}]},{"id":9,"entityTypeId":1669830167,"name":"Folk Hero","description":"<p>You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Animal Handling, Survival</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of artisan’s tools, vehicles (land)</dt>\r\n<dt><strong>Equipment:</strong> A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 id=\"defining-event\">Defining Event</h5>\r\n<p>You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d10</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Defining Event</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I stood up to a tyrant’s agents.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I saved people during a natural disaster.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I stood alone against a terrible monster.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I stole from a corrupt merchant to help the poor.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I led a militia to fight off an invading army.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I broke into a tyrant’s castle and stole weapons to arm the people.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">A lord rescinded an unpopular decree after I led a symbolic act of protest against it.</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td class=\"left wrap\">A celestial, fey, or similar creature gave me a blessing or revealed my secret origin.</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td class=\"left wrap\">Recruited into a lord’s army, I rose to leadership and was commended for my heroism.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p id=\"rustic-hospitality\"><strong>FEATURE: RUSTIC HOSPITALITY</strong></p>\r\n<p>Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I judge people by their actions, not their words.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">If someone is in trouble, I’m always ready to lend help.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">When I set my mind to something, I follow through no matter what gets in my way.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I have a strong sense of fair play and always try to find the most equitable solution to arguments.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I’m confident in my own abilities and do what I can to instill confidence in others.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Thinking is for other people. I prefer action.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">I misuse long words in an attempt to sound smarter.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">I get bored easily. When am I going to get on with my destiny?</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Respect.</b> People deserve to be treated with dignity and respect. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Fairness.</b> No one should get preferential treatment before the law, and no one is above the law. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Freedom.</b> Tyrants must not be allowed to oppress the people. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Might.</b> If I become strong, I can take what I want—what I deserve. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Sincerity.</b> There’s no good in pretending to be something I’m not. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Destiny.</b> Nothing and no one can steer me away from my higher calling. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I have a family, but I have no idea where they are. One day, I hope to see them again.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I worked the land, I love the land, and I will protect the land.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">My tools are symbols of my past life, and I carry them so that I will never forget my roots.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I protect those who cannot protect themselves.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I wish my childhood sweetheart had come with me to pursue my destiny.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">The tyrant who rules my land will stop at nothing to see me killed.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">The people who knew me when I was young know my shameful secret, so I can never go home again.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I have a weakness for the vices of the city, especially hard drink.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">Secretly, I believe that things would be better if I were a tyrant lording over the land.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I have trouble trusting in my allies.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.</p>","skillProficienciesDescription":"Animal Handling, Survival","toolProficienciesDescription":"One type of artisan’s tools, vehicles (land)","languagesDescription":"","equipmentDescription":"A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp","featureName":"Rustic Hospitality","featureDescription":"<p>Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.</p>","suggestedProficiencies":["Animal Handling","Survival"],"suggestedLanguages":[],"personalityTraits":[{"id":95,"description":"I judge people by their actions, not their words.","diceRoll":1},{"id":96,"description":"If someone is in trouble, I?m always ready to lend help.","diceRoll":2},{"id":97,"description":"When I set my mind to something, I follow through no matter what gets in my way.","diceRoll":3},{"id":98,"description":"I have a strong sense of fair play and always try to find the most equitable solution to arguments.","diceRoll":4},{"id":99,"description":"I?m confident in my own abilities and do what I can to instill confidence in others.","diceRoll":5},{"id":100,"description":"Thinking is for other people. I prefer action.","diceRoll":6},{"id":101,"description":"I misuse long words in an attempt to sound smarter.","diceRoll":7},{"id":102,"description":"I get bored easily. When am I going to get on with my destiny?","diceRoll":8}],"ideals":[{"id":103,"description":"Respect. People deserve to be treated with dignity and respect. (Good)","diceRoll":1},{"id":104,"description":"Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)","diceRoll":2},{"id":105,"description":"Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)","diceRoll":3},{"id":106,"description":"Might. If I become strong, I can take what I want?what I deserve. (Evil)","diceRoll":4},{"id":107,"description":"Sincerity. There?s no good in pretending to be something I?m not. (Neutral)","diceRoll":5},{"id":108,"description":"Destiny. Nothing and no one can steer me away from my higher calling. (Any)","diceRoll":6}],"bonds":[{"id":109,"description":"I have a family, but I have no idea where they are. One day, I hope to see them again.","diceRoll":1},{"id":110,"description":"I worked the land, I love the land, and I will protect the land.","diceRoll":2},{"id":111,"description":"A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.","diceRoll":3},{"id":112,"description":"My tools are symbols of my past life, and I carry them so that I will never forget my roots.","diceRoll":4},{"id":113,"description":"I protect those who cannot protect themselves.","diceRoll":5},{"id":114,"description":"I wish my childhood sweetheart had come with me to pursue my destiny.","diceRoll":6}],"flaws":[{"id":115,"description":"The tyrant who rules my land will stop at nothing to see me killed.","diceRoll":1},{"id":116,"description":"I?m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.","diceRoll":2},{"id":117,"description":"The people who knew me when I was young know my shameful secret, so I can never go home again.","diceRoll":3},{"id":118,"description":"I have a weakness for the vices of the city, especially hard drink.","diceRoll":4},{"id":119,"description":"Secretly, I believe that things would be better if I were a tyrant lording over the land.","diceRoll":5},{"id":120,"description":"I have trouble trusting in my allies.","diceRoll":6}]},{"id":33,"entityTypeId":1669830167,"name":"Gladiator","description":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies: </span></strong><span class=\"Serif-Character-Style_Bold-Serif\"></span>Acrobati<span class=\"No-Break\">cs, Performance<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Disguise kit, one type of mus<span class=\"No-Break\">ical instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span> </strong>A inexpensive but unusual weapon or a musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch c<span class=\"No-Break\">ontaining 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\"> </h5>\r\n<div class=\"_idGenObjectLayout-2\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: BY POPULAR DEMAND</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a<span class=\"No-Break\"> liking to you.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the apprecia<span class=\"No-Break\">tion of beauty.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>D8</th>\r\n<th style=\"text-align: left;\">PERSONALITY TRAIT</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I know a story relevant to almost every situation.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Whenever I come to a new place, I collect local rumors and spread gossip.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’m a hopeless romantic, always searching for that “special someone.”</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Nobody stays angry at me or around me for long, since I can defuse any amount of tension.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I love a good insult, even one directed at me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I get bitter if I’m not the center of attention.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I’ll settle for nothing less than perfection.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I change my mood or my mind as quickly as I change key in a song.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>D6</th>\r\n<th style=\"text-align: left;\">IDEAL</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Beauty.</span> When I perform, I make the world better than it was. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Tradition.</span> The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Creativity.</span> The world is in need of new ideas and bold action. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed.</span> I’m only in it for the money and fame. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Honesty. </span>Art should reflect the soul; it should come from within and reveal who we really are. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>D6</th>\r\n<th style=\"text-align: left;\">BOND</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My instrument is my most treasured possession, and it reminds me of someone I love.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone stole my precious instrument, and someday I’ll get it back.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I want to be famous, whatever it takes.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I idolize a hero of the old tales and measure my deeds against that person’s.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I will do anything to prove myself superior to my hated rival.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I would do anything for the other members of my old troupe.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>D6</th>\r\n<th style=\"text-align: left;\">FLAW</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’ll do anything to win fame and renown.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a sucker for a pretty face.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Despite my best efforts, I am unreliable to my friends.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>A gladiator is as much an entertainer as any minstrel or circus performer, trained to make the arts of combat into a spectacle the crowd can enjoy. This kind of flashy combat is your entertainer routine, though you might also have some skills as a tumbler or actor.</p>","skillProficienciesDescription":"Acrobatics, Performance","toolProficienciesDescription":"Disguise kit, one type of musical instrument","languagesDescription":"","equipmentDescription":"A inexpensive but unusual weapon or a musical instrument (one of your choice), the favor of an admirer (love letter, lock of hair, or trinket), a costume, and a pouch containing 15 gp","featureName":"By Popular Demand","featureDescription":"<p>You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a<span class=\"No-Break\"> liking to you.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Successful entertainers have to be able to capture and hold an audience’s attention, so they tend to have flamboyant or forceful personalities. They’re inclined toward the romantic and often cling to high-minded ideals about the practice of art and the apprecia<span class=\"No-Break\">tion of beauty.</span></p>","suggestedProficiencies":["Acrobatics","Performance"],"suggestedLanguages":[],"personalityTraits":[{"id":716,"description":"I know a story relevant to almost every situation.\t","diceRoll":1},{"id":717,"description":"Whenever I come to a new place, I collect local rumors and spread gossip.\t","diceRoll":2},{"id":718,"description":"I?m a hopeless romantic, always searching for that ?special someone.?\t","diceRoll":3},{"id":719,"description":"Nobody stays angry at me or around me for long, since I can defuse any amount of tension.\t","diceRoll":4},{"id":720,"description":"I love a good insult, even one directed at me.","diceRoll":5},{"id":721,"description":"I get bitter if I?m not the center of attention.","diceRoll":6},{"id":722,"description":"I?ll settle for nothing less than perfection.","diceRoll":7},{"id":723,"description":"I change my mood or my mind as quickly as I change key in a song.","diceRoll":8}],"ideals":[{"id":724,"description":"Beauty. When I perform, I make the world better than it was. (Good)","diceRoll":1},{"id":725,"description":"Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)","diceRoll":2},{"id":726,"description":"Creativity. The world is in need of new ideas and bold action. (Chaotic)","diceRoll":3},{"id":727,"description":"Greed. I?m only in it for the money and fame. (Evil)","diceRoll":4},{"id":728,"description":"People. I like seeing the smiles on people?s faces when I perform. That?s all that matters. (Neutral)","diceRoll":5},{"id":729,"description":"Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)","diceRoll":6}],"bonds":[{"id":730,"description":"My instrument is my most treasured possession, and it reminds me of someone I love.","diceRoll":1},{"id":731,"description":"Someone stole my precious instrument, and someday I?ll get it back.","diceRoll":2},{"id":732,"description":"I want to be famous, whatever it takes.","diceRoll":3},{"id":733,"description":"I idolize a hero of the old tales and measure my deeds against that person?s.","diceRoll":4},{"id":734,"description":"I will do anything to prove myself superior to my hated rival.","diceRoll":5},{"id":735,"description":"I would do anything for the other members of my old troupe.","diceRoll":6}],"flaws":[{"id":736,"description":"I?ll do anything to win fame and renown.","diceRoll":1},{"id":737,"description":"I?m a sucker for a pretty face.","diceRoll":2},{"id":738,"description":"A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.","diceRoll":3},{"id":739,"description":"I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.","diceRoll":4},{"id":740,"description":"I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.","diceRoll":5},{"id":741,"description":"Despite my best efforts, I am unreliable to my friends.","diceRoll":6}]},{"id":15,"entityTypeId":1669830167,"name":"Guild Artisan / Guild Merchant","description":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in <span class=\"No-Break\">your own right.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies: </span></strong><span class=\"Serif-Character-Style_Bold-Serif\"></span>Insi<span class=\"No-Break\">ght, Persuasion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of <span class=\"No-Break\">artisan’s tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages: </span></strong>One<span class=\"No-Break\"> of your choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch c<span class=\"No-Break\">ontaining 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Guild Business</h5>\r\n<p class=\"Core-Styles_Core-Body\">Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or<span class=\"No-Break\"> roll randomly.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d20</th>\r\n<th style=\"text-align: left;\">Guild Business</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Alchemists and apothecaries</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Armorers, locksmiths, and finesmiths</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Brewers, distillers, and vintners</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Calligraphers, scribes, and scriveners</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Carpenters, roofers, and plasterers</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Cartographers, surveyors, and chart-makers</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Cobblers and shoemakers</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Cooks and bakers</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>Glassblowers and glaziers</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>Jewelers and gemcutters</td>\r\n</tr>\r\n<tr>\r\n<td>11</td>\r\n<td>Leatherworkers, skinners, and tanners</td>\r\n</tr>\r\n<tr>\r\n<td>12</td>\r\n<td>Masons and stonecutters</td>\r\n</tr>\r\n<tr>\r\n<td>13</td>\r\n<td>Painters, limners, and sign-makers</td>\r\n</tr>\r\n<tr>\r\n<td>14</td>\r\n<td>Potters and tile-makers</td>\r\n</tr>\r\n<tr>\r\n<td>15</td>\r\n<td>Shipwrights and sailmakers</td>\r\n</tr>\r\n<tr>\r\n<td>16</td>\r\n<td>Smiths and metal-forgers</td>\r\n</tr>\r\n<tr>\r\n<td>17</td>\r\n<td>Tinkers, pewterers, and casters</td>\r\n</tr>\r\n<tr>\r\n<td>18</td>\r\n<td>Wagon-makers and wheelwrights</td>\r\n</tr>\r\n<tr>\r\n<td>19</td>\r\n<td>Weavers and dyers</td>\r\n</tr>\r\n<tr>\r\n<td>20</td>\r\n<td>Woodcarvers, coopers, and bowyers</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"Core-Styles_Core-Body\">As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan’s tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and <span class=\"No-Break\">trade together.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: GUILD MEMBERSHIP</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies<span class=\"No-Break\">, </span><span class=\"No-Break\">or hirelings.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the g<span class=\"No-Break\">uild’s coffers.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild<span class=\"No-Break\">’s good graces.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Variant Guild Artisan: Guild Merchant</h5>\r\n<p class=\"Core-Styles_Core-Body\">Instead of an artisans’ guild, you might belong to a guild of traders, caravan masters, or shopkeepers. You don’t craft items yourself but earn a living by buying and selling the works of others (or the raw materials artisans need to practice their craft). Your guild might be a large merchant consortium (or family) with interests across the region. Perhaps you transported goods from one place to another, by ship, wagon, or caravan, or bought them from traveling traders and sold them in your own little shop. In some ways, the traveling merchant’s life lends itself to adventure far more than the life<span class=\"No-Break\"> of an artisan.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed an<span class=\"No-Break\">d covetousness.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m a snob who looks down on those who can’t appreciate fine art.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I always want to know how things work and what makes people tick.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m full of witty aphorisms and have a proverb for every occasion.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m rude to people who lack my commitment to hard work and fair play.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I like to talk at length about my profession.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I don’t part with my money easily and will haggle tirelessly to get the best deal possible.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Community.</span> It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Generosity.</span> My talents were given to me so that I could use them to benefit the world. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom.</span> Everyone should be free to pursue his or her own livelihood. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed.</span> I’m only in it for the money. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m committed to the people I care about, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I work hard to be the best there is at my craft. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The workshop where I learned my trade is the most important place in the world to me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my guild a great debt for forging me into the person I am today.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I pursue wealth to secure someone’s love.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>One day I will return to my guild and prove that I am the greatest artisan of them all.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’ll do anything to get my hands on something rare or priceless.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m quick to assume that someone is trying to cheat me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>No one must ever learn that I once stole money from guild coffers.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m never satisfied with what I have — I always want more.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I would kill to acquire a noble title.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p>You are a member of an artisan’s guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in <span class=\"No-Break\">your own right.</span></p>","skillProficienciesDescription":"Insight, Persuasion","toolProficienciesDescription":"One type of artisan’s tools","languagesDescription":"One of your choice","equipmentDescription":"A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp","featureName":"Guild Membership","featureDescription":"<p class=\"Core-Styles_Core-Body\">As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies<span class=\"No-Break\">, </span><span class=\"No-Break\">or hirelings.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the g<span class=\"No-Break\">uild’s coffers.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild<span class=\"No-Break\">’s good graces.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of greed an<span class=\"No-Break\">d covetousness.</span></p>","suggestedProficiencies":["Insight","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":16,"description":"I believe that anything worth doing is worth doing right. I can?t help it ? I?m a perfectionist.","diceRoll":1},{"id":17,"description":"I?m a snob who looks down on those who can?t appreciate fine art.","diceRoll":2},{"id":18,"description":"I always want to know how things work and what makes people tick.","diceRoll":3},{"id":19,"description":"I?m full of witty aphorisms and have a proverb for every occasion.","diceRoll":4},{"id":20,"description":"I?m rude to people who lack my commitment to hard work and fair play.","diceRoll":5},{"id":21,"description":"I like to talk at length about my profession.","diceRoll":6},{"id":23,"description":"I don?t part with my money easily and will haggle tirelessly to get the best deal possible.","diceRoll":7},{"id":24,"description":"I?m well known for my work, and I want to make sure everyone appreciates it. I?m always taken aback when people haven?t heard of me.","diceRoll":8}],"ideals":[{"id":25,"description":"Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)","diceRoll":1},{"id":26,"description":"Generosity. My talents were given to me so that I could use them to benefit the world. (Good)","diceRoll":2},{"id":27,"description":"Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)","diceRoll":3},{"id":28,"description":"Greed. I?m only in it for the money. (Evil)","diceRoll":4},{"id":29,"description":"People. I?m committed to the people I care about, not to ideals. (Neutral)","diceRoll":5},{"id":30,"description":"Aspiration. I work hard to be the best there is at my craft. (Any)","diceRoll":6}],"bonds":[{"id":31,"description":"The workshop where I learned my trade is the most important place in the world to me.","diceRoll":1},{"id":32,"description":"I created a great work for someone, and then found them unworthy to receive it. I?m still looking for someone worthy.","diceRoll":2},{"id":33,"description":"I owe my guild a great debt for forging me into the person I am today.","diceRoll":3},{"id":34,"description":"I pursue wealth to secure someone?s love.","diceRoll":4},{"id":35,"description":"One day I will return to my guild and prove that I am the greatest artisan of them all.","diceRoll":5},{"id":36,"description":"I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.","diceRoll":6}],"flaws":[{"id":37,"description":"I?ll do anything to get my hands on something rare or priceless.","diceRoll":1},{"id":38,"description":"I?m quick to assume that someone is trying to cheat me.","diceRoll":2},{"id":39,"description":"No one must ever learn that I once stole money from guild coffers.","diceRoll":3},{"id":40,"description":"I?m never satisfied with what I have ? I always want more.","diceRoll":4},{"id":41,"description":"I would kill to acquire a noble title.","diceRoll":5},{"id":42,"description":"I?m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I?m surrounded by rivals.","diceRoll":6}]},{"id":34,"entityTypeId":1669830167,"name":"Haunted One","description":"<h3 class=\"compendium-hr\">Haunted One</h3>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-X\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Choose two of Arcana, Investigation, Religion, or Survival</p>\r\n<p class=\"Core-Styles_Core-X\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)</p>\r\n<p class=\"Core-Styles_Core-X\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> Monster hunter’s pack (see sidebar), one trinket of special significance (choose one or roll on the Gothic Trinkets table in this appendix)</p>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-X\"><strong>MONSTER HUNTER'S PACK</strong> </p>\r\n<p class=\"Core-Styles_Core-X\">You can buy a monster hunter’s pack for 33 gp, which is cheaper than buying the items in it individually. It includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Feature: Heart of Darkness</h5>\r\n<p class=\"Core-Styles_Core-Body\">Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.</p>\r\n<h5 class=\"quick-menu-exclude quick-menu-exclude compendium-hr\">Harrowing Event</h5>\r\n<p class=\"Core-Styles_Core-Body\">Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table.</p>\r\n<p><strong>Harrowing Event</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\"><span class=\"CharOverride-X\">d10</span></th>\r\n<th><span class=\"CharOverride-X\">Event</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>An apparition that has haunted your family for generations now haunts you. You don’t know what it wants, and it won’t leave you alone.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Your family has a history of practicing the dark arts. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>An oni took your sibling one cold, dark night, and you were unable to stop it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>You opened an eldritch tome and saw things unfit for a sane mind. You burned the book, but its words and images are burned into your psyche.</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it locked away.</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<h5 class=\"quick-menu-exclude quick-menu-exclude compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.</p>\r\n<p class=\"quick-menu-exclude quick-menu-exclude Table-Styles_Table-Title ParaOverride-1\"><strong>Personality Traits</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\"><span class=\"CharOverride-X\">d8</span></th>\r\n<th><span class=\"CharOverride-X\">Personality Trait</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I don’t run from evil. Evil runs from me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I spend money freely and live life to the fullest, knowing that tomorrow I might die.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I live for the thrill of the hunt.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I don’t talk about the thing that torments me. I’d rather not burden others with my curse.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I expect danger around every corner.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I refuse to become a victim, and I will not allow others to be victimized.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I put no trust in divine beings.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"quick-menu-exclude quick-menu-exclude Table-Styles_Table-Title ParaOverride-1\"><strong>Ideals</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\"><span class=\"CharOverride-X\">d6</span></th>\r\n<th><span class=\"CharOverride-X\">Ideal</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I try to help those in need, no matter what the personal cost. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’ll stop the spirits that haunt me or die trying. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a dark calling that puts me above the law. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"quick-menu-exclude quick-menu-exclude Table-Styles_Table-Title ParaOverride-1\"><strong>Bonds</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\"><span class=\"CharOverride-X\">d6</span></th>\r\n<th><span class=\"CharOverride-X\">Bond</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I keep my thoughts and discoveries in a journal. My journal is my legacy.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I would sacrifice my life and my soul to protect the innocent.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My torment drove away the person I love. I strive to win back the love I’ve lost.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>A terrible guilt consumes me. I hope that I can find redemption through my actions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>There’s evil in me, I can feel it. It must never be set free.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have a child to protect. I must make the world a safer place for him (or her).</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"quick-menu-exclude quick-menu-exclude Table-Styles_Table-Title ParaOverride-1\"><strong>Flaws</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\"><span class=\"CharOverride-X\">d6</span></th>\r\n<th><span class=\"CharOverride-X\">Flaw</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have certain rituals that I must follow every day. I can never break them.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I assume the worst in people.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I feel no compassion for the dead. They’re the lucky ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have an addiction.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am a purveyor of doom and gloom who lives in a world without hope.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I talk to spirits that no one else can see.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<h3 class=\"compendium-hr\">Gothic Trinkets</h3>\r\n<p class=\"Core-Styles_Core-Body\">When rolling for a trinket, consider using this table, which is designed for a gothic game.</p>\r\n<p class=\"Table-Styles_Table-Title\"><strong>Trinkets</strong></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: center;\">d100</th>\r\n<th>Trinket</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>01–02</td>\r\n<td>A picture you drew as a child of your imaginary friend</td>\r\n</tr>\r\n<tr>\r\n<td>03–04</td>\r\n<td>A lock that opens when blood is dripped in its keyhole</td>\r\n</tr>\r\n<tr>\r\n<td>05–06</td>\r\n<td>Clothes stolen from a scarecrow</td>\r\n</tr>\r\n<tr>\r\n<td>07–08</td>\r\n<td>A spinning top carved with four faces: happy, sad, wrathful, and dead</td>\r\n</tr>\r\n<tr>\r\n<td>09–10</td>\r\n<td>The necklace of a sibling who died on the day you were born</td>\r\n</tr>\r\n<tr>\r\n<td>11–12</td>\r\n<td>A wig from someone executed by beheading</td>\r\n</tr>\r\n<tr>\r\n<td>13–14</td>\r\n<td>The unopened letter to you from your dying father</td>\r\n</tr>\r\n<tr>\r\n<td>15–16</td>\r\n<td>A pocket watch that runs backward for an hour every midnight</td>\r\n</tr>\r\n<tr>\r\n<td>17–18</td>\r\n<td>A winter coat stolen from a dying soldier</td>\r\n</tr>\r\n<tr>\r\n<td>19–20</td>\r\n<td>A bottle of invisible ink that can only be read at sunset</td>\r\n</tr>\r\n<tr>\r\n<td>21–22</td>\r\n<td>A wineskin that refills when interred with a dead person for a night</td>\r\n</tr>\r\n<tr>\r\n<td>23–24</td>\r\n<td>A set of silverware used by a king for his last meal</td>\r\n</tr>\r\n<tr>\r\n<td>25–26</td>\r\n<td>A spyglass that always shows the world suffering a terrible storm</td>\r\n</tr>\r\n<tr>\r\n<td>27–28</td>\r\n<td>A cameo with the profile’s face scratched away</td>\r\n</tr>\r\n<tr>\r\n<td>29–30</td>\r\n<td>A lantern with a black candle that never runs out and that burns with green flame</td>\r\n</tr>\r\n<tr>\r\n<td>31–32</td>\r\n<td>A teacup from a child’s tea set, stained with blood</td>\r\n</tr>\r\n<tr>\r\n<td>33–34</td>\r\n<td>A little black book that records your dreams, and yours alone, when you sleep</td>\r\n</tr>\r\n<tr>\r\n<td>35–36</td>\r\n<td>A necklace formed of the interlinked holy symbols of a dozen deities</td>\r\n</tr>\r\n<tr>\r\n<td>37–38</td>\r\n<td>A hangman’s noose that feels heavier than it should</td>\r\n</tr>\r\n<tr>\r\n<td>39–40</td>\r\n<td>A birdcage into which small birds fly but once inside never eat or leave</td>\r\n</tr>\r\n<tr>\r\n<td>41–42</td>\r\n<td>A lepidopterist’s box filled dead moths with skull-like patterns on their wings</td>\r\n</tr>\r\n<tr>\r\n<td>43–44</td>\r\n<td>A jar of pickled ghouls’ tongues</td>\r\n</tr>\r\n<tr>\r\n<td>45–46</td>\r\n<td>The wooden hand of a notorious pirate</td>\r\n</tr>\r\n<tr>\r\n<td>47–48</td>\r\n<td>A urn with the ashes of a dead relative</td>\r\n</tr>\r\n<tr>\r\n<td>49–50</td>\r\n<td>A hand mirror backed with a bronze depiction of a medusa</td>\r\n</tr>\r\n<tr>\r\n<td>51–52</td>\r\n<td>Pallid leather gloves crafted with ivory fingernails</td>\r\n</tr>\r\n<tr>\r\n<td>53–54</td>\r\n<td>Dice made from the knuckles of a notorious charlatan</td>\r\n</tr>\r\n<tr>\r\n<td>55–56</td>\r\n<td>A ring of keys for forgotten locks</td>\r\n</tr>\r\n<tr>\r\n<td>57–58</td>\r\n<td>Nails from the coffin of a murderer</td>\r\n</tr>\r\n<tr>\r\n<td>59–60</td>\r\n<td>A key to the family crypt</td>\r\n</tr>\r\n<tr>\r\n<td>61–62</td>\r\n<td>An bouquet of funerary flowers that always looks and smells fresh</td>\r\n</tr>\r\n<tr>\r\n<td>63–64</td>\r\n<td>A switch used to discipline you as a child</td>\r\n</tr>\r\n<tr>\r\n<td>65–66</td>\r\n<td>A music box that plays by itself whenever someone holding it dances</td>\r\n</tr>\r\n<tr>\r\n<td>67–68</td>\r\n<td>A walking cane with an iron ferule that strikes sparks on stone</td>\r\n</tr>\r\n<tr>\r\n<td>69–70</td>\r\n<td>A flag from a ship lost at sea</td>\r\n</tr>\r\n<tr>\r\n<td>71–72</td>\r\n<td>Porcelain doll’s head that always seems to be looking at you</td>\r\n</tr>\r\n<tr>\r\n<td>73–74</td>\r\n<td>A wolf’s head wrought in silver that is also a whistle.</td>\r\n</tr>\r\n<tr>\r\n<td>75–76</td>\r\n<td>A small mirror that shows a much older version of the viewer</td>\r\n</tr>\r\n<tr>\r\n<td>77–78</td>\r\n<td>Small, worn book of children’s nursery rhymes.</td>\r\n</tr>\r\n<tr>\r\n<td>79–80</td>\r\n<td>A mummified raven claw</td>\r\n</tr>\r\n<tr>\r\n<td>81–82</td>\r\n<td>A broken pendent of a silver dragon that’s always cold to the touch</td>\r\n</tr>\r\n<tr>\r\n<td>83–84</td>\r\n<td>A small locked box that quietly hums a lovely melody at night but you always forget it in the morning</td>\r\n</tr>\r\n<tr>\r\n<td>85–86</td>\r\n<td>An inkwell that makes one a little nauseous when staring at it</td>\r\n</tr>\r\n<tr>\r\n<td>87–88</td>\r\n<td>An old little doll made from a dark, dense wood and missing a hand and a foot</td>\r\n</tr>\r\n<tr>\r\n<td>89–90</td>\r\n<td>A black executioner’s hood</td>\r\n</tr>\r\n<tr>\r\n<td>91–92</td>\r\n<td>A pouch made of flesh, with a sinew drawstring</td>\r\n</tr>\r\n<tr>\r\n<td>93–94</td>\r\n<td>A tiny spool of black thread that never runs out</td>\r\n</tr>\r\n<tr>\r\n<td>95–96</td>\r\n<td>A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work</td>\r\n</tr>\r\n<tr>\r\n<td>97–98</td>\r\n<td>A black wooden pipe that creates puffs of smoke that look like skulls</td>\r\n</tr>\r\n<tr>\r\n<td>99–00</td>\r\n<td>A vial of perfume, the scent of which only certain creatures can detect</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.</p>","skillProficienciesDescription":"Choose two from among Arcana, Investigation, Religion, or Survival","toolProficienciesDescription":"","languagesDescription":"Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)","equipmentDescription":" A monster hunter’s pack (see the sidebar), a set of common clothes, and one trinket of special significance (choose one or roll on the Gothic Trinkets table after this background).","featureName":"Heart of Darkness","featureDescription":"<p>Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.</p>","suggestedProficiencies":[],"suggestedLanguages":[],"personalityTraits":[{"id":742,"description":"I don?t run from evil. Evil runs from me.","diceRoll":1},{"id":743,"description":"I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.","diceRoll":2},{"id":744,"description":"I spend money freely and live life to the fullest, knowing that tomorrow I might die.","diceRoll":3},{"id":745,"description":"I live for the thrill of the hunt.","diceRoll":4},{"id":746,"description":"I don?t talk about the thing that torments me. I?d rather not burden others with my curse.","diceRoll":5},{"id":747,"description":"I expect danger around every corner.","diceRoll":6},{"id":748,"description":"I refuse to become a victim, and I will not allow others to be victimized.","diceRoll":7},{"id":749,"description":"I put no trust in divine beings.","diceRoll":8}],"ideals":[{"id":750,"description":"I try to help those in need, no matter what the personal cost. (Good)","diceRoll":1},{"id":751,"description":"I?ll stop the spirits that haunt me or die trying. (Any)","diceRoll":2},{"id":752,"description":"I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)","diceRoll":3},{"id":753,"description":"I have a dark calling that puts me above the law. (Chaotic)","diceRoll":4},{"id":754,"description":"I like to know my enemy?s capabilities and weaknesses before rushing into battle. (Lawful)","diceRoll":5},{"id":755,"description":"I?m a monster that destroys other monsters, and anything else that gets in my way. (Evil)","diceRoll":6}],"bonds":[{"id":756,"description":"I keep my thoughts and discoveries in a journal. My journal is my legacy.","diceRoll":1},{"id":757,"description":"I would sacrifice my life and my soul to protect the innocent.","diceRoll":2},{"id":758,"description":"My torment drove away the person I love. I strive to win back the love I?ve lost.","diceRoll":3},{"id":759,"description":"A terrible guilt consumes me. I hope that I can find redemption through my actions.","diceRoll":4},{"id":760,"description":"There?s evil in me, I can feel it. It must never be set free.","diceRoll":5},{"id":761,"description":"I have a child to protect. I must make the world a safer place for him (or her).","diceRoll":6}],"flaws":[{"id":762,"description":"I have certain rituals that I must follow every day. I can never break them.","diceRoll":1},{"id":763,"description":"I assume the worst in people.","diceRoll":2},{"id":764,"description":"I feel no compassion for the dead. They?re the lucky ones.","diceRoll":3},{"id":765,"description":"I have an addiction.","diceRoll":4},{"id":766,"description":"I am a purveyor of doom and gloom who lives in a world without hope.","diceRoll":5},{"id":767,"description":"I talk to spirits that no one else can see.","diceRoll":6}]},{"id":16,"entityTypeId":1669830167,"name":"Hermit","description":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you we<span class=\"No-Break\">re looking for.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><span class=\"Serif-Character-Style_Bold-Serif\"><strong>Skill Proficiencies:</strong> </span>Med<span class=\"No-Break\">icine, Religion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies</span><span class=\"No-Break\"><span class=\"Serif-Character-Style_Bold-Serif\">:</span></span></strong><span class=\"No-Break\"> Herbalism kit<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> One<span class=\"No-Break\"> of your choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalis<span class=\"No-Break\">m kit, and 5 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Life of Seclusion</h5>\r\n<p class=\"Core-Styles_Core-Body\">What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind <span class=\"No-Break\">your seclusion.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Life of Seclusion</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I was searching for spiritual enlightenment.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I was partaking of communal living in accordance with the dictates of a religious order.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I was exiled for a crime I didn’t commit.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I retreated from society after a life-altering event.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I needed a quiet place to work on my art, literature, music, or manifesto.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I needed to commune with nature, far from civilization.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I was the caretaker of an ancient ruin or relic.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I was a pilgrim in search of a person, place, or relic of spiritual significance.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><br /><strong>FEATURE: DISCOVERY </strong></p>\r\n<p class=\"Core-Styles_Core-Body\">The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your ret<span class=\"No-Break\">urn to society.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Work with your DM to determine the details of your discovery and its impact o<span class=\"No-Break\">n the campaign.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Other Hermits</h5>\r\n<p class=\"Core-Styles_Core-Body\">This hermit background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the <a href=\"https://www.dndbeyond.com/characters/backgrounds/outlander\">outlander</a> background. On the other hand, if you want to go in a more religious direction, the <a href=\"https://www.dndbeyond.com/characters/backgrounds/acolyte\">acolyte</a> might be what you’re looking for. Or you could even be a <a href=\"https://www.dndbeyond.com/characters/backgrounds/charlatan\">charlatan</a>, posing as a wise and holy person and letting pious foo<span class=\"No-Break\">ls support you.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apar<span class=\"No-Break\">t from society.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I am utterly serene, even in the face of disaster.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I feel tremendous empathy for all who suffer.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m oblivious to etiquette and social expectations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I connect everything that happens to me to a grand, cosmic plan.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I am working on a grand philosophical theory and love sharing my ideas.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> My gifts are meant to be shared with all, not used for my own benefit. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Logic. </span>Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Free Thinking. </span>Inquiry and curiosity are the pillars of progress. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power. </span>Solitude and contemplation are paths toward mystical or magical power. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Live and Let Live. </span>Meddling in the affairs of others only causes trouble. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Self-Knowledge. </span>If you know yourself, there’s nothing left to know. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Nothing is more important than the other members of my hermitage, order, or association.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I entered seclusion because I loved someone I could not have.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Should my discovery come to light, it could bring ruin to the world.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>My isolation gave me great insight into a great evil that only I can destroy.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Now that I’ve returned to the world, I enjoy its delights a little too much.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I am dogmatic in my thoughts and philosophy.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I let my need to win arguments overshadow friendships and harmony.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’d risk too much to uncover a lost bit of knowledge.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I like keeping secrets and won’t share them with anyone.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p>You lived in seclusion — either in a sheltered community such as a monastery, or entirely alone — for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you we<span class=\"No-Break\">re looking for.</span></p>","skillProficienciesDescription":"Medicine, Religion","toolProficienciesDescription":"Herbalism kit","languagesDescription":"One of your choice","equipmentDescription":"A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5 gp","featureName":"Discovery","featureDescription":"<p class=\"Core-Styles_Core-Body\">The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your ret<span class=\"No-Break\">urn to society.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Work with your DM to determine the details of your discovery and its impact o<span class=\"No-Break\">n the campaign.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apar<span class=\"No-Break\">t from society.</span></p>","suggestedProficiencies":["Religion","Medicine"],"suggestedLanguages":[],"personalityTraits":[{"id":251,"description":"I?ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.","diceRoll":1},{"id":252,"description":"I am utterly serene, even in the face of disaster.","diceRoll":2},{"id":253,"description":"The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.","diceRoll":3},{"id":254,"description":"I feel tremendous empathy for all who suffer.","diceRoll":4},{"id":255,"description":"I?m oblivious to etiquette and social expectations.","diceRoll":5},{"id":256,"description":"I connect everything that happens to me to a grand, cosmic plan.","diceRoll":6},{"id":257,"description":"I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.","diceRoll":7},{"id":258,"description":"I am working on a grand philosophical theory and love sharing my ideas.","diceRoll":8}],"ideals":[{"id":259,"description":"Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)","diceRoll":1},{"id":260,"description":"Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)","diceRoll":2},{"id":261,"description":"Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)","diceRoll":3},{"id":262,"description":"Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)","diceRoll":4},{"id":263,"description":"Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)","diceRoll":5},{"id":264,"description":"Self-Knowledge. If you know yourself, there?s nothing left to know. (Any)","diceRoll":6}],"bonds":[{"id":265,"description":"Nothing is more important than the other members of my hermitage, order, or association.","diceRoll":1},{"id":266,"description":"I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.","diceRoll":2},{"id":267,"description":"I?m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.","diceRoll":3},{"id":268,"description":"I entered seclusion because I loved someone I could not have.","diceRoll":4},{"id":269,"description":"Should my discovery come to light, it could bring ruin to the world.","diceRoll":5},{"id":270,"description":"My isolation gave me great insight into a great evil that only I can destroy.","diceRoll":6}],"flaws":[{"id":271,"description":"Now that I?ve returned to the world, I enjoy its delights a little too much.","diceRoll":1},{"id":272,"description":"I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.","diceRoll":2},{"id":273,"description":"I am dogmatic in my thoughts and philosophy.","diceRoll":3},{"id":274,"description":"I let my need to win arguments overshadow friendships and harmony.","diceRoll":4},{"id":275,"description":"I?d risk too much to uncover a lost bit of knowledge.","diceRoll":5},{"id":276,"description":"I like keeping secrets and won?t share them with anyone.","diceRoll":6}]},{"id":26,"entityTypeId":1669830167,"name":"Inheritor","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, i<span class=\"No-Break\">f need be.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Survival, plus one from among Arcana, History, an<span class=\"No-Break\">d Religion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Your choice of a gaming set or a musical <span class=\"No-Break\">instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> Any one of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch contai<span class=\"No-Break\">ning 15 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: INHERITANCE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your chara<span class=\"No-Break\">cter does.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain condition<span class=\"No-Break\">s are met.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can d<span class=\"No-Break\">o for you.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Table_Table-Title\">Inheritance</h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Object or Item</th>\r\n</tr>\r\n<tr>\r\n<td>1</td>\r\n<td>A document such as a map, a letter, or a journal</td>\r\n</tr>\r\n<tr>\r\n<td>2–3</td>\r\n<td>A <a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/equipment#Trinkets\">trinket</a></td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>An article of clothing</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>A piece of jewelry</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>An arcane book or formulary</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>A written story, song, poem, or secret</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>A tattoo or other body marking</td>\r\n</tr>\r\n</thead>\r\n</table>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the folk hero background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an <span class=\"No-Break\">inheritor.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is c<span class=\"No-Break\">apable of.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Folk Hero</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I judge people by their actions, not their words.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>If someone is in trouble, I’m always ready to lend help.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>When I set my mind to something, I follow through no matter what gets in my way.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a strong sense of fair play and always try to find the most equitable solution to arguments.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m confident in my own abilities and do what I can to instill confidence in others.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Thinking is for other people. I prefer action.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I misuse long words in an attempt to sound smarter.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I get bored easily. When am I going to get on with my destiny?</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect.</span> People deserve to be treated with dignity and respect. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Fairness.</span> No one should get preferential treatment before the law, and no one is above the law. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom.</span> Tyrants must not be allowed to oppress the people. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> If I become strong, I can take what I want—what I deserve. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Sincerity.</span> There’s no good in pretending to be something I’m not. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Destiny.</span> Nothing and no one can steer me away from my higher calling. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I have a family, but I have no idea where they are. One day, I hope to see them again.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I worked the land, I love the land, and I will protect the land.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My tools are symbols of my past life, and I carry them so that I will never forget my roots.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I protect those who cannot protect themselves.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I wish my childhood sweetheart had come with me to pursue my destiny.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The tyrant who rules my land will stop at nothing to see me killed.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>The people who knew me when I was young know my shameful secret, so I can never go home again.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a weakness for the vices of the city, especially hard drink.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Secretly, I believe that things would be better if I were a tyrant lording over the land.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I have trouble trusting in my allies.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p>You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, i<span class=\"No-Break\">f need be.</span></p>","skillProficienciesDescription":"Survival, plus one from among Arcana, History, and Religion","toolProficienciesDescription":"Your choice of a gaming set or a musical instrument","languagesDescription":"Any one of your choice","equipmentDescription":"Your inheritance, a set of traveler’s clothes, the tool you choose for this background’s tool proficiency, and a pouch containing 15 gp","featureName":"Inheritance","featureDescription":"<p class=\"Core-Styles_Core-Body\">Choose or randomly determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your chara<span class=\"No-Break\">cter does.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain condition<span class=\"No-Break\">s are met.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can d<span class=\"No-Break\">o for you.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the folk hero background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an <span class=\"No-Break\">inheritor.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is c<span class=\"No-Break\">apable of.</span></p>","suggestedProficiencies":["Survival"],"suggestedLanguages":[],"personalityTraits":[{"id":508,"description":"I judge people by their actions, not their words.","diceRoll":1},{"id":509,"description":"If someone is in trouble, I?m always ready to lend help.","diceRoll":2},{"id":510,"description":"When I set my mind to something, I follow through no matter what gets in my way.","diceRoll":3},{"id":511,"description":"I have a strong sense of fair play and always try to find the most equitable solution to arguments.","diceRoll":4},{"id":512,"description":"I?m confident in my own abilities and do what I can to instill confidence in others.","diceRoll":5},{"id":513,"description":"Thinking is for other people. I prefer action.","diceRoll":6},{"id":514,"description":"I misuse long words in an attempt to sound smarter.","diceRoll":7},{"id":515,"description":"I get bored easily. When am I going to get on with my destiny?","diceRoll":8}],"ideals":[{"id":516,"description":"Respect. People deserve to be treated with dignity and respect. (Good)","diceRoll":1},{"id":517,"description":"Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)","diceRoll":2},{"id":518,"description":"Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)","diceRoll":3},{"id":519,"description":"Might. If I become strong, I can take what I want?what I deserve. (Evil)","diceRoll":4},{"id":520,"description":"Sincerity. There?s no good in pretending to be something I?m not. (Neutral)","diceRoll":5},{"id":521,"description":"Destiny. Nothing and no one can steer me away from my higher calling. (Any)","diceRoll":6}],"bonds":[{"id":522,"description":"I have a family, but I have no idea where they are. One day, I hope to see them again.","diceRoll":1},{"id":523,"description":"I worked the land, I love the land, and I will protect the land.","diceRoll":2},{"id":524,"description":"A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.","diceRoll":3},{"id":525,"description":"My tools are symbols of my past life, and I carry them so that I will never forget my roots.","diceRoll":4},{"id":526,"description":"I protect those who cannot protect themselves.","diceRoll":5},{"id":527,"description":"I wish my childhood sweetheart had come with me to pursue my destiny.","diceRoll":6}],"flaws":[{"id":528,"description":"The tyrant who rules my land will stop at nothing to see me killed.","diceRoll":1},{"id":529,"description":"I?m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.","diceRoll":2},{"id":530,"description":"The people who knew me when I was young know my shameful secret, so I can never go home again.","diceRoll":3},{"id":531,"description":"I have a weakness for the vices of the city, especially hard drink.","diceRoll":4},{"id":532,"description":"Secretly, I believe that things would be better if I were a tyrant lording over the land.","diceRoll":5},{"id":533,"description":"I have trouble trusting in my allies.","diceRoll":6}]},{"id":31,"entityTypeId":1669830167,"name":"Knight","description":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>\r\n<p class=\"Core-Styles_Core-Body\">A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps <span class=\"No-Break\">you put it on).</span></p>\r\n<p class=\"Core-Styles_Core-Body\">As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could<span class=\"No-Break\"> be your bond.)</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> History, Persuasion</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set</dt>\r\n<dt><strong>Languages:</strong> One of your choice</dt>\r\n<dt><strong>Equipment:</strong> A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p class=\"Sidebar-Styles_Sidebar-Heading\"><strong>FEATURE: RETAINERS</strong></p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body-Last--apply-at-last-paragraph-\">You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds —responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">The common folk love me for my kindness and generosity.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I take great pains to always look my best and follow the latest fashions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Despite my noble birth, I do not place myself above other folk. We all have the same blood.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">My favor, once lost, is lost forever.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">If you do me an injury, I will crush you, ruin your name, and salt your fields.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Respect.</b> Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Responsibility.</b> It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Independence.</b> I must prove that I can handle myself without the coddling of my family. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Power.</b> If I can attain more power, no one will tell me what to do. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Family.</b> Blood runs thicker than water. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Noble Obligation.</b> It is my duty to protect and care for the people beneath me. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I will face any challenge to win the approval of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">My house’s alliance with another noble family must be sustained at all costs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Nothing is more important than the other members of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I am in love with the heir of a family that my family despises.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">My loyalty to my sovereign is unwavering.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">The common folk must see me as a hero of the people.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I secretly believe that everyone is beneath me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I hide a truly scandalous secret that could ruin my family forever.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I have an insatiable desire for carnal pleasures.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">In fact, the world does revolve around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">By my words and actions, I often bring shame to my family.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>\r\n<p class=\"Core-Styles_Core-Body\">A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps <span class=\"No-Break\">you put it on).</span></p>\r\n<p class=\"Core-Styles_Core-Body\">As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could<span class=\"No-Break\"> be your bond.)</span></p>","skillProficienciesDescription":"History, Persuasion","toolProficienciesDescription":"One type of gaming set","languagesDescription":"One of your choice","equipmentDescription":"A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp","featureName":"Retainers","featureDescription":"<p class=\"Sidebar-Styles_Sidebar-Body-Last--apply-at-last-paragraph-\">You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.</p>\r\n<p> </p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds —responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>","suggestedProficiencies":["History","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":664,"description":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","diceRoll":1},{"id":665,"description":"The common folk love me for my kindness and generosity.","diceRoll":2},{"id":666,"description":"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","diceRoll":3},{"id":667,"description":"I take great pains to always look my best and follow the latest fashions.","diceRoll":4},{"id":668,"description":"I don?t like to get my hands dirty, and I won?t be caught dead in unsuitable accommodations.","diceRoll":5},{"id":669,"description":"Despite my noble birth, I do not place myself above other folk. We all have the same blood.\t","diceRoll":6},{"id":670,"description":"My favor, once lost, is lost forever.","diceRoll":7},{"id":671,"description":"If you do me an injury, I will crush you, ruin your name, and salt your fields.\t","diceRoll":8}],"ideals":[{"id":672,"description":"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)","diceRoll":1},{"id":673,"description":"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)","diceRoll":2},{"id":674,"description":"Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)","diceRoll":3},{"id":675,"description":"Power. If I can attain more power, no one will tell me what to do. (Evil)","diceRoll":4},{"id":676,"description":"Family. Blood runs thicker than water. (Any)","diceRoll":5},{"id":677,"description":"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)","diceRoll":6}],"bonds":[{"id":678,"description":"I will face any challenge to win the approval of my family.","diceRoll":1},{"id":679,"description":"My house?s alliance with another noble family must be sustained at all costs.","diceRoll":2},{"id":680,"description":"Nothing is more important than the other members of my family.","diceRoll":3},{"id":681,"description":"I am in love with the heir of a family that my family despises.","diceRoll":4},{"id":682,"description":"My loyalty to my sovereign is unwavering.","diceRoll":5},{"id":683,"description":"The common folk must see me as a hero of the people.","diceRoll":6}],"flaws":[{"id":684,"description":"I secretly believe that everyone is beneath me.","diceRoll":1},{"id":685,"description":"I hide a truly scandalous secret that could ruin my family forever.","diceRoll":2},{"id":686,"description":"I too often hear veiled insults and threats in every word addressed to me, and I?m quick to anger.","diceRoll":3},{"id":687,"description":"I have an insatiable desire for carnal pleasures.\t","diceRoll":4},{"id":688,"description":"In fact, the world does revolve around me.","diceRoll":5},{"id":689,"description":"By my words and actions, I often bring shame to my family.","diceRoll":6}]},{"id":27,"entityTypeId":1669830167,"name":"Knight of the Order","description":"<p class=\"Core-Styles_Core-Body\">You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and respons<span class=\"No-Break\">ibilities.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the orde<span class=\"No-Break\">r’s cause.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">The “Knightly Orders of Faerûn” sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe alle<span class=\"No-Break\">giance to.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\"><strong>KNIGHTLY ORDERS OF <b>FAERÛN</b></strong></span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\">Many who rightfully call themselves “knight” earn that title as part of an order in service to a deity, such as Kelemvor’s Eternal Order or Mystra’s Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word “knight” think of a mounted warrior in armor beholden to a code. Below are a few knightly orga<span class=\"No-Break\">nizations.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of the Unicorn.</span> </strong></span><span class=\"No-Break\">The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baldur’s Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their w<span class=\"No-Break\">eaknesses.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of Myth Drannor.</span></strong> Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant a<span class=\"No-Break\">nd honest.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of the Silver Chalice.</span></strong> The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to <span class=\"No-Break\">the crown.</span></span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for <span class=\"No-Break\">your order<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of gaming set or musical <span class=\"No-Break\">instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> One of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> One set of traveler’s clothes, a signet, banner or seal representing your place or rank in the order, and a pouch contai<span class=\"No-Break\">ning 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: KNIGHTLY REGARD</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share tho<span class=\"No-Break\">se ideals.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted<span class=\"No-Break\"> unjustly.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of y<span class=\"No-Break\">our order.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight’s ideal not to reflect the agenda, sentiment, or philosophy of on<span class=\"No-Break\">e’s order.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Soldier</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m always polite and respectful.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m haunted by memories of war. I can’t get the images of violence out of my mind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’ve lost too many friends, and I’m slow to make new ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can stare down a hell hound without flinching.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I enjoy being strong and like breaking things.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I have a crude sense of humor.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I face problems head-on. A simple, direct solution is the best path to success.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> Our lot is to lay down our lives in defense of others. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Responsibility.</span> I do what I must and obey just authority. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence. </span>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> In life as in war, the stronger force wins. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Live and Let Live. </span>Ideals aren’t worth killing over or going to war for. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Nation. </span>My city, nation, or people are all that matter. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would still lay down my life for the people I served with.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone saved my life on the battlefield. To this day, I will never leave a friend behind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My honor is my life.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Those who fight beside me are those worth dying for.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I fight for those who cannot fight for themselves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The monstrous enemy we faced in battle still leaves me quivering with fear.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have little respect for anyone who is not a proven warrior.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My hatred of my enemies is blind and unreasoning.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I obey the law, even if the law causes misery.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’d rather eat my armor than admit when I’m wrong.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and respons<span class=\"No-Break\">ibilities.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders in Faerûn don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members, and so most of these orders aren’t limited to fighting types, but are open to all sorts of folk who are willing to battle and die for the orde<span class=\"No-Break\">r’s cause.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">The “Knightly Orders of Faerûn” sidebar details several of the orders that are active at present and is designed to help inform your decision about which group you owe alle<span class=\"No-Break\">giance to.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\"><strong>KNIGHTLY ORDERS OF <b>FAERÛN</b></strong></span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\">Many who rightfully call themselves “knight” earn that title as part of an order in service to a deity, such as Kelemvor’s Eternal Order or Mystra’s Knights of the Mystic Fire. Other knightly orders serve a government, royal family, or are the elite military of a feudal state, such as the brutal Warlock Knights of Vaasa. Other knighthoods are secular and nongovernmental organizations of warriors who follow a particular philosophy, or consider themselves a kind of extended family, similar to an order of monks. Although there are organizations, such as the Knights of the Shield, that use the trappings of knighthood without necessarily being warriors, most folk of Faerûn who hear the word “knight” think of a mounted warrior in armor beholden to a code. Below are a few knightly orga<span class=\"No-Break\">nizations.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of the Unicorn.</span> </strong></span><span class=\"No-Break\">The Knights of the Unicorn began as a fad of romantically minded sons and daughters of patriar families in Baldur’s Gate. On a lark, they took the unicorn goddess Lurue as their mascot and went on various adventures for fun. The reality of the dangers they faced eventually sank in, as did Lurue’s tenets. Over time the small group grew and spread, gaining a following in places as far as Cormyr. The Knights of the Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in their w<span class=\"No-Break\">eaknesses.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of Myth Drannor.</span></strong> Long ago, the Knights of Myth Drannor were a famous adventuring band, and Dove Falconhand, one of the famous Seven Sisters, was one of them. The band took its name to honor the great but fallen city, just as the new Knights of Myth Drannor do today. With the city once again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil. The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant a<span class=\"No-Break\">nd honest.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Knights of the Silver Chalice.</span></strong> The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right and responsibility to rule, and the demigod is incarnated as a different noble mortal in each generation. By the decree of the Siamorphe at that time, the Knights of the Silver Chalice took it upon themselves to put a proper heir on the throne of Tethyr and reestablish order in that kingdom. Since then they have grown to be the most popular knighthood in Tethyr, a nation that has hosted many knighthoods in fealty to <span class=\"No-Break\">the crown.</span></span></p>\r\n</blockquote>","skillProficienciesDescription":"Persuasion, plus one from among Arcana, History, Nature, and Religion, as appropriate for your order","toolProficienciesDescription":"One type of gaming set or musical instrument","languagesDescription":"One of your choice","equipmentDescription":"One set of traveler’s clothes, a signet, banner or seal representing your place or rank in the order, and a pouch containing 10 gp","featureName":"Knightly Regard","featureDescription":"<p class=\"Core-Styles_Core-Body\">You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share tho<span class=\"No-Break\">se ideals.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted<span class=\"No-Break\"> unjustly.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a knight of y<span class=\"No-Break\">our order.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond almost always involves the order to which you belong (or at least key members of it), and it is highly unusual for a knight’s ideal not to reflect the agenda, sentiment, or philosophy of on<span class=\"No-Break\">e’s order.</span></p>","suggestedProficiencies":["Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":534,"description":"I?m always polite and respectful.","diceRoll":1},{"id":535,"description":"I?m haunted by memories of war. I can?t get the images of violence out of my mind.","diceRoll":2},{"id":536,"description":"I?ve lost too many friends, and I?m slow to make new ones.","diceRoll":3},{"id":537,"description":"I?m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","diceRoll":4},{"id":538,"description":"I can stare down a hell hound without flinching.","diceRoll":5},{"id":539,"description":"I enjoy being strong and like breaking things.","diceRoll":6},{"id":540,"description":"I have a crude sense of humor.","diceRoll":7},{"id":541,"description":"I face problems head-on. A simple, direct solution is the best path to success.","diceRoll":8}],"ideals":[{"id":542,"description":"Greater Good. Our lot is to lay down our lives in defense of others. (Good)","diceRoll":1},{"id":543,"description":"Responsibility. I do what I must and obey just authority. (Lawful)","diceRoll":2},{"id":544,"description":"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)","diceRoll":3},{"id":545,"description":"Might. In life as in war, the stronger force wins. (Evil)","diceRoll":4},{"id":546,"description":"Live and Let Live. Ideals aren?t worth killing over or going to war for. (Neutral)","diceRoll":5},{"id":547,"description":"Nation. My city, nation, or people are all that matter. (Any)","diceRoll":6}],"bonds":[{"id":548,"description":"I would still lay down my life for the people I served with.","diceRoll":1},{"id":549,"description":"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.","diceRoll":2},{"id":550,"description":"My honor is my life.","diceRoll":3},{"id":551,"description":"I?ll never forget the crushing defeat my company suffered or the enemies who dealt it.","diceRoll":4},{"id":552,"description":"Those who fight beside me are those worth dying for.","diceRoll":5},{"id":553,"description":"I fight for those who cannot fight for themselves.","diceRoll":6}],"flaws":[{"id":554,"description":"The monstrous enemy we faced in battle still leaves me quivering with fear.","diceRoll":1},{"id":555,"description":"I have little respect for anyone who is not a proven warrior.","diceRoll":2},{"id":556,"description":"I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.","diceRoll":3},{"id":557,"description":"My hatred of my enemies is blind and unreasoning.","diceRoll":4},{"id":558,"description":"I obey the law, even if the law causes misery.","diceRoll":5},{"id":559,"description":"I?d rather eat my armor than admit when I?m wrong.","diceRoll":6}]},{"id":28,"entityTypeId":1669830167,"name":"Mercenary Veteran","description":"<p class=\"Core-Styles_Core-Body\">As a sell-sword who fought battles for coin, you’re well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the “Mercenaries of the North” sidebar for a collection of possi<span class=\"No-Break\">bilities.)</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a diff<span class=\"No-Break\">erent way.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\"><strong>MERCENARIES OF THE NORTH</strong></span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are small-scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are descri<span class=\"No-Break\">bed below.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The Chill.</span></strong> The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civ<span class=\"No-Break\">ilization.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Silent Rain.</span></strong> Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if i<span class=\"No-Break\">nterested.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The Bloodaxes.</span></strong> Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold <span class=\"No-Break\">Bloodaxes.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Athletics, <span class=\"No-Break\">Persuasion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of gaming set, vehic<span class=\"No-Break\">les (land)<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wag<span class=\"No-Break\">es (10 gp)</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: MERCENARY LIFE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “<a href=\"https://www.dndbeyond.com/compendium/rules/phb/adventuring#PracticingaProfession\">Practicing a Profession</a>” under “Downtime Activities” in chapter 8 of the <span class=\"CharOverride-1\">Player’s </span><span class=\"No-Break CharOverride-1\">Handbook).</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a <span class=\"No-Break\">mercenary.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for<span class=\"No-Break\"> fighting.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Soldier</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m always polite and respectful.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’m haunted by memories of war. I can’t get the images of violence out of my mind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’ve lost too many friends, and I’m slow to make new ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can stare down a hell hound without flinching.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I enjoy being strong and like breaking things.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I have a crude sense of humor.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I face problems head-on. A simple, direct solution is the best path to success.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> Our lot is to lay down our lives in defense of others. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Responsibility.</span> I do what I must and obey just authority. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence. </span>When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> In life as in war, the stronger force wins. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Live and Let Live. </span>Ideals aren’t worth killing over or going to war for. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Nation. </span>My city, nation, or people are all that matter. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I would still lay down my life for the people I served with.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Someone saved my life on the battlefield. To this day, I will never leave a friend behind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>My honor is my life.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Those who fight beside me are those worth dying for.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I fight for those who cannot fight for themselves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>The monstrous enemy we faced in battle still leaves me quivering with fear.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I have little respect for anyone who is not a proven warrior.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>My hatred of my enemies is blind and unreasoning.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I obey the law, even if the law causes misery.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’d rather eat my armor than admit when I’m wrong.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">As a sell-sword who fought battles for coin, you’re well acquainted with risking life and limb for a chance at a share of treasure. Now, you look forward to fighting foes and reaping even greater rewards as an adventurer. Your experience makes you familiar with the ins and outs of mercenary life, and you likely have harrowing stories of events on the battlefield. You might have served with a large outfit such as the Zhentarim or the soldiers of Mintarn, or a smaller band of sell-swords, maybe even more than one. (See the “Mercenaries of the North” sidebar for a collection of possi<span class=\"No-Break\">bilities.)</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving behind the life of a soldier for hire, but your skills are undeniably suited for battle, so now you fight on in a diff<span class=\"No-Break\">erent way.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\"><span class=\"No-Break\"><strong>MERCENARIES OF THE NORTH</strong></span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Countless mercenary companies operate up and down the Sword Coast and throughout the North. Most are small-scale operations that employ a dozen to a hundred folk who offer security services, hunt monsters and brigands, or go to war in exchange for gold. Some organizations, such as the Zhentarim, Flaming Fist, and the nation of Mintarn have hundreds or thousands of members and can provide private armies to those with enough funds. A few organizations operating in the North are descri<span class=\"No-Break\">bed below.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The Chill.</span></strong> The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay the Chill to battle the Uthgardt, orcs, trolls of the Evermoors, and other threats to civ<span class=\"No-Break\">ilization.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">Silent Rain.</span></strong> Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying orcs, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if i<span class=\"No-Break\">nterested.</span> <br /><strong><span class=\"Serif-Character-Style_Inline-Subhead-Serif\">The Bloodaxes.</span></strong> Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began hiring out as mercenaries to whoever in the North would pay them. Since then the mercenary company has broadened its membership to other races, but every member is an exile, criminal, or misfit of some sort looking for a fresh start and a new family among the bold <span class=\"No-Break\">Bloodaxes.</span></p>\r\n</blockquote>","skillProficienciesDescription":"Athletics, Persuasion","toolProficienciesDescription":"One type of gaming set, vehicles (land)","languagesDescription":"","equipmentDescription":"A uniform of your company (traveler’s clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)","featureName":"Mercenary Life","featureDescription":"<p>You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “<a href=\"https://www.dndbeyond.com/compendium/rules/phb/adventuring#PracticingaProfession\">Practicing a Profession</a>” under “Downtime Activities” in chapter 8 of the <span class=\"CharOverride-1\">Player’s </span><span class=\"No-Break CharOverride-1\">Handbook).</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a <span class=\"No-Break\">mercenary.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond could be associated with the company you traveled with previously, or with some of the comrades you served with. The ideal you embrace largely depends on your worldview and your motivation for<span class=\"No-Break\"> fighting.</span></p>","suggestedProficiencies":["Athletics","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":560,"description":"I?m always polite and respectful.","diceRoll":1},{"id":561,"description":"I?m haunted by memories of war. I can?t get the images of violence out of my mind.","diceRoll":2},{"id":562,"description":"I?ve lost too many friends, and I?m slow to make new ones.","diceRoll":3},{"id":563,"description":"I?m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","diceRoll":4},{"id":564,"description":"I can stare down a hell hound without flinching.","diceRoll":5},{"id":565,"description":"I enjoy being strong and like breaking things.","diceRoll":6},{"id":566,"description":"I have a crude sense of humor.","diceRoll":7},{"id":567,"description":"I face problems head-on. A simple, direct solution is the best path to success.","diceRoll":8}],"ideals":[{"id":568,"description":"Greater Good. Our lot is to lay down our lives in defense of others. (Good)","diceRoll":1},{"id":569,"description":"Responsibility. I do what I must and obey just authority. (Lawful)","diceRoll":2},{"id":570,"description":"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)","diceRoll":3},{"id":571,"description":"Might. In life as in war, the stronger force wins. (Evil)","diceRoll":4},{"id":572,"description":"Live and Let Live. Ideals aren?t worth killing over or going to war for. (Neutral)","diceRoll":5},{"id":573,"description":"Nation. My city, nation, or people are all that matter. (Any)","diceRoll":6}],"bonds":[{"id":574,"description":"I would still lay down my life for the people I served with.","diceRoll":1},{"id":575,"description":"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.","diceRoll":2},{"id":576,"description":"My honor is my life.","diceRoll":3},{"id":577,"description":"I?ll never forget the crushing defeat my company suffered or the enemies who dealt it.","diceRoll":4},{"id":578,"description":"Those who fight beside me are those worth dying for.","diceRoll":5},{"id":579,"description":"I fight for those who cannot fight for themselves.","diceRoll":6}],"flaws":[{"id":580,"description":"The monstrous enemy we faced in battle still leaves me quivering with fear.","diceRoll":1},{"id":581,"description":"I have little respect for anyone who is not a proven warrior.","diceRoll":2},{"id":582,"description":"I made a terrible mistake in battle that cost many lives, and I would do anything to keep that mistake secret.","diceRoll":3},{"id":583,"description":"My hatred of my enemies is blind and unreasoning.","diceRoll":4},{"id":584,"description":"I obey the law, even if the law causes misery.","diceRoll":5},{"id":585,"description":"I?d rather eat my armor than admit when I?m wrong.","diceRoll":6}]},{"id":10,"entityTypeId":1669830167,"name":"Noble","description":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> History, Persuasion</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set</dt>\r\n<dt><strong>Languages:</strong> One of your choice</dt>\r\n<dt><strong>Equipment:</strong> A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp</dt>\r\n</dl>\r\n<blockquote>\r\n<p id=\"position-of-privilege\"><strong>FEATURE: POSITION OF PRIVILEGE</strong></p>\r\n<p>Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Variant Noble: Knight</h5>\r\n<p class=\"Core-Styles_Core-Body\">A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps <span class=\"No-Break\">you put it on).</span></p>\r\n<p class=\"Core-Styles_Core-Body\">As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other token from a noble lord or lady to whom you have given your heart — in a chaste sort of devotion. (This person could<span class=\"No-Break\"> be your bond.)</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Sidebar-Styles_Sidebar-Heading\"><strong>VARIANT FEATURE: RETAINERS</strong></p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body\">If your character has a noble background, you may select this background feature instead of Position of Privilege.</p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body-Last--apply-at-last-paragraph-\">You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">The common folk love me for my kindness and generosity.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I take great pains to always look my best and follow the latest fashions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Despite my noble birth, I do not place myself above other folk. We all have the same blood.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">My favor, once lost, is lost forever.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">If you do me an injury, I will crush you, ruin your name, and salt your fields.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Respect.</b> Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Responsibility.</b> It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Independence.</b> I must prove that I can handle myself without the coddling of my family. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Power.</b> If I can attain more power, no one will tell me what to do. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Family.</b> Blood runs thicker than water. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Noble Obligation.</b> It is my duty to protect and care for the people beneath me. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I will face any challenge to win the approval of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">My house’s alliance with another noble family must be sustained at all costs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Nothing is more important than the other members of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I am in love with the heir of a family that my family despises.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">My loyalty to my sovereign is unwavering.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">The common folk must see me as a hero of the people.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I secretly believe that everyone is beneath me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I hide a truly scandalous secret that could ruin my family forever.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I have an insatiable desire for carnal pleasures.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">In fact, the world does revolve around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">By my words and actions, I often bring shame to my family.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.</p>\r\n<p>Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you.</p>\r\n<p>Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them?</p>\r\n<p>What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family?</p>\r\n<p>Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family?</p>\r\n<p>These details help establish your family and your title as features of the world of the campaign.</p>","skillProficienciesDescription":"History, Persuasion","toolProficienciesDescription":"One type of gaming set","languagesDescription":"One of your choice","equipmentDescription":"A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp","featureName":"Position of Privilege","featureDescription":"<p>Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble.</p>","suggestedProficiencies":["History","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":121,"description":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","diceRoll":1},{"id":122,"description":"The common folk love me for my kindness and generosity.","diceRoll":2},{"id":123,"description":"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","diceRoll":3},{"id":124,"description":"I take great pains to always look my best and follow the latest fashions.","diceRoll":4},{"id":125,"description":"I don?t like to get my hands dirty, and I won?t be caught dead in unsuitable accommodations.","diceRoll":5},{"id":126,"description":"Despite my noble birth, I do not place myself above other folk. We all have the same blood.","diceRoll":6},{"id":127,"description":"My favor, once lost, is lost forever.","diceRoll":7},{"id":128,"description":"If you do me an injury, I will crush you, ruin your name, and salt your fields.","diceRoll":8}],"ideals":[{"id":129,"description":"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)","diceRoll":1},{"id":130,"description":"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)","diceRoll":2},{"id":131,"description":"Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)","diceRoll":3},{"id":132,"description":"Power. If I can attain more power, no one will tell me what to do. (Evil)","diceRoll":4},{"id":133,"description":"Family. Blood runs thicker than water. (Any)","diceRoll":5},{"id":134,"description":"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)","diceRoll":6}],"bonds":[{"id":135,"description":"I will face any challenge to win the approval of my family.","diceRoll":1},{"id":136,"description":"My house?s alliance with another noble family must be sustained at all costs.","diceRoll":2},{"id":137,"description":"Nothing is more important than the other members of my family.","diceRoll":3},{"id":138,"description":"I am in love with the heir of a family that my family despises.","diceRoll":4},{"id":139,"description":"My loyalty to my sovereign is unwavering.","diceRoll":5},{"id":140,"description":"The common folk must see me as a hero of the people.","diceRoll":6}],"flaws":[{"id":141,"description":"I secretly believe that everyone is beneath me.","diceRoll":1},{"id":142,"description":"I hide a truly scandalous secret that could ruin my family forever.","diceRoll":2},{"id":143,"description":"I too often hear veiled insults and threats in every word addressed to me, and I?m quick to anger.","diceRoll":3},{"id":144,"description":"I have an insatiable desire for carnal pleasures.","diceRoll":4},{"id":145,"description":"In fact, the world does revolve around me.","diceRoll":5},{"id":146,"description":"By my words and actions, I often bring shame to my family.","diceRoll":6}]},{"id":17,"entityTypeId":1669830167,"name":"Outlander","description":"<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the wa<span class=\"No-Break\">ys of the wild.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Athl<span class=\"No-Break\">etics, Survival<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of mus<span class=\"No-Break\">ical instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> One<span class=\"No-Break\"> of your choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch c<span class=\"No-Break\">ontaining 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Origin</h5>\r\n<p class=\"Core-Styles_Core-Body\">You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits y<span class=\"No-Break\">our character.</span></p>\r\n<div class=\"_idGenObjectLayout-2\">\r\n<div id=\"_idContainer004\" class=\"_idGenObjectStyleOverride-1\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d10</th>\r\n<th style=\"text-align: left;\">Origin</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>Forester</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Trapper</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Homesteader</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Guide</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Exile or outcast</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Bounty hunter</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>Pilgrim</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>Tribal nomad</td>\r\n</tr>\r\n<tr>\r\n<td>9</td>\r\n<td>Hunter-gatherer</td>\r\n</tr>\r\n<tr>\r\n<td>10</td>\r\n<td>Tribal marauder</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>\r\n</div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: WANDERER</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water<span class=\"No-Break\">, and so forth.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to m<span class=\"No-Break\">ost outlanders.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m driven by a wanderlust that led me away from home.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I watch over my friends as if they were a litter of newborn pups.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I’d do it again if I had to.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a lesson for every situation, drawn from observing nature.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I feel far more comfortable around animals than people.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I was, in fact, raised by wolves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Change.</span> Life is like the seasons, in constant change, and we must change with it. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> It is each person’s responsibility to make the most happiness for the whole tribe. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Honor.</span> If I dishonor myself, I dishonor my whole clan. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> The strongest are meant to rule. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Nature.</span> The natural world is more important than all the constructs of civilization. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Glory.</span> I must earn glory in battle, for myself and my clan. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My family, clan, or tribe is the most important thing in my life, even when they are far from me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>An injury to the unspoiled wilderness of my home is an injury to me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I will bring terrible wrath down on the evildoers who destroyed my homeland.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am the last of my tribe, and it is up to me to ensure their names enter legend.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I suffer awful visions of a coming disaster and will do anything to prevent it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>It is my duty to provide children to sustain my tribe.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I am too enamored of ale, wine, and other intoxicants.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>There’s no room for caution in a life lived to the fullest.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am slow to trust members of other races, tribes, and societies.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Violence is my answer to almost any challenge.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p> </p>","snippet":"","shortDescription":"<p>You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the wa<span class=\"No-Break\">ys of the wild.</span></p>","skillProficienciesDescription":"Athletics, Survival","toolProficienciesDescription":"One type of musical instrument","languagesDescription":"One of your choice","equipmentDescription":"A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp","featureName":"Wanderer","featureDescription":"<p>You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water<span class=\"No-Break\">, and so forth.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to m<span class=\"No-Break\">ost outlanders.</span></p>","suggestedProficiencies":["Athletics","Survival"],"suggestedLanguages":[],"personalityTraits":[{"id":277,"description":"I?m driven by a wanderlust that led me away from home.","diceRoll":1},{"id":278,"description":"I watch over my friends as if they were a litter of newborn pups.","diceRoll":2},{"id":279,"description":"I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I?d do it again if I had to.","diceRoll":3},{"id":280,"description":"I have a lesson for every situation, drawn from observing nature.","diceRoll":4},{"id":281,"description":"I place no stock in wealthy or well-mannered folk. Money and manners won?t save you from a hungry owlbear.","diceRoll":5},{"id":282,"description":"I?m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.","diceRoll":6},{"id":283,"description":"I feel far more comfortable around animals than people.","diceRoll":7},{"id":291,"description":"I was, in fact, raised by wolves.","diceRoll":8}],"ideals":[{"id":285,"description":"Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)","diceRoll":1},{"id":286,"description":"Greater Good. It is each person?s responsibility to make the most happiness for the whole tribe. (Good)","diceRoll":2},{"id":287,"description":"Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)","diceRoll":3},{"id":288,"description":"Might. The strongest are meant to rule. (Evil)","diceRoll":4},{"id":289,"description":"Nature. The natural world is more important than all the constructs of civilization. (Neutral)","diceRoll":5},{"id":290,"description":"Glory. I must earn glory in battle, for myself and my clan. (Any)","diceRoll":6}],"bonds":[{"id":292,"description":"My family, clan, or tribe is the most important thing in my life, even when they are far from me.","diceRoll":1},{"id":293,"description":"An injury to the unspoiled wilderness of my home is an injury to me.","diceRoll":2},{"id":294,"description":"I will bring terrible wrath down on the evildoers who destroyed my homeland.","diceRoll":3},{"id":295,"description":"I am the last of my tribe, and it is up to me to ensure their names enter legend.","diceRoll":4},{"id":296,"description":"I suffer awful visions of a coming disaster and will do anything to prevent it.","diceRoll":5},{"id":297,"description":"It is my duty to provide children to sustain my tribe.","diceRoll":6}],"flaws":[{"id":298,"description":"I am too enamored of ale, wine, and other intoxicants.","diceRoll":1},{"id":299,"description":"There?s no room for caution in a life lived to the fullest.","diceRoll":2},{"id":300,"description":"I remember every insult I?ve received and nurse a silent resentment toward anyone who?s ever wronged me.","diceRoll":3},{"id":301,"description":"I am slow to trust members of other races, tribes, and societies.","diceRoll":4},{"id":302,"description":"Violence is my answer to almost any challenge.","diceRoll":5},{"id":303,"description":"Don?t expect me to save those who can?t save themselves. It is nature?s way that the strong thrive and the weak perish.","diceRoll":6}]},{"id":32,"entityTypeId":1669830167,"name":"Pirate","description":"<p class=\"Core-Styles_Core-Body\">You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span class=\"No-Break\"> something new.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span class=\"No-Break\">with all hands?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span class=\"No-Break\"> or on the run?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\"><span class=\"No-Break\">You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in ma<span class=\"No-Break\">ny a port town.</span></span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies: </span></strong><span class=\"Serif-Character-Style_Bold-Serif\"></span>Athlet<span class=\"No-Break\">ics, Perception<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Navigator’s tools, v<span class=\"No-Break\">ehicles (water)<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch c<span class=\"No-Break\">ontaining 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\"> </h5>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body\"><strong> FEATURE: BAD REPUTATION</strong> </p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body-Last--apply-at-last-paragraph-\">No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span class=\"No-Break\">nt attachments.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My friends know they can rely on me, no matter what.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I work hard so that I can play hard when the work is done.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I enjoy sailing into new ports and making new friends over a flagon of ale.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I stretch the truth for the sake of a good story.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>To me, a tavern brawl is a nice way to get to know a new city.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I never pass up a friendly wager.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My language is as foul as an otyugh nest.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I like a job well done, especially if I can convince someone else to do it.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect. </span>The thing that keeps a ship together is mutual respect between captain and crew. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Fairness. </span>We all do the work, so we all share in the rewards. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom. </span>The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Mastery.</span> I’m a predator, and the other ships on the sea are my prey. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m committed to my crewmates, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> Someday I’ll own my own ship and chart my own destiny. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m loyal to my captain first, everything else second.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The ship is most important — crewmates and captains come and go.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’ll always remember my first ship.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>In a harbor town, I have a paramour whose eyes nearly stole me from the sea.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I was cheated out of my fair share of the profits, and I want to get my due.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I follow orders, even if I think they’re wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’ll say anything to avoid having to do extra work.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Once someone questions my courage, I never back down no matter how dangerous the situation.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Once I start drinking, it’s hard for me to stop.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can’t help but pocket loose coins and other trinkets I come across.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>My pride will probably lead to my destruction.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span class=\"No-Break\"> something new.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span class=\"No-Break\">with all hands?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span class=\"No-Break\"> or on the run?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\"><span class=\"No-Break\">You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in ma<span class=\"No-Break\">ny a port town.</span></span></p>","skillProficienciesDescription":"Athletics, Perception","toolProficienciesDescription":"Navigator’s tools, vehicles (water)","languagesDescription":"","equipmentDescription":"A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp","featureName":"Bad Reputation","featureDescription":"<p>No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span class=\"No-Break\">nt attachments.</span></p>","suggestedProficiencies":["Athletics","Perception"],"suggestedLanguages":[],"personalityTraits":[{"id":690,"description":"My friends know they can rely on me, no matter what.","diceRoll":1},{"id":691,"description":"I work hard so that I can play hard when the work is done.","diceRoll":2},{"id":692,"description":"I enjoy sailing into new ports and making new friends over a flagon of ale.","diceRoll":3},{"id":693,"description":"I stretch the truth for the sake of a good story.","diceRoll":4},{"id":694,"description":"To me, a tavern brawl is a nice way to get to know a new city.","diceRoll":5},{"id":695,"description":"I never pass up a friendly wager.","diceRoll":6},{"id":696,"description":"My language is as foul as an otyugh nest.","diceRoll":7},{"id":697,"description":"I like a job well done, especially if I can convince someone else to do it.\t","diceRoll":8}],"ideals":[{"id":698,"description":"Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)","diceRoll":1},{"id":699,"description":"Fairness. We all do the work, so we all share in the rewards. (Lawful)","diceRoll":2},{"id":700,"description":"Freedom. The sea is freedom ? the freedom to go anywhere and do anything. (Chaotic)","diceRoll":3},{"id":701,"description":"Mastery. I?m a predator, and the other ships on the sea are my prey. (Evil)\t","diceRoll":4},{"id":702,"description":"People. I?m committed to my crewmates, not to ideals. (Neutral)","diceRoll":5},{"id":703,"description":"Aspiration. Someday I?ll own my own ship and chart my own destiny. (Any)","diceRoll":6}],"bonds":[{"id":704,"description":"I?m loyal to my captain first, everything else second.","diceRoll":1},{"id":705,"description":"The ship is most important ? crewmates and captains come and go.","diceRoll":2},{"id":706,"description":"I?ll always remember my first ship.","diceRoll":3},{"id":707,"description":"In a harbor town, I have a paramour whose eyes nearly stole me from the sea.","diceRoll":4},{"id":708,"description":"I was cheated out of my fair share of the profits, and I want to get my due.","diceRoll":5},{"id":709,"description":"Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.","diceRoll":6}],"flaws":[{"id":710,"description":"I follow orders, even if I think they?re wrong.","diceRoll":1},{"id":711,"description":"I?ll say anything to avoid having to do extra work.","diceRoll":2},{"id":712,"description":"Once someone questions my courage, I never back down no matter how dangerous the situation.\t","diceRoll":3},{"id":713,"description":"Once I start drinking, it?s hard for me to stop.","diceRoll":4},{"id":714,"description":"I can?t help but pocket loose coins and other trinkets I come across.","diceRoll":5},{"id":715,"description":"My pride will probably lead to my destruction.","diceRoll":6}]},{"id":11,"entityTypeId":1669830167,"name":"Sage","description":"<p>You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Arcana, History</dt>\r\n<dt><strong>Languages:</strong> Two of your choice</dt>\r\n<dt><strong>Equipment:</strong> A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Specialty</h5>\r\n<p>To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">Alchemist</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">Astronomer</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Discredited academic</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">Librarian</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">Professor</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Researcher</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">Wizard’s apprentice</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">Scribe</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p id=\"researcher\"><strong>FEATURE: RESEARCHER</strong></p>\r\n<p>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I use polysyllabic words that convey the impression of great erudition.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I’ve read every book in the world’s greatest libraries—or I like to boast that I have.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">There’s nothing I like more than a good mystery.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I’m willing to listen to every side of an argument before I make my own judgment.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">I am horribly, horribly awkward in social situations.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">I’m convinced that people are always trying to steal my secrets.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Knowledge.</b> The path to power and self-improvement is through knowledge. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Beauty.</b> What is beautiful points us beyond itself toward what is true. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Logic.</b> Emotions must not cloud our logical thinking. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>No Limits.</b> Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Power.</b> Knowledge is the path to power and domination. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Self-Improvement.</b> The goal of a life of study is the betterment of oneself. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">It is my duty to protect my students.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I have an ancient text that holds terrible secrets that must not fall into the wrong hands.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I work to preserve a library, university, scriptorium, or monastery.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">My life’s work is a series of tomes related to a specific field of lore.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I’ve been searching my whole life for the answer to a certain question.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I sold my soul for knowledge. I hope to do great deeds and win it back.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I am easily distracted by the promise of information.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">Most people scream and run when they see a demon. I stop and take notes on its anatomy.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Unlocking an ancient mystery is worth the price of a civilization.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I overlook obvious solutions in favor of complicated ones.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I speak without really thinking through my words, invariably insulting others.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I can’t keep a secret to save my life, or anyone else’s.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.</p>","skillProficienciesDescription":"Arcana, History","toolProficienciesDescription":"","languagesDescription":"Two of your choice","equipmentDescription":"A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp","featureName":"Researcher","featureDescription":"<p>When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.</p>","suggestedProficiencies":["Arcana","History"],"suggestedLanguages":[],"personalityTraits":[{"id":147,"description":"I use polysyllabic words that convey the impression of great erudition.","diceRoll":1},{"id":148,"description":"I?ve read every book in the world?s greatest libraries?or I like to boast that I have.","diceRoll":2},{"id":149,"description":"I?m used to helping out those who aren?t as smart as I am, and I patiently explain anything and everything to others.","diceRoll":3},{"id":150,"description":"There?s nothing I like more than a good mystery.","diceRoll":4},{"id":151,"description":"I?m willing to listen to every side of an argument before I make my own judgment.","diceRoll":5},{"id":152,"description":"I ? speak ? slowly ? when talking ? to idiots, ? which ? almost ? everyone ? is ? compared ? to me.","diceRoll":6},{"id":153,"description":"I am horribly, horribly awkward in social situations.","diceRoll":7},{"id":154,"description":"I?m convinced that people are always trying to steal my secrets.","diceRoll":8}],"ideals":[{"id":155,"description":"Knowledge. The path to power and self-improvement is through knowledge. (Neutral)","diceRoll":1},{"id":156,"description":"Beauty. What is beautiful points us beyond itself toward what is true. (Good)","diceRoll":2},{"id":157,"description":"Logic. Emotions must not cloud our logical thinking. (Lawful)","diceRoll":3},{"id":158,"description":"No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)","diceRoll":4},{"id":159,"description":"Power. Knowledge is the path to power and domination. (Evil)","diceRoll":5},{"id":160,"description":"Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)","diceRoll":6}],"bonds":[{"id":161,"description":"It is my duty to protect my students.","diceRoll":1},{"id":162,"description":"I have an ancient text that holds terrible secrets that must not fall into the wrong hands.","diceRoll":2},{"id":163,"description":"I work to preserve a library, university, scriptorium, or monastery.","diceRoll":3},{"id":164,"description":"My life?s work is a series of tomes related to a specific field of lore.","diceRoll":4},{"id":165,"description":"I?ve been searching my whole life for the answer to a certain question.","diceRoll":5},{"id":166,"description":"I sold my soul for knowledge. I hope to do great deeds and win it back.","diceRoll":6}],"flaws":[{"id":167,"description":"I am easily distracted by the promise of information.","diceRoll":1},{"id":168,"description":"Most people scream and run when they see a demon. I stop and take notes on its anatomy.","diceRoll":2},{"id":169,"description":"Unlocking an ancient mystery is worth the price of a civilization.","diceRoll":3},{"id":170,"description":"I overlook obvious solutions in favor of complicated ones.","diceRoll":4},{"id":171,"description":"I speak without really thinking through my words, invariably insulting others.","diceRoll":5},{"id":172,"description":"I can?t keep a secret to save my life, or anyone else?s.","diceRoll":6}]},{"id":18,"entityTypeId":1669830167,"name":"Sailor","description":"<p class=\"Core-Styles_Core-Body\">You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span class=\"No-Break\"> something new.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span class=\"No-Break\">with all hands?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span class=\"No-Break\"> or on the run?</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies: </span></strong><span class=\"Serif-Character-Style_Bold-Serif\"></span>Athlet<span class=\"No-Break\">ics, Perception<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Navigator’s tools, v<span class=\"No-Break\">ehicles (water)<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch c<span class=\"No-Break\">ontaining 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: SHIP'S PASSAGE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew dur<span class=\"No-Break\">ing the voyage.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Variant Sailor: Pirate</h5>\r\n<p class=\"Core-Styles_Core-Body\">You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You’ve indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in ma<span class=\"No-Break\">ny a port town.</span></p>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body\"><strong>VARIANT FEATURE: BAD REPUTATION</strong> </p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body\">If your character has a sailor background, you may select this background feature instead of Ship’s Passage.</p>\r\n<p class=\"Sidebar-Styles_Sidebar-Body-Last--apply-at-last-paragraph-\">No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span class=\"No-Break\">nt attachments.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My friends know they can rely on me, no matter what.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I work hard so that I can play hard when the work is done.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I enjoy sailing into new ports and making new friends over a flagon of ale.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I stretch the truth for the sake of a good story.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>To me, a tavern brawl is a nice way to get to know a new city.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I never pass up a friendly wager.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My language is as foul as an otyugh nest.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I like a job well done, especially if I can convince someone else to do it.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect. </span>The thing that keeps a ship together is mutual respect between captain and crew. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Fairness. </span>We all do the work, so we all share in the rewards. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom. </span>The sea is freedom — the freedom to go anywhere and do anything. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Mastery.</span> I’m a predator, and the other ships on the sea are my prey. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m committed to my crewmates, not to ideals. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> Someday I’ll own my own ship and chart my own destiny. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m loyal to my captain first, everything else second.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The ship is most important — crewmates and captains come and go.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I’ll always remember my first ship.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>In a harbor town, I have a paramour whose eyes nearly stole me from the sea.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I was cheated out of my fair share of the profits, and I want to get my due.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I follow orders, even if I think they’re wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I’ll say anything to avoid having to do extra work.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Once someone questions my courage, I never back down no matter how dangerous the situation.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>Once I start drinking, it’s hard for me to stop.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I can’t help but pocket loose coins and other trinkets I come across.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>My pride will probably lead to my destruction.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at<span class=\"No-Break\"> something new.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost <span class=\"No-Break\">with all hands?</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">What were your duties on board — boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows,<span class=\"No-Break\"> or on the run?</span></p>","skillProficienciesDescription":"Athletics, Perception","toolProficienciesDescription":"Navigator’s tools, vehicles (water)","languagesDescription":"","equipmentDescription":"A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a pouch containing 10 gp","featureName":"Ship's Passage","featureDescription":"<p>When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew dur<span class=\"No-Break\">ing the voyage.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most importa<span class=\"No-Break\">nt attachments.</span></p>","suggestedProficiencies":["Athletics","Perception"],"suggestedLanguages":[],"personalityTraits":[{"id":304,"description":"My friends know they can rely on me, no matter what.","diceRoll":1},{"id":305,"description":"I work hard so that I can play hard when the work is done.","diceRoll":2},{"id":306,"description":"I enjoy sailing into new ports and making new friends over a flagon of ale.","diceRoll":3},{"id":307,"description":"I stretch the truth for the sake of a good story.","diceRoll":4},{"id":308,"description":"To me, a tavern brawl is a nice way to get to know a new city.","diceRoll":5},{"id":309,"description":"I never pass up a friendly wager.","diceRoll":6},{"id":310,"description":"My language is as foul as an otyugh nest.","diceRoll":7},{"id":311,"description":"I like a job well done, especially if I can convince someone else to do it.","diceRoll":8}],"ideals":[{"id":312,"description":"Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)","diceRoll":1},{"id":313,"description":"Fairness. We all do the work, so we all share in the rewards. (Lawful)","diceRoll":2},{"id":314,"description":"Freedom. The sea is freedom ? the freedom to go anywhere and do anything. (Chaotic)","diceRoll":3},{"id":315,"description":"Mastery. I?m a predator, and the other ships on the sea are my prey. (Evil)","diceRoll":4},{"id":316,"description":"People. I?m committed to my crewmates, not to ideals. (Neutral)","diceRoll":5},{"id":317,"description":"Aspiration. Someday I?ll own my own ship and chart my own destiny. (Any)","diceRoll":6}],"bonds":[{"id":318,"description":"I?m loyal to my captain first, everything else second.","diceRoll":1},{"id":319,"description":"The ship is most important ? crewmates and captains come and go.","diceRoll":2},{"id":320,"description":"I?ll always remember my first ship.","diceRoll":3},{"id":321,"description":"In a harbor town, I have a paramour whose eyes nearly stole me from the sea.","diceRoll":4},{"id":322,"description":"I was cheated out of my fair share of the profits, and I want to get my due.","diceRoll":5},{"id":323,"description":"Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.","diceRoll":6}],"flaws":[{"id":324,"description":"I follow orders, even if I think they?re wrong.\n","diceRoll":1},{"id":325,"description":"I?ll say anything to avoid having to do extra work.","diceRoll":2},{"id":326,"description":"Once someone questions my courage, I never back down no matter how dangerous the situation.","diceRoll":3},{"id":327,"description":"Once I start drinking, it?s hard for me to stop.","diceRoll":4},{"id":328,"description":"I can?t help but pocket loose coins and other trinkets I come across.","diceRoll":5},{"id":329,"description":"My pride will probably lead to my destruction.","diceRoll":6}]},{"id":12,"entityTypeId":1669830167,"name":"Soldier","description":"<p>War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.</p>\r\n<p>When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<dl>\r\n<dt><strong>Skill Proficiencies:</strong> Athletics, Intimidation</dt>\r\n<dt><strong>Tool Proficiencies:</strong> One type of gaming set, vehicles (land)</dt>\r\n<dt><strong>Equipment:</strong> An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp</dt>\r\n</dl>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Specialty</h5>\r\n<p>During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role:</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Specialty</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">Officer</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">Scout</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">Infantry</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">Cavalry</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">Healer</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">Quartermaster</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">Standard bearer</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">Support staff (cook, blacksmith, or the like)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<blockquote>\r\n<p id=\"military-rank\"><strong>FEATURE: MILITARY RANK</strong></p>\r\n<p>You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5>Suggested Characteristics</h5>\r\n<p>The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.</p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I’m always polite and respectful.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I’m haunted by memories of war. I can’t get the images of violence out of my mind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I’ve lost too many friends, and I’m slow to make new ones.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I can stare down a hell hound without flinching.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I enjoy being strong and like breaking things.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td class=\"left wrap\">I have a crude sense of humor.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td class=\"left wrap\">I face problems head-on. A simple, direct solution is the best path to success.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\"><b>Greater Good.</b> Our lot is to lay down our lives in defense of others. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\"><b>Responsibility.</b> I do what I must and obey just authority. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\"><b>Independence.</b> When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\"><b>Might.</b> In life as in war, the stronger force wins. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\"><b>Live and Let Live.</b> Ideals aren’t worth killing over or going to war for. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\"><b>Nation.</b> My city, nation, or people are all that matter. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">I would still lay down my life for the people I served with.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">Someone saved my life on the battlefield. To this day, I will never leave a friend behind.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">My honor is my life.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">Those who fight beside me are those worth dying for.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I fight for those who cannot fight for themselves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th class=\"left wrap\" style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td class=\"left wrap\">The monstrous enemy we faced in battle still leaves me quivering with fear.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td class=\"left wrap\">I have little respect for anyone who is not a proven warrior.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td class=\"left wrap\">I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td class=\"left wrap\">My hatred of my enemies is blind and unreasoning.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td class=\"left wrap\">I obey the law, even if the law causes misery.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td class=\"left wrap\">I’d rather eat my armor than admit when I’m wrong.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p>War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.</p>\r\n<p>When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.</p>","skillProficienciesDescription":"Athletics, Intimidation","toolProficienciesDescription":"One type of gaming set, vehicles (land)","languagesDescription":"","equipmentDescription":"An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 gp","featureName":"Military Rank","featureDescription":"<p>You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred.</p>","suggestedProficiencies":["Athletics","Intimidation"],"suggestedLanguages":[],"personalityTraits":[{"id":173,"description":"I?m always polite and respectful.","diceRoll":1},{"id":174,"description":"I?m haunted by memories of war. I can?t get the images of violence out of my mind.","diceRoll":2},{"id":175,"description":"I?ve lost too many friends, and I?m slow to make new ones.","diceRoll":3},{"id":176,"description":"I?m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.","diceRoll":4},{"id":177,"description":"I can stare down a hell hound without flinching.","diceRoll":5},{"id":178,"description":"I enjoy being strong and like breaking things.","diceRoll":6},{"id":179,"description":"I have a crude sense of humor.","diceRoll":7},{"id":180,"description":"I face problems head-on. A simple, direct solution is the best path to success.","diceRoll":8}],"ideals":[{"id":181,"description":"Greater Good. Our lot is to lay down our lives in defense of others. (Good)","diceRoll":1},{"id":182,"description":"Responsibility. I do what I must and obey just authority. (Lawful)","diceRoll":2},{"id":183,"description":"Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)","diceRoll":3},{"id":184,"description":"Might. In life as in war, the stronger force wins. (Evil)","diceRoll":4},{"id":185,"description":"Live and Let Live. Ideals aren?t worth killing over or going to war for. (Neutral)","diceRoll":5},{"id":186,"description":"Nation. My city, nation, or people are all that matter. (Any)","diceRoll":6}],"bonds":[{"id":187,"description":"I would still lay down my life for the people I served with.","diceRoll":1},{"id":188,"description":"Someone saved my life on the battlefield. To this day, I will never leave a friend behind.","diceRoll":2},{"id":189,"description":"My honor is my life.","diceRoll":3},{"id":190,"description":"I?ll never forget the crushing defeat my company suffered or the enemies who dealt it.","diceRoll":4},{"id":191,"description":"Those who fight beside me are those worth dying for.","diceRoll":5},{"id":192,"description":"I fight for those who cannot fight for themselves.","diceRoll":6}],"flaws":[{"id":193,"description":"The monstrous enemy we faced in battle still leaves me quivering with fear.","diceRoll":1},{"id":194,"description":"I have little respect for anyone who is not a proven warrior.","diceRoll":2},{"id":195,"description":"I made a terrible mistake in battle that cost many lives?and I would do anything to keep that mistake secret.","diceRoll":3},{"id":196,"description":"My hatred of my enemies is blind and unreasoning.","diceRoll":4},{"id":197,"description":"I obey the law, even if the law causes misery.","diceRoll":5},{"id":198,"description":"I?d rather eat my armor than admit when I?m wrong.","diceRoll":6}]},{"id":1,"entityTypeId":1669830167,"name":"Urban Bounty Hunter","description":"<p class=\"Core-Styles_Core-Body\">Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help yo<span class=\"No-Break\">u succeed.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential<span class=\"No-Break\"> quarries.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of your c<span class=\"No-Break\">ompanions.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Choose two from among Deception, Insight, Persuasion, a<span class=\"No-Break\">nd Stealth<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Choose two from among one type of gaming set, one musical instrument, and thie<span class=\"No-Break\">ves’ tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A set of clothes appropriate to your duties and a pouch contai<span class=\"No-Break\">ning 20 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: EAR TO THE GROUND</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the l<span class=\"No-Break\">ocal area.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a boun<span class=\"No-Break\">ty hunter.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being d<span class=\"No-Break\">ependable.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Criminal</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I always have a plan for what to do when things go wrong.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I would rather make a new friend than a new enemy.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I am incredibly slow to trust. Those who seem the fairest often have the most to hide.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I don’t pay attention to the risks in a situation. Never tell me the odds.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>The best way to get me to do something is to tell me I can’t do it.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I blow up at the slightest insult.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Honor.</span> I don’t steal from others in the trade. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Freedom.</span> Chains are meant to be broken, as are those who would forge them. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Charity.</span> I steal from the wealthy so that I can help people in need. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greed. </span>I will do whatever it takes to become wealthy. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Redemption.</span> There’s a spark of good in everyone. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m trying to pay off an old debt I owe to a generous benefactor.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>My ill-gotten gains go to support my family.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Something important was taken from me, and I aim to steal it back.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I will become the greatest thief that ever lived.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I’m guilty of a terrible crime. I hope I can redeem myself for it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Someone I loved died because of I mistake I made. That will never happen again.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>When I see something valuable, I can’t think about anything but how to steal it.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>When faced with a choice between money and my friends, I usually choose the money.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a “tell” that reveals when I’m lying.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I turn tail and run when things look bad.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>An innocent person is in prison for a crime that I committed. I’m okay with that.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help yo<span class=\"No-Break\">u succeed.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a “velvet mask” bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar — any place that’s large enough to have a steady supply of potential<span class=\"No-Break\"> quarries.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives — but on the other hand, you can take down much more formidable targets with the help of your c<span class=\"No-Break\">ompanions.</span></p>","skillProficienciesDescription":"Choose two from among Deception, Insight, Persuasion, and Stealth","toolProficienciesDescription":"Choose two from among one type of gaming set, one musical instrument, and thieves’ tools","languagesDescription":"","equipmentDescription":"A set of clothes appropriate to your duties and a pouch containing 20 gp","featureName":"Ear to the Ground","featureDescription":"<p>You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the l<span class=\"No-Break\">ocal area.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the criminal background below as the basis for your bounty hunter’s traits and motivations, modifying the entries when appropriate to suit your identity as a boun<span class=\"No-Break\">ty hunter.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being d<span class=\"No-Break\">ependable.</span></p>","suggestedProficiencies":[],"suggestedLanguages":[],"personalityTraits":[{"id":586,"description":"I always have a plan for what to do when things go wrong.","diceRoll":1},{"id":587,"description":"I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.","diceRoll":2},{"id":588,"description":"The first thing I do in a new place is note the locations of everything valuable?or where such things could be hidden.","diceRoll":3},{"id":589,"description":"I would rather make a new friend than a new enemy.","diceRoll":4},{"id":590,"description":"I am incredibly slow to trust. Those who seem the fairest often have the most to hide.","diceRoll":5},{"id":591,"description":"I don?t pay attention to the risks in a situation. Never tell me the odds.","diceRoll":6},{"id":592,"description":"The best way to get me to do something is to tell me I can?t do it.","diceRoll":7},{"id":593,"description":"I blow up at the slightest insult.","diceRoll":8}],"ideals":[{"id":594,"description":"Honor. I don?t steal from others in the trade. (Lawful)","diceRoll":1},{"id":595,"description":"Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)","diceRoll":2},{"id":596,"description":"Charity. I steal from the wealthy so that I can help people in need. (Good)","diceRoll":3},{"id":597,"description":"Greed. I will do whatever it takes to become wealthy. (Evil)","diceRoll":4},{"id":598,"description":"People. I?m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)","diceRoll":5},{"id":599,"description":"Redemption. There?s a spark of good in everyone. (Good)","diceRoll":6}],"bonds":[{"id":600,"description":"I?m trying to pay off an old debt I owe to a generous benefactor.","diceRoll":1},{"id":601,"description":"My ill-gotten gains go to support my family.","diceRoll":2},{"id":602,"description":"Something important was taken from me, and I aim to steal it back.","diceRoll":3},{"id":603,"description":"I will become the greatest thief that ever lived.","diceRoll":4},{"id":604,"description":"I?m guilty of a terrible crime. I hope I can redeem myself for it.","diceRoll":5},{"id":605,"description":"Someone I loved died because of a mistake I made. That will never happen again.","diceRoll":6}],"flaws":[{"id":606,"description":"When I see something valuable, I can?t think about anything but how to steal it.","diceRoll":1},{"id":607,"description":"When faced with a choice between money and my friends, I usually choose the money.","diceRoll":2},{"id":608,"description":"If there?s a plan, I?ll forget it. If I don?t forget it, I?ll ignore it.","diceRoll":3},{"id":609,"description":"I have a ?tell? that reveals when I?m lying.","diceRoll":4},{"id":610,"description":"I turn tail and run when things look bad.","diceRoll":5},{"id":611,"description":"An innocent person is in prison for a crime that I committed. I?m okay with that.","diceRoll":6}]},{"id":19,"entityTypeId":1669830167,"name":"Urchin","description":"<p class=\"Core-Styles_Core-Body\">You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combi<span class=\"No-Break\">nation of each.</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on<span class=\"No-Break\"> a better life?</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Sleight o<span class=\"No-Break\">f Hand, Stealth<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> Disguise kit,<span class=\"No-Break\"> thieves’ tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment: </span></strong>A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch c<span class=\"No-Break\">ontaining 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: CITY SECRETS</strong> </p>\r\n<p class=\"compendium-hr\">You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would <span class=\"No-Break\">normally allow.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who trea<span class=\"No-Break\">ted them badly.</span></p>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I hide scraps of food and trinkets away in my pockets.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I ask a lot of questions.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I like to squeeze into small places where no one else can get to me.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I eat like a pig and have bad manners.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I think anyone who’s nice to me is hiding evil intent.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I don’t like to bathe.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I bluntly say what other people are hinting at or hiding.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect.</span> All people, rich or poor, deserve respect. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Community.</span> We have to take care of each other, because no one else is going to do it. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Change.</span> The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Retribution.</span> The rich need to be shown what life and death are like in the gutters. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">People.</span> I help the people who help me — that’s what keeps us alive. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Aspiration.</span> I’m going to prove that I’m worthy of a better life.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My town or city is my home, and I’ll fight to defend it.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I sponsor an orphanage to keep others from enduring what I was forced to endure.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I owe my survival to another urchin who taught me to live on the streets.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I owe a debt I can never repay to the person who took pity on me.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I escaped my life of poverty by robbing an important person, and I’m wanted for it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>No one else should have to endure the hardships I’ve been through.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>If I’m outnumbered, I will run away from a fight.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>Gold seems like a lot of money to me, and I’ll do just about anything for more of it.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I will never fully trust anyone other than myself.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I’d rather kill someone in their sleep than fight fair.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>It’s not stealing if I need it more than someone else.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>People who can’t take care of themselves get what they deserve.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combi<span class=\"No-Break\">nation of each.</span></p>\r\n<p class=\"Core-Styles_Core-Body-Last--to-apply-extra-space-\">You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on<span class=\"No-Break\"> a better life?</span></p>","skillProficienciesDescription":"Sleight of Hand, Stealth","toolProficienciesDescription":"Disguise kit, thieves’ tools","languagesDescription":"","equipmentDescription":"A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp","featureName":"City Secrets","featureDescription":"<p>You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would <span class=\"No-Break\">normally allow.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p>Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who trea<span class=\"No-Break\">ted them badly.</span></p>","suggestedProficiencies":["Sleight of Hand","Stealth"],"suggestedLanguages":[],"personalityTraits":[{"id":330,"description":"I hide scraps of food and trinkets away in my pockets.","diceRoll":1},{"id":331,"description":"I ask a lot of questions.","diceRoll":2},{"id":332,"description":"I like to squeeze into small places where no one else can get to me.","diceRoll":3},{"id":333,"description":"I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.","diceRoll":4},{"id":334,"description":"I eat like a pig and have bad manners.","diceRoll":5},{"id":335,"description":"I think anyone who?s nice to me is hiding evil intent.","diceRoll":6},{"id":336,"description":"I don?t like to bathe.","diceRoll":7},{"id":337,"description":"I bluntly say what other people are hinting at or hiding.","diceRoll":8}],"ideals":[{"id":338,"description":"Respect. All people, rich or poor, deserve respect. (Good)","diceRoll":1},{"id":339,"description":"Community. We have to take care of each other, because no one else is going to do it. (Lawful)","diceRoll":2},{"id":340,"description":"Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)","diceRoll":3},{"id":341,"description":"Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)","diceRoll":4},{"id":342,"description":"People. I help the people who help me ? that?s what keeps us alive. (Neutral)","diceRoll":5},{"id":343,"description":"Aspiration. I?m going to prove that I?m worthy of a better life.","diceRoll":6}],"bonds":[{"id":344,"description":"My town or city is my home, and I?ll fight to defend it.","diceRoll":1},{"id":345,"description":"I sponsor an orphanage to keep others from enduring what I was forced to endure.","diceRoll":2},{"id":346,"description":"I owe my survival to another urchin who taught me to live on the streets.","diceRoll":3},{"id":347,"description":"I owe a debt I can never repay to the person who took pity on me.","diceRoll":4},{"id":348,"description":"I escaped my life of poverty by robbing an important person, and I?m wanted for it.","diceRoll":5},{"id":350,"description":"No one else should have to endure the hardships I?ve been through.","diceRoll":6}],"flaws":[{"id":351,"description":"If I?m outnumbered, I will run away from a fight.","diceRoll":1},{"id":352,"description":"Gold seems like a lot of money to me, and I?ll do just about anything for more of it.","diceRoll":2},{"id":353,"description":"I will never fully trust anyone other than myself.","diceRoll":3},{"id":354,"description":"I?d rather kill someone in their sleep than fight fair.","diceRoll":4},{"id":355,"description":"It?s not stealing if I need it more than someone else.","diceRoll":5},{"id":356,"description":"People who can?t take care of themselves get what they deserve.","diceRoll":6}]},{"id":29,"entityTypeId":1669830167,"name":"Uthgardt Tribe Member","description":"<p class=\"Core-Styles_Core-Body\">Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthga<span class=\"No-Break\">rdt tribe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civ<span class=\"No-Break\">ilization.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"No-Break\">BARBARIAN TRIBES OF <b>FAERÛN</b></span></strong></p>\r\n<p class=\"Core-Styles_Core-Body\">Though this section details the Uthgardt specifically, either it or the outlander background from the <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">Player’s Handbook</span> can be used for a character whose origin lies with one of the other barbarian tribes <span class=\"No-Break\">in Faerûn.</span> You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles<span class=\"No-Break\"> of Chult.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Body\">You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable a<span class=\"No-Break\">dventurer.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">See the “<a href=\"https://www.dndbeyond.com/compendium/rules/scag/the-sword-coast-and-the-north#UthgardtLands\">Uthgardt Lands</a>” section of <a href=\"https://www.dndbeyond.com/compendium/rules/scag/the-sword-coast-and-the-north#Chapter2TheSwordCoastandtheNorth\">chapter 2</a> for details on each tribe’s territory and its activities that will help you choose your af<span class=\"No-Break\">filiation.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> Athletics<span class=\"No-Break\">, Survival<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of musical instrument or artis<span class=\"No-Break\">an’s tools<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span></strong> One of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span></strong> A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler’s clothes, and a pouch contai<span class=\"No-Break\">ning 10 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: UTHGARDT HERITAGE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">You have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you for<span class=\"No-Break\">age there.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the Fir<span class=\"No-Break\">st Circle.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the outlander background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthga<span class=\"No-Break\">rdt tribe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds—great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred—are sacr<span class=\"No-Break\">ed to you.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn’t contradict or compromise what being an Uthgardt s<span class=\"No-Break\">tands for.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Outlander</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I’m driven by a wanderlust that led me away from home.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I watch over my friends as if they were a litter of newborn pups.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have a lesson for every situation, drawn from observing nature.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>I feel far more comfortable around animals than people.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>I was, in fact, raised by wolves.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Change.</span> Life is like the seasons, in constant change, and we must change with it. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Greater Good.</span> It is each person’s responsibility to make the most happiness for the whole tribe. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Honor.</span> If I dishonor myself, I dishonor my whole clan. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Might.</span> The strongest are meant to rule. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Nature.</span> The natural world is more important than all the constructs of civilization. (Neutral)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Glory.</span> I must earn glory in battle, for myself and my clan. (Any)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My family, clan, or tribe is the most important thing in my life, even when they are far from me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>An injury to the unspoiled wilderness of my home is an injury to me.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I will bring terrible wrath down on the evildoers who destroyed my homeland.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am the last of my tribe, and it is up to me to ensure their names enter legend.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I suffer awful visions of a coming disaster and will do anything to prevent it.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>It is my duty to provide children to sustain my tribe.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I am too enamored of ale, wine, and other intoxicants.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>There’s no room for caution in a life lived to the fullest.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am slow to trust members of other races, tribes, and societies.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>Violence is my answer to almost any challenge.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthga<span class=\"No-Break\">rdt tribe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civ<span class=\"No-Break\">ilization.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"Core-Styles_Core-Body\"><strong><span class=\"No-Break\">BARBARIAN TRIBES OF <b>FAERÛN</b></span></strong></p>\r\n<p class=\"Core-Styles_Core-Body\">Though this section details the Uthgardt specifically, either it or the outlander background from the <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">Player’s Handbook</span> can be used for a character whose origin lies with one of the other barbarian tribes <span class=\"No-Break\">in Faerûn.</span> You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles<span class=\"No-Break\"> of Chult.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Body\">You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable a<span class=\"No-Break\">dventurer.</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">See the “<a href=\"https://www.dndbeyond.com/compendium/rules/scag/the-sword-coast-and-the-north#UthgardtLands\">Uthgardt Lands</a>” section of <a href=\"https://www.dndbeyond.com/compendium/rules/scag/the-sword-coast-and-the-north#Chapter2TheSwordCoastandtheNorth\">chapter 2</a> for details on each tribe’s territory and its activities that will help you choose your af<span class=\"No-Break\">filiation.</span></p>","skillProficienciesDescription":"Athletics, Survival","toolProficienciesDescription":"One type of musical instrument or artisan’s tools","languagesDescription":"One of your choice","equipmentDescription":"A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler’s clothes, and a pouch containing 10 gp","featureName":"Uthgardt Heritage","featureDescription":"<p class=\"Core-Styles_Core-Body\">You have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you for<span class=\"No-Break\">age there.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the Fir<span class=\"No-Break\">st Circle.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the outlander background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthga<span class=\"No-Break\">rdt tribe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds—great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred—are sacr<span class=\"No-Break\">ed to you.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn’t contradict or compromise what being an Uthgardt s<span class=\"No-Break\">tands for.</span></p>","suggestedProficiencies":["Athletics","Survival"],"suggestedLanguages":[],"personalityTraits":[{"id":612,"description":"I?m driven by a wanderlust that led me away from home.","diceRoll":1},{"id":613,"description":"I watch over my friends as if they were a litter of newborn pups.","diceRoll":2},{"id":614,"description":"I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I?d do it again if I had to.","diceRoll":3},{"id":615,"description":"I have a lesson for every situation, drawn from observing nature.","diceRoll":4},{"id":616,"description":"I place no stock in wealthy or well-mannered folk. Money and manners won?t save you from a hungry owlbear.","diceRoll":5},{"id":617,"description":"I?m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.","diceRoll":6},{"id":618,"description":"I feel far more comfortable around animals than people.","diceRoll":7},{"id":619,"description":"I was, in fact, raised by wolves.","diceRoll":8}],"ideals":[{"id":620,"description":"Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)","diceRoll":1},{"id":621,"description":"Greater Good. It is each person?s responsibility to make the most happiness for the whole tribe. (Good)","diceRoll":2},{"id":622,"description":"Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)","diceRoll":3},{"id":623,"description":"Might. The strongest are meant to rule. (Evil)","diceRoll":4},{"id":624,"description":"Nature. The natural world is more important than all the constructs of civilization. (Neutral)","diceRoll":5},{"id":625,"description":"Glory. I must earn glory in battle, for myself and my clan. (Any)","diceRoll":6}],"bonds":[{"id":626,"description":"My family, clan, or tribe is the most important thing in my life, even when they are far from me.","diceRoll":1},{"id":627,"description":"An injury to the unspoiled wilderness of my home is an injury to me.","diceRoll":2},{"id":628,"description":"I will bring terrible wrath down on the evildoers who destroyed my homeland.","diceRoll":3},{"id":629,"description":"I am the last of my tribe, and it is up to me to ensure their names enter legend.","diceRoll":4},{"id":630,"description":"I suffer awful visions of a coming disaster and will do anything to prevent it.","diceRoll":5},{"id":631,"description":"It is my duty to provide children to sustain my tribe.","diceRoll":6}],"flaws":[{"id":632,"description":"I am too enamored of ale, wine, and other intoxicants.","diceRoll":1},{"id":633,"description":"There?s no room for caution in a life lived to the fullest.","diceRoll":2},{"id":634,"description":"I remember every insult I?ve received and nurse a silent resentment toward anyone who?s ever wronged me.","diceRoll":3},{"id":635,"description":"I am slow to trust members of other races, tribes, and societies.","diceRoll":4},{"id":636,"description":"Violence is my answer to almost any challenge.","diceRoll":5},{"id":637,"description":"Don?t expect me to save those who can?t save themselves. It is nature?s way that the strong thrive and the weak perish.","diceRoll":6}]},{"id":30,"entityTypeId":1669830167,"name":"Waterdhavian Noble","description":"<p class=\"Core-Styles_Core-Body\">You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all e<span class=\"No-Break\">lse, rich.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping <span class=\"CharOverride-1\">zzar</span> at a ball? Or have you taken up sword or spell on your family’s behalf, ensuring that they have someone of renown to see to the<span class=\"No-Break\">ir legacy?</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Work with your DM to come up with the family you are part of —there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less respo<span class=\"No-Break\">nsibility.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p class=\"Core-Styles_Core-Hanging\"><strong><span class=\"Serif-Character-Style_Bold-Serif\">Skill Proficiencies:</span></strong> History, <span class=\"No-Break\">Persuasion<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Tool Proficiencies:</span></strong> One type of gaming set or one musical <span class=\"No-Break\">instrument<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Languages:</span> </strong>One of y<span class=\"No-Break\">our choice<br /></span><strong><span class=\"Serif-Character-Style_Bold-Serif\">Equipment:</span> </strong>A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine <span class=\"CharOverride-1\">zzar</span> or wine, and a purse contai<span class=\"No-Break\">ning 20 gp</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<blockquote>\r\n<p class=\"compendium-hr\"><strong>FEATURE: KEPT IN STYLE</strong></p>\r\n<p class=\"Core-Styles_Core-Body\">While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle wha<span class=\"No-Break\">t you owe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual moneta<span class=\"No-Break\">ry reward.</span></p>\r\n</blockquote>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"compendium-hr\">Suggested Characteristics</h5>\r\n<p class=\"Core-Styles_Core-Body\">Use the tables for the noble background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavi<span class=\"No-Break\">an family.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Like other nobles, you were born and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of y<span class=\"No-Break\">our house.</span></p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<h5 class=\"Core-Styles_Core-Body\"><span class=\"No-Break\">Noble</span></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d8</th>\r\n<th style=\"text-align: left;\">Personality Trait</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>The common folk love me for my kindness and generosity.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I take great pains to always look my best and follow the latest fashions.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>Despite my noble birth, I do not place myself above other folk. We all have the same blood.</td>\r\n</tr>\r\n<tr>\r\n<td>7</td>\r\n<td>My favor, once lost, is lost forever.</td>\r\n</tr>\r\n<tr>\r\n<td>8</td>\r\n<td>If you do me an injury, I will crush you, ruin your name, and salt your fields.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Ideal</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Respect.</span> Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Responsibility. </span>It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Independence.</span> I must prove that I can handle myself without the coddling of my family. (Chaotic)</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Power.</span> If I can attain more power, no one will tell me what to do. (Evil)</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Family. </span>Blood runs thicker than water. (Any)</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Noble Obligation. </span>It is my duty to protect and care for the people beneath me. (Good)</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Bond</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I will face any challenge to win the approval of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>My house’s alliance with another noble family must be sustained at all costs.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>Nothing is more important than the other members of my family.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I am in love with the heir of a family that my family despises.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>My loyalty to my sovereign is unwavering.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>The common folk must see me as a hero of the people.</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>d6</th>\r\n<th style=\"text-align: left;\">Flaw</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1</td>\r\n<td>I secretly believe that everyone is beneath me.</td>\r\n</tr>\r\n<tr>\r\n<td>2</td>\r\n<td>I hide a truly scandalous secret that could ruin my family forever.</td>\r\n</tr>\r\n<tr>\r\n<td>3</td>\r\n<td>I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.</td>\r\n</tr>\r\n<tr>\r\n<td>4</td>\r\n<td>I have an insatiable desire for carnal pleasures.</td>\r\n</tr>\r\n<tr>\r\n<td>5</td>\r\n<td>In fact, the world does revolve around me.</td>\r\n</tr>\r\n<tr>\r\n<td>6</td>\r\n<td>By my words and actions, I often bring shame to my family.</td>\r\n</tr>\r\n</tbody>\r\n</table>","snippet":"","shortDescription":"<p class=\"Core-Styles_Core-Body\">You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across Faerûn for being eccentric, spoiled, venal, and, above all e<span class=\"No-Break\">lse, rich.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people expect things of you when they know your surname and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving in filthy dungeons to sipping <span class=\"CharOverride-1\">zzar</span> at a ball? Or have you taken up sword or spell on your family’s behalf, ensuring that they have someone of renown to see to the<span class=\"No-Break\">ir legacy?</span></p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Work with your DM to come up with the family you are part of —there are around seventy-five lineages in Waterdeep, each with its own financial interests, specialties, and schemes. You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less respo<span class=\"No-Break\">nsibility.</span></p>","skillProficienciesDescription":"History, Persuasion","toolProficienciesDescription":"One type of gaming set or one musical instrument","languagesDescription":"One of your choice","equipmentDescription":"A set of fine clothes, a signet ring or brooch, a scroll of pedigree, a skin of fine zzar or wine, and a purse containing 20 gp","featureName":"Kept in Style","featureDescription":"<p class=\"Core-Styles_Core-Body\">While you are in Waterdeep or elsewhere in the North, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle wha<span class=\"No-Break\">t you owe.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual moneta<span class=\"No-Break\">ry reward.</span></p>","avatarUrl":null,"largeAvatarUrl":null,"suggestedCharacteristicsDescription":"<p class=\"Core-Styles_Core-Body\">Use the tables for the noble background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of a Waterdhavi<span class=\"No-Break\">an family.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Like other nobles, you were born and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your family alone, or it could be concerned with another noble house that sides with or opposes your own. Your ideal depends to some extent on how you view your role in the family, and how you intend to conduct yourself in the world at large as a representative of y<span class=\"No-Break\">our house.</span></p>","suggestedProficiencies":["History","Persuasion"],"suggestedLanguages":[],"personalityTraits":[{"id":638,"description":"My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.","diceRoll":1},{"id":639,"description":"The common folk love me for my kindness and generosity.","diceRoll":2},{"id":640,"description":"No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.","diceRoll":3},{"id":641,"description":"I take great pains to always look my best and follow the latest fashions.","diceRoll":4},{"id":642,"description":"I don?t like to get my hands dirty, and I won?t be caught dead in unsuitable accommodations.","diceRoll":5},{"id":643,"description":"Despite my noble birth, I do not place myself above other folk. We all have the same blood.","diceRoll":6},{"id":644,"description":"My favor, once lost, is lost forever.","diceRoll":7},{"id":645,"description":"If you do me an injury, I will crush you, ruin your name, and salt your fields.","diceRoll":8}],"ideals":[{"id":646,"description":"Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)","diceRoll":1},{"id":647,"description":"Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)","diceRoll":2},{"id":648,"description":"Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)","diceRoll":3},{"id":649,"description":"Power. If I can attain more power, no one will tell me what to do. (Evil)","diceRoll":4},{"id":650,"description":"Family. Blood runs thicker than water. (Any)","diceRoll":5},{"id":651,"description":"Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)","diceRoll":6}],"bonds":[{"id":652,"description":"I will face any challenge to win the approval of my family.","diceRoll":1},{"id":653,"description":"My house?s alliance with another noble family must be sustained at all costs.","diceRoll":2},{"id":654,"description":"Nothing is more important than the other members of my family.","diceRoll":3},{"id":655,"description":"I am in love with the heir of a family that my family despises.","diceRoll":4},{"id":656,"description":"My loyalty to my sovereign is unwavering.","diceRoll":5},{"id":657,"description":"The common folk must see me as a hero of the people.","diceRoll":6}],"flaws":[{"id":658,"description":"I secretly believe that everyone is beneath me.","diceRoll":1},{"id":659,"description":"I hide a truly scandalous secret that could ruin my family forever.","diceRoll":2},{"id":660,"description":"I too often hear veiled insults and threats in every word addressed to me, and I?m quick to anger.","diceRoll":3},{"id":661,"description":"I have an insatiable desire for carnal pleasures.","diceRoll":4},{"id":662,"description":"In fact, the world does revolve around me.","diceRoll":5},{"id":663,"description":"By my words and actions, I often bring shame to my family.","diceRoll":6}]}],"feats":[{"id":10,"entityTypeId":1088085227,"name":"Grappler","description":"<p>You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:</p>\r\n<ul>\r\n<li>You have advantage on attack rolls against a creature you are <a href=\"https://www.dndbeyond.com/compendium/rules/basic-rules/combat#Grappling\">grappling</a>.</li>\r\n<li>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</li>\r\n</ul>","snippet":"You have advantage on attack rolls against a creature you are grappling. You can use your action to try to pin a creature grappled by you by making another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.","activation":{"activationTime":null,"activationType":null},"features":[{"id":101,"name":null,"description":"<p>You have advantage on attack rolls against a creature you are grappling.</p>"},{"id":102,"name":null,"description":"<p>You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.</p>"}],"sourceId":1,"sourcePageNumber":167},{"id":11,"entityTypeId":1088085227,"name":"Actor","description":"<p>Skilled at mimicry and dramatics, you gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Charisma score by 1, to a maximum of 20.</li>\r\n<li>You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.</li>\r\n<li>You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or 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.</li>\r\n</ul>","snippet":"You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute).","activation":{"activationTime":null,"activationType":null},"features":[{"id":6,"name":null,"description":"<p>Increase your Charisma score by 1, to a maximum of 20.</p>"},{"id":7,"name":null,"description":"<p>You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.</p>"},{"id":8,"name":null,"description":"<p>You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or 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.</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":12,"entityTypeId":1088085227,"name":"Alert","description":"<p>Always on the lookout for danger, you gain the following</p>\r\n<ul>\r\n<li>You gain a +5 bonus to initiative.</li>\r\n<li>You can't be surprised while you are conscious.</li>\r\n<li>Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.</li>\r\n</ul>","snippet":"You gain a +5 bonus to initiative, you can't be surprised while you are conscious, and other creatures don?t gain advantage on attack rolls against you as a result of being unseen by you.","activation":{"activationTime":null,"activationType":null},"features":[{"id":9,"name":null,"description":"<p>You gain a +5 bonus to initiative.</p>"},{"id":10,"name":null,"description":"<p>You can't be surprised while you are conscious.</p>"},{"id":11,"name":null,"description":"<p>Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":13,"entityTypeId":1088085227,"name":"Athlete","description":"<p>You have undergone extensive physical training to gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength or Dexterity score by 1, to a maximum of 20.</li>\r\n<li>When you are prone, standing up uses only 5 feet of your movement.</li>\r\n<li>Climbing doesn't cost you extra movement.</li>\r\n<li>You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.</li>\r\n</ul>","snippet":"Increase your STR or DEX score by 1, and when you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement, and you can make a running long jump or a running high jump after moving only 5 ft. on foot, rather than 10 ft.","activation":{"activationTime":null,"activationType":null},"features":[{"id":12,"name":null,"description":"<p>When you are prone, standing up uses only 5 feet of your movement.</p>"},{"id":13,"name":null,"description":"<p>Climbing doesn't cost you extra movement.</p>"},{"id":14,"name":null,"description":"<p>You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.</p>"},{"id":104,"name":null,"description":"<p>Increase your Strength or Dexterity score by 1, to a maximum of 20.</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":14,"entityTypeId":1088085227,"name":"Charger","description":"<p>When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.</p>\r\n<ul>\r\n<li>If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).</li>\r\n</ul>","snippet":"If you move at least 10 ft. in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 ft. away from you (if you chose to shove and you succeed).","activation":{"activationTime":null,"activationType":8},"features":[{"id":15,"name":null,"description":"<p>If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":15,"entityTypeId":1088085227,"name":"Crossbow Expert","description":"<p>Thanks to extensive practice with the crossbow, you gain the follow<span class=\"No-Break\">ing benefits:</span></p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">You ignore the loading property of crossbows with which you are proficient.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.</li>\r\n</ul>","snippet":"You ignore the loading property of crossbows with which you are proficient. Being within 5 ft. of a hostile creature doesn?t impose disadvantage on your ranged attack rolls, and when you use the Attack action and with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.","activation":{"activationTime":null,"activationType":null},"features":[{"id":16,"name":null,"description":"<p>You ignore the loading quality of crossbows with which you are proficient.</p>"},{"id":17,"name":null,"description":"<p>Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.</p>"},{"id":18,"name":null,"description":"<p>When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":16,"entityTypeId":1088085227,"name":"Defensive Duelist","description":"<p>When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.</p>","snippet":"When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add {{proficiency}} to your AC for that attack.","activation":{"activationTime":1,"activationType":4},"features":[],"sourceId":2,"sourcePageNumber":165},{"id":17,"entityTypeId":1088085227,"name":"Dual Wielder","description":"<p>You master fighting with two weapons, gaining the following benefits:</p>\r\n<ul>\r\n<li>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.</li>\r\n<li>You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.</li>\r\n<li>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</li>\r\n</ul>","snippet":"You add a +1 bonus to AC while you are wielding a separate melee weapon in each hand, can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light, and can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.","activation":{"activationTime":null,"activationType":null},"features":[{"id":19,"name":null,"description":"<p>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.</p>"},{"id":20,"name":null,"description":"<p>You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.</p>"},{"id":21,"name":null,"description":"<p>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</p>"}],"sourceId":2,"sourcePageNumber":165},{"id":18,"entityTypeId":1088085227,"name":"Dungeon Delver","description":"<p>Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:</p>\r\n<ul>\r\n<li>You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.</li>\r\n<li>You have advantage on saving throws made to avoid or resist traps.</li>\r\n<li>You have resistance to the damage dealt by traps.</li>\r\n<li>You can search for traps while traveling at a normal pace, instead of only at a slow pace.</li>\r\n</ul>","snippet":"You have advantage on Perception and Investigation checks made to detect the presence of secret doors and on saving throws made to avoid or resist traps. You have resistance to the damage dealt by traps and can search for traps while traveling at a normal pace, instead of only at a slow pace.","activation":{"activationTime":null,"activationType":null},"features":[{"id":22,"name":null,"description":"<p>You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.</p>"},{"id":23,"name":null,"description":"<p>You have advantage on saving throws made to avoid or resist traps.</p>"},{"id":24,"name":null,"description":"<p>You have resistance to the damage dealt by traps.</p>"},{"id":25,"name":null,"description":"<p>You can search for traps while traveling at a normal pace, instead of only at a slow pace.</p>"}],"sourceId":2,"sourcePageNumber":166},{"id":19,"entityTypeId":1088085227,"name":"Durable","description":"<p>Hardy and resilient, you gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Constitution score by 1, to a maximum of 20.</li>\r\n<li>When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).</li>\r\n</ul>","snippet":"Increase your CON score by 1. When you roll a Hit Die to regain HP, the min HP you regain from the roll equals {{(modifier:con*2)@min:2#unsigned}}.","activation":{"activationTime":null,"activationType":null},"features":[{"id":26,"name":null,"description":"<p>Increase your Constitution score by 1, to a maximum of 20.</p>"},{"id":27,"name":null,"description":"<p>When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).</p>"}],"sourceId":2,"sourcePageNumber":166},{"id":21,"entityTypeId":1088085227,"name":"Great Weapon Master","description":"<p>You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:</p>\r\n<ul>\r\n<li>On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.</li>\r\n<li>Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.</li>\r\n</ul>","snippet":"On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.","activation":{"activationTime":null,"activationType":null},"features":[{"id":30,"name":null,"description":"<p>On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.</p>"},{"id":31,"name":null,"description":"<p>Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":22,"entityTypeId":1088085227,"name":"Healer","description":"<p>You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:</p>\r\n<ul>\r\n<li>When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.</li>\r\n<li>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 creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.</li>\r\n</ul>","snippet":"When you use a healer's kit to stabilize a dying creature, that creature also regains 1 HP. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 HP to it, plus additional HP equal to the creature's maximum number of Hit Dice. The creature can't regain HP from this feat again until it finishes a short or long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":32,"name":null,"description":"<p>When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.</p>"},{"id":33,"name":null,"description":"<p>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 creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":23,"entityTypeId":1088085227,"name":"Heavily Armored","description":"<p>You have trained to master the use of heavy armor, gaining the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency with heavy armor.</li>\r\n</ul>","snippet":"Increase your STR score by 1. You gain proficiency with heavy armor.","activation":{"activationTime":null,"activationType":null},"features":[{"id":34,"name":null,"description":"<p>Increase your Strength score by 1, to a maximum of 20.</p>"},{"id":35,"name":null,"description":"<p>You gain proficiency with heavy armor.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":24,"entityTypeId":1088085227,"name":"Heavy Armor Master","description":"<p>You can use your armor to deflect strikes that would kill others. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength score by 1, to a maximum of 20.</li>\r\n<li>While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.</li>\r\n</ul>","snippet":"Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.","activation":{"activationTime":null,"activationType":null},"features":[{"id":36,"name":null,"description":"<p>Increase your Strength score by 1, to a maximum of 20.</p>"},{"id":37,"name":null,"description":"<p>While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":25,"entityTypeId":1088085227,"name":"Inspiring Leader","description":"<p>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.</p>","snippet":"You can spend 10 minutes inspiring your companions. Choose up to 6 allies (including yourself) that can see or hear and can understand you within 30 ft. Each creature gains {{characterlevel+modifier:cha#unsigned}} temp HP once per short rest.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":167},{"id":26,"entityTypeId":1088085227,"name":"Keen Mind","description":"<p>You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.</p>\r\n<ul>\r\n<li>Increase your Intelligence score by 1, to a maximum of 20.</li>\r\n<li>You always know which way is north.</li>\r\n<li>You always know the number of hours left before the next sunrise or sunset.</li>\r\n<li>You can accurately recall anything you have seen or heard within the past month.</li>\r\n</ul>","snippet":"Increase your INT score by 1. You always know which way is north, the number of hours left before the next sunrise or sunset, and can accurately recall anything you have seen or heard within the past month.","activation":{"activationTime":null,"activationType":null},"features":[{"id":38,"name":null,"description":"<p>Increase your Intelligence score by 1, to a maximum of 20.</p>"},{"id":39,"name":null,"description":"<p>You always know which way is north.</p>"},{"id":40,"name":null,"description":"<p>You always know the number of hours left before the next sunrise or sunset.</p>"},{"id":41,"name":null,"description":"<p>You can accurately recall anything you have seen or heard within the past month.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":27,"entityTypeId":1088085227,"name":"Lightly Armored","description":"<p>You have trained to master the use of light armor, gaining the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength or Dexterity score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency with light armor.</li>\r\n</ul>","snippet":"Increase your STR or DEX score by 1. You gain proficiency with light armor.","activation":{"activationTime":null,"activationType":null},"features":[{"id":42,"name":null,"description":"<p>Increase your Strength or Dexterity score by 1, to a maximum of 20.</p>"},{"id":43,"name":null,"description":"<p>You gain proficiency with light armor.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":28,"entityTypeId":1088085227,"name":"Linguist","description":"<p>You have studied languages and codes, gaining the following benefits:</p>\r\n<ul>\r\n<li>Increase your Intelligence score by 1, to a maximum of 20.</li>\r\n<li>You learn three languages of your choice.</li>\r\n<li>You can ably create written 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.</li>\r\n</ul>","snippet":"Increase your INT score by 1. You learn three languages of your choice. You can create written ciphers that others can't decipher you teach them, they succeed on an INT check (DC {{proficiency+abilityScore:int}}, or they use magic to decipher it.","activation":{"activationTime":null,"activationType":null},"features":[{"id":44,"name":null,"description":"<p>Increase your Intelligence score by 1, to a maximum of 20.</p>"},{"id":45,"name":null,"description":"<p>You learn three languages of your choice.</p>"},{"id":46,"name":null,"description":"<p>You can ably create written 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.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":29,"entityTypeId":1088085227,"name":"Lucky","description":"<p>You have inexplicable luck that seems to kick in at just the right moment.</p>\r\n<ul>\r\n<li>You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one 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.</li>\r\n<li>You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.</li>\r\n<li>You regain your expended luck points when you finish a long rest.</li>\r\n</ul>","snippet":"You have 3 luck points per long rest. Whenever you make an attack roll, an ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and you choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.","activation":{"activationTime":null,"activationType":null},"features":[{"id":47,"name":null,"description":"<p>You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one 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.</p>"},{"id":48,"name":null,"description":"<p>You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.</p>"},{"id":49,"name":null,"description":"<p>You regain your expended luck points when you finish a long rest.</p>"}],"sourceId":2,"sourcePageNumber":167},{"id":30,"entityTypeId":1088085227,"name":"Mage Slayer","description":"<p>You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:</p>\r\n<ul>\r\n<li>When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.</li>\r\n<li>When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.</li>\r\n<li>You have advantage on saving throws against spells cast by creatures within 5 feet of you.</li>\r\n</ul>","snippet":"When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature, and when you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You also have advantage on saving throws against spells cast by creatures within 5 ft. of you.","activation":{"activationTime":null,"activationType":null},"features":[{"id":50,"name":null,"description":"<p>When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.</p>"},{"id":51,"name":null,"description":"<p>When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.</p>"},{"id":52,"name":null,"description":"<p>You have advantage on saving throws against spells cast by creatures within 5 feet of you.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":32,"entityTypeId":1088085227,"name":"Martial Adept","description":"<p>You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:</p>\r\n<ul>\r\n<li>You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</li>\r\n<li>You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</li>\r\n</ul>","snippet":"You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC is {{savedc:str,dex}}. You gain one superiority die per short rest, which is a d6, that is used to fuel your maneuvers.","activation":{"activationTime":null,"activationType":null},"features":[{"id":55,"name":null,"description":"<p>You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).</p>"},{"id":56,"name":null,"description":"<p>If you already have superiority dice, you add one more to your existing pool; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":33,"entityTypeId":1088085227,"name":"Medium Armor Master","description":"<p>You have practiced moving in medium armor to gain the following benefits:</p>\r\n<ul>\r\n<li>Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.</li>\r\n<li>When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.</li>\r\n</ul>","snippet":"Wearing medium armor doesn't impose disadvantage on your Stealth checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a DEX of 16 or higher.","activation":{"activationTime":null,"activationType":null},"features":[{"id":57,"name":null,"description":"<p>Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.</p>"},{"id":58,"name":null,"description":"<p>When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":34,"entityTypeId":1088085227,"name":"Mobile","description":"<p>You are exceptionally speedy and agile. You gain the following benefits:</p>\r\n<ul>\r\n<li>Your speed increases by 10 feet.</li>\r\n<li>When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.</li>\r\n<li>When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</li>\r\n</ul>","snippet":"Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.","activation":{"activationTime":null,"activationType":null},"features":[{"id":59,"name":null,"description":"<p>Your speed increases by 10 feet.</p>"},{"id":60,"name":null,"description":"<p>When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.</p>"},{"id":61,"name":null,"description":"<p>When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":35,"entityTypeId":1088085227,"name":"Moderately Armored","description":"<p>You have trained to master the use of medium armor and shields, gaining the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength or Dexterity score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency with medium armor and shields.</li>\r\n</ul>","snippet":"Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields.","activation":{"activationTime":null,"activationType":null},"features":[{"id":62,"name":null,"description":"<p>Increase your Strength or Dexterity score by 1, to a maximum of 20.</p>"},{"id":63,"name":null,"description":"<p>You gain proficiency with medium armor and shields.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":36,"entityTypeId":1088085227,"name":"Mounted Combatant","description":"<p>You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:</p>\r\n<ul>\r\n<li>You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.</li>\r\n<li>You can force an attack targeted at your mount to target you instead.</li>\r\n<li>If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</li>\r\n</ul>","snippet":"While you are mounted and aren't incapacitated, you have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. You can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a DEX saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.","activation":{"activationTime":null,"activationType":null},"features":[{"id":64,"name":null,"description":"<p>You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.</p>"},{"id":65,"name":null,"description":"<p>You can force an attack targeted at your mount to target you instead.</p>"},{"id":66,"name":null,"description":"<p>If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":37,"entityTypeId":1088085227,"name":"Observant","description":"<p>Quick to notice details of your environment, you gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Intelligence or Wisdom score by 1, to a maximum of 20.</li>\r\n<li>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.</li>\r\n<li>You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.</li>\r\n</ul>","snippet":"Increase your INT or WIS score by 1. 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. You have a +5 bonus to your passive Perception and passive Investigation scores.","activation":{"activationTime":null,"activationType":null},"features":[{"id":67,"name":null,"description":"<p>Increase your Intelligence or Wisdom score by 1, to a maximum of 20.</p>"},{"id":68,"name":null,"description":"<p>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.</p>"},{"id":69,"name":null,"description":"<p>You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.</p>"}],"sourceId":2,"sourcePageNumber":168},{"id":38,"entityTypeId":1088085227,"name":"Polearm Master","description":"<p>You can keep your enemies at bay with reach weapons. You gain the following benefits:</p>\r\n<ul>\r\n<li>When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.</li>\r\n<li>While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.</li>\r\n</ul>","snippet":"When you take the Attack action with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon that uses the same ability modifier as the primary attack and has a damage die of d4 (bludgeoning). While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.","activation":{"activationTime":null,"activationType":null},"features":[{"id":70,"name":null,"description":"<p>When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.</p>"},{"id":71,"name":null,"description":"<p>While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.</p>"},{"id":129,"name":null,"description":""}],"sourceId":2,"sourcePageNumber":168},{"id":41,"entityTypeId":1088085227,"name":"Sentinel","description":"<p>You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:</p>\r\n<ul>\r\n<li>When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.</li>\r\n<li>Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.</li>\r\n<li>When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.</li>\r\n</ul>","snippet":"When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action. When a creature within 5 ft. of you makes an attack against a target other than you, you can use your reaction to make a melee weapon attack against the attacking creature.","activation":{"activationTime":null,"activationType":null},"features":[{"id":76,"name":null,"description":"<p>When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.</p>"},{"id":77,"name":null,"description":"<p>Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.</p>"},{"id":78,"name":null,"description":"<p>When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.</p>"}],"sourceId":2,"sourcePageNumber":169},{"id":42,"entityTypeId":1088085227,"name":"Sharpshooter","description":"<p>You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:</p>\r\n<ul>\r\n<li>Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.</li>\r\n<li>Your ranged weapon attacks ignore half cover and three-quarters cover.</li>\r\n<li>Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.</li>\r\n</ul>","snippet":"Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls and your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.","activation":{"activationTime":null,"activationType":null},"features":[{"id":79,"name":null,"description":"<p>Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.</p>"},{"id":80,"name":null,"description":"<p>Your ranged weapon attacks ignore half cover and three-quarters cover.</p>"},{"id":81,"name":null,"description":"<p>Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":43,"entityTypeId":1088085227,"name":"Shield Master","description":"<p>You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:</p>\r\n<ul>\r\n<li>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.</li>\r\n<li>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.</li>\r\n<li>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.</li>\r\n</ul>","snippet":"If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield. If you aren't incapacitated, you can add your shield's AC bonus to any DEX saving throw you make against effects that target only you, and if an effect allows half damage on success, you can use your reaction to take no damage.","activation":{"activationTime":null,"activationType":null},"features":[{"id":82,"name":null,"description":"<p>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.</p>"},{"id":83,"name":null,"description":"<p>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.</p>"},{"id":84,"name":null,"description":"<p>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":44,"entityTypeId":1088085227,"name":"Skilled","description":"<p>You gain proficiency in any combination of three skills or tools of your choice.</p>","snippet":"You gain proficiency in any combination of three skills or tools of your choice.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":170},{"id":45,"entityTypeId":1088085227,"name":"Skulker","description":"<p>You are expert at slinking through shadows. You gain the following benefits:</p>\r\n<ul>\r\n<li>You can try to hide when you are lightly obscured from the creature from which you are hiding.</li>\r\n<li>When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.</li>\r\n<li>Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.</li>\r\n</ul>","snippet":"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 Perception checks relying on sight.","activation":{"activationTime":null,"activationType":null},"features":[{"id":85,"name":null,"description":"<p>You can try to hide when you are lightly obscured from the creature from which you are hiding.</p>"},{"id":86,"name":null,"description":"<p>When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.</p>"},{"id":87,"name":null,"description":"<p>Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":46,"entityTypeId":1088085227,"name":"Spell Sniper (Bard, Sorcerer, Warlock)","description":"<p>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</p>\r\n<ul>\r\n<li>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</li>\r\n<li>Your ranged spell attacks ignore half cover and three-quarters cover.</li>\r\n<li>You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, sorcerer, or warlock spell list. Your spellcasting ability for this cantrip is Charisma.</li>\r\n</ul>","snippet":"When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll from your chosen class spell list (CHA is your spellcasting ability for it).","activation":{"activationTime":null,"activationType":null},"features":[{"id":88,"name":null,"description":"<p>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</p>"},{"id":89,"name":null,"description":"<p>Your ranged spell attacks ignore half cover and three-quarters cover.</p>"},{"id":90,"name":null,"description":"<p>You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":47,"entityTypeId":1088085227,"name":"Svirfneblin Magic","description":"<p>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.</p>\r\n<p>Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.</p>","snippet":"You can cast nondetection on yourself at will, without needing a material component. You can also cast blindness/deafness, blur, and disguise self once each per long rest. INT is your spellcasting ability and you cast these spells at their lowest possible level.","activation":{"activationTime":null,"activationType":null},"features":[{"id":91,"name":null,"description":"<p>Intelligence is your spellcasting ability for these spells, and you cast them at their lowest possible levels.</p>"},{"id":122,"name":null,"description":"<p>You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast [spell]nondetection[/spell] on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: [spell]blindness/deafness[/spell], [spell]blur[/spell], and [spell]disguise self[/spell]. You regain the ability to cast these spells when you finish a long rest.</p>"}],"sourceId":4,"sourcePageNumber":null},{"id":48,"entityTypeId":1088085227,"name":"Tavern Brawler","description":"<p>Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength or Constitution score by 1, to a maximum of 20.</li>\r\n<li>You are proficient with improvised weapons.</li>\r\n<li>Your unarmed strike uses a d4 for damage.</li>\r\n<li>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.</li>\r\n</ul>","snippet":"Increase your STR or CON score by 1. 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.","activation":{"activationTime":null,"activationType":null},"features":[{"id":92,"name":null,"description":"<p>Increase your Strength or Constitution score by 1, to a maximum of 20.</p>"},{"id":93,"name":null,"description":"<p>You are proficient with improvised weapons.</p>"},{"id":94,"name":null,"description":"<p>Your unarmed strike uses a d4 for damage.</p>"},{"id":95,"name":null,"description":"<p>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.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":49,"entityTypeId":1088085227,"name":"Tough","description":"<p>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.</p>","snippet":"Your HP maximum increases by {{characterlevel*2}}.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":170},{"id":50,"entityTypeId":1088085227,"name":"War Caster","description":"<p>You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:</p>\r\n<ul>\r\n<li>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.</li>\r\n<li>You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.</li>\r\n<li>When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.</li>\r\n</ul>","snippet":"You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.","activation":{"activationTime":null,"activationType":null},"features":[{"id":96,"name":null,"description":"<p>You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.</p>"},{"id":97,"name":null,"description":"<p>You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.</p>"},{"id":98,"name":null,"description":"<p>When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":51,"entityTypeId":1088085227,"name":"Weapon Master","description":"<p>You have practiced extensively with a variety of weapons, gaining the following benefits:</p>\r\n<ul>\r\n<li>Increase your Strength or Dexterity score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.</li>\r\n</ul>","snippet":"Increase your STR or DEX score by 1. You gain proficiency with four weapons of your choice.","activation":{"activationTime":null,"activationType":null},"features":[{"id":99,"name":null,"description":"<p>Increase your Strength or Dexterity score by 1, to a maximum of 20.</p>"},{"id":100,"name":null,"description":"<p>You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":52,"entityTypeId":1088085227,"name":"Savage Attacker","description":"<p>Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.</p>","snippet":"Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon?s damage dice and use either total.","activation":{"activationTime":null,"activationType":null},"features":[{"id":103,"name":null,"description":"<p>Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.</p>"}],"sourceId":2,"sourcePageNumber":169},{"id":53,"entityTypeId":1088085227,"name":"Elemental Adept (Acid)","description":"<p><strong>Prerequisite: </strong>The ability to cast at least one spell</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p>When you gain this feat, you gain the following benefits:</p>\r\n<ul>\r\n<li>Spells you cast ignore resistance to acid damage. In addition, when you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.</li>\r\n<li>You can select this feat multiple times. Each time you do so, you must choose a different damage type.</li>\r\n</ul>","snippet":"Spells you cast ignore resistance to acid damage, and when you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.","activation":{"activationTime":null,"activationType":null},"features":[{"id":105,"name":null,"description":"<p>Spells you cast ignore resistance to acid damage. In addition, when you roll damage for a spell you cast that deals acid damage, you can treat any 1 on a damage die as a 2.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":54,"entityTypeId":1088085227,"name":"Elemental Adept (Cold)","description":"<p><strong>Prerequisite: </strong>The ability to cast at least one spell</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p>When you gain this feat, you gain the following benefits:</p>\r\n<ul>\r\n<li>Spells you cast ignore resistance to cold damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.</li>\r\n<li>You can select this feat multiple times. Each time you do so, you must choose a different damage type.</li>\r\n</ul>","snippet":"Spells you cast ignore resistance to cold damage, and when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.","activation":{"activationTime":null,"activationType":null},"features":[{"id":106,"name":null,"description":"<p>Spells you cast ignore resistance to cold damage. In addition, when you roll damage for a spell you cast that deals cold damage, you can treat any 1 on a damage die as a 2.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":55,"entityTypeId":1088085227,"name":"Elemental Adept (Fire)","description":"<p><strong>Prerequisite: </strong>The ability to cast at least one spell</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p>When you gain this feat, you gain the following benefits:</p>\r\n<ul>\r\n<li>Spells you cast ignore resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.</li>\r\n<li>You can select this feat multiple times. Each time you do so, you must choose a different damage type.</li>\r\n</ul>","snippet":"Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.","activation":{"activationTime":null,"activationType":null},"features":[{"id":107,"name":null,"description":"<p>Spells you cast ignore resistance to fire damage. In addition, when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":56,"entityTypeId":1088085227,"name":"Elemental Adept (Lightning)","description":"<p><strong>Prerequisite: </strong>The ability to cast at least one spell</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p>When you gain this feat, you gain the following benefits:</p>\r\n<ul>\r\n<li>Spells you cast ignore resistance to lightning damage. In addition, when you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.</li>\r\n<li>You can select this feat multiple times. Each time you do so, you must choose a different damage type.</li>\r\n</ul>","snippet":"Spells you cast ignore resistance to lightning damage, and when you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.","activation":{"activationTime":null,"activationType":null},"features":[{"id":108,"name":null,"description":"<p>Spells you cast ignore resistance to lightning damage. In addition, when you roll damage for a spell you cast that deals lightning damage, you can treat any 1 on a damage die as a 2.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":57,"entityTypeId":1088085227,"name":"Elemental Adept (Thunder)","description":"<p><strong>Prerequisite: </strong>The ability to cast at least one spell</p>\r\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\r\n<p>When you gain this feat, you gain the following benefits:</p>\r\n<ul>\r\n<li>Spells you cast ignore resistance to thunder damage. In addition, when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.</li>\r\n<li>You can select this feat multiple times. Each time you do so, you must choose a different damage type.</li>\r\n</ul>","snippet":"Spells you cast ignore resistance to thunder damage, and when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.","activation":{"activationTime":null,"activationType":null},"features":[{"id":109,"name":null,"description":"<p>Spells you cast ignore resistance to thunder damage. In addition, when you roll damage for a spell you cast that deals thunder damage, you can treat any 1 on a damage die as a 2.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":58,"entityTypeId":1088085227,"name":"Magic Initiate (Bard)","description":"<p>You learn two cantrips of your choice from the bard's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the bard's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Charisma is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the bard spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":110,"name":null,"description":"<p>You learn two cantrips of your choice from the bard's spell list.</p>"},{"id":111,"name":null,"description":"<p>In addition, choose one 1st-level spell from the bard's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":59,"entityTypeId":1088085227,"name":"Magic Initiate (Cleric)","description":"<p>You learn two cantrips of your choice from the cleric's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the cleric's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Wisdom is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the cleric spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":120,"name":null,"description":"<p>You learn two cantrips of your choice from the cleric's spell list.</p>"},{"id":121,"name":null,"description":"<p>In addition, choose one 1st-level spell from the cleric's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":60,"entityTypeId":1088085227,"name":"Magic Initiate (Druid)","description":"<p>You learn two cantrips of your choice from the druid's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the druid's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Wisdom is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the druid spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":118,"name":null,"description":"<p>You learn two cantrips of your choice from the druid's spell list.</p>"},{"id":119,"name":null,"description":"<p>In addition, choose one 1st-level spell from the druid's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":61,"entityTypeId":1088085227,"name":"Magic Initiate (Sorcerer)","description":"<p>You learn two cantrips of your choice from the sorcerer's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the sorcerer's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Charisma is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the sorcerer spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":116,"name":null,"description":"<p>You learn two cantrips of your choice from the sorcerer's spell list.</p>"},{"id":117,"name":null,"description":"<p>In addition, choose one 1st-level spell from the sorcerer's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":62,"entityTypeId":1088085227,"name":"Magic Initiate (Warlock)","description":"<p>You learn two cantrips of your choice from the warlock's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the warlock's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Charisma is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the warlock spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":114,"name":null,"description":"<p>You learn two cantrips of your choice from the warlock's spell list.</p>"},{"id":115,"name":null,"description":"<p>In addition, choose one 1st-level spell from the warlock's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":63,"entityTypeId":1088085227,"name":"Magic Initiate (Wizard)","description":"<p>You learn two cantrips of your choice from the wizard's spell list.</p>\n<ul>\n<li>In addition, choose one 1st-level spell from the wizard's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</li>\n<li>Intelligence is your spellcasting ability for these spells.</li>\n</ul>","snippet":"You learn two cantrips of your choice from the wizard spell list. You learn one 1st-level spell from that same list and can cast it at its lowest level once per long rest.","activation":{"activationTime":null,"activationType":null},"features":[{"id":112,"name":null,"description":"<p>You learn two cantrips of your choice from the wizard's spell list.</p>"},{"id":113,"name":null,"description":"<p>In addition, choose one 1st-level spell from the wizard's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.</p>"}],"sourceId":2,"sourcePageNumber":null},{"id":66,"entityTypeId":1088085227,"name":"Resilient (Strength)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your STR score by 1 and you gain proficiency in STR saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":67,"entityTypeId":1088085227,"name":"Resilient (Dexterity)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your DEX score by 1 and you gain proficiency in DEX saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":68,"entityTypeId":1088085227,"name":"Resilient (Charisma)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your CHA score by 1 and you gain proficiency in CHA saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":69,"entityTypeId":1088085227,"name":"Resilient (Intelligence)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your INT score by 1 and you gain proficiency in INT saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":70,"entityTypeId":1088085227,"name":"Resilient (Wisdom)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your WIS score by 1 and you gain proficiency in WIS saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":71,"entityTypeId":1088085227,"name":"Resilient (Constitution)","description":"<p>Choose one ability score. You gain the following benefits:</p>\r\n<ul>\r\n<li>Increase the chosen ability score by 1, to a maximum of 20.</li>\r\n<li>You gain proficiency in saving throws using the chosen ability.</li>\r\n</ul>","snippet":"Increase your CON score by 1 and you gain proficiency in CON saving throws.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":72,"entityTypeId":1088085227,"name":"Ritual Caster (Bard)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the bard's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":73,"entityTypeId":1088085227,"name":"Ritual Caster (Cleric)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the cleric's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":74,"entityTypeId":1088085227,"name":"Ritual Caster (Druid)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the druid's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":75,"entityTypeId":1088085227,"name":"Ritual Caster (Sorcerer)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the sorcerer's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":76,"entityTypeId":1088085227,"name":"Ritual Caster (Warlock)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the warlock's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":77,"entityTypeId":1088085227,"name":"Ritual Caster (Wizard)","description":"<p><strong>Prerequisite: </strong>Intelligence or Wisdom 13 or higher</p>\n<div class=\"line character height1 marginTop20 marginBottom20\"> </div>\n<p>You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.</p>\n<ul>\n<li>When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.</li>\n<li>If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.</li>\n</ul>","snippet":"When you choose this feat, you acquire a ritual book holding two 1st-level ritual spells from the wizard's spell list. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you can add it to your ritual book if it's on that spell list, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":2,"sourcePageNumber":null},{"id":78,"entityTypeId":1088085227,"name":"Spell Sniper (Cleric, Druid)","description":"<p>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</p>\r\n<ul>\r\n<li>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</li>\r\n<li>Your ranged spell attacks ignore half cover and three-quarters cover.</li>\r\n<li>You learn one cantrip that requires an attack roll. Choose the cantrip from the cleric or druid spell list. Your spellcasting ability for this cantrip is Wisdom.</li>\r\n</ul>","snippet":"When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll from your chosen class spell list (WIS is your spellcasting ability for it).","activation":{"activationTime":null,"activationType":null},"features":[{"id":123,"name":null,"description":"<p>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</p>"},{"id":124,"name":null,"description":"<p>Your ranged spell attacks ignore half cover and three-quarters cover.</p>"},{"id":125,"name":null,"description":"<p>You learn one cantrip that requires an attack roll. Choose the cantrip from the cleric or druid spell list. Your spellcasting ability for this cantrip is Wisdom.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":79,"entityTypeId":1088085227,"name":"Spell Sniper (Wizard)","description":"<p>You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:</p>\r\n<ul>\r\n<li>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</li>\r\n<li>Your ranged spell attacks ignore half cover and three-quarters cover.</li>\r\n<li>You learn one cantrip that requires an attack roll. Choose the cantrip from the wizard spell list. Your spellcasting ability for this cantrip is Intelligence.</li>\r\n</ul>","snippet":"When you cast a spell that requires you to make an attack roll, the spell's range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. You learn one cantrip that requires an attack roll from your chosen class spell list (INT is your spellcasting ability for it).","activation":{"activationTime":null,"activationType":null},"features":[{"id":126,"name":null,"description":"<p>When you cast a spell that requires you to make an attack roll, the spell's range is doubled.</p>"},{"id":127,"name":null,"description":"<p>Your ranged spell attacks ignore half cover and three-quarters cover.</p>"},{"id":128,"name":null,"description":"<p>You learn one cantrip that requires an attack roll. Choose the cantrip from the wizard spell list. Your spellcasting ability for this cantrip is Intelligence.</p>"}],"sourceId":2,"sourcePageNumber":170},{"id":80,"entityTypeId":1088085227,"name":"Bountiful Luck","description":"<p class=\"Core-Styles_Core-Body\">Your people have extraordinary luck, which you have learned to mystically 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!</p>\r\n<p class=\"Core-Styles_Core-Body\">When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.</p>","snippet":"When an ally you can see within 30 ft. of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll, and you can?t use your Lucky racial trait before the end of your next turn.","activation":{"activationTime":1,"activationType":4},"features":[],"sourceId":27,"sourcePageNumber":73},{"id":81,"entityTypeId":1088085227,"name":"Wood Elf Magic","description":"<p>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 <span class=\"Serif-Character-Style_Italic-Serif\">longstrider</span> and <span class=\"Serif-Character-Style_Italic-Serif\">pass without trace</span> spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.</p>","snippet":"You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once per long rest without expending a spell slot. WIS is your spellcasting ability for all three spells.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":82,"entityTypeId":1088085227,"name":"Dragon Fear","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">When angered, you can radiate menace. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.</li>\r\n</ul>","snippet":"Increase your STR, CON, or CHA score by 1. You can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice that can hear or see you within 30 ft.to make a WIS saving throw (DC {{savedc:cha}}). On failure, a target becomes frightened of you for 1 minute, or until it takes any damage (repeating the saving throw, ending on success).","activation":{"activationTime":null,"activationType":8},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":83,"entityTypeId":1088085227,"name":"Squat Nimbleness","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You are uncommonly nimble for your race. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Strength or Dexterity score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your walking speed by 5 feet.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You gain proficiency in the Acrobatics or Athletics skill (your choice).</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.</li>\r\n</ul>","snippet":"Increase your STR or DEX score by 1. Increase your walking speed by 5 ft. You gain proficiency in the Acrobatics or Athletics skill, and you have advantage on any Athletics or Acrobatics check you make to escape from being grappled.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":84,"entityTypeId":1088085227,"name":"Dragon Hide","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.</li>\r\n</ul>","snippet":"Increase your STR, CON, or CHA score by 1. While you aren?t wearing armor, you can calculate your AC as 13 + your DEX modifier. You can use a shield and still gain this benefit.\nYou gain retractable claws as natural weapons that deal 1d4 + {{modifier:str#unsigned}} slashing damage.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":85,"entityTypeId":1088085227,"name":"Drow High Magic","description":"<p>You learn more of the magic typical of dark elves. You learn the <span class=\"Serif-Character-Style_Italic-Serif\"><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/detect-magic\" data-tooltip-href=\"//www.dndbeyond.com/spells/2065-tooltip?disable-webm=1&disable-webm=1\">detect magic</a></span> spell and can cast it at will, without expending a spell slot. You also learn <span class=\"Serif-Character-Style_Italic-Serif\"><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/levitate\" data-tooltip-href=\"//www.dndbeyond.com/spells/2165-tooltip?disable-webm=1&disable-webm=1\">levitate</a></span> and <span class=\"Serif-Character-Style_Italic-Serif\"><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/dispel-magic\" data-tooltip-href=\"//www.dndbeyond.com/spells/2072-tooltip?disable-webm=1&disable-webm=1\">dispel magic</a></span>, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.</p>","snippet":"You learn the detect magic spell and can cast it at will. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot once per long rest. CHA is your spellcasting ability for all three spells.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":86,"entityTypeId":1088085227,"name":"Second Chance","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Fortune favors you when someone tries to strike you. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.</li>\r\n</ul>","snippet":"Increase your DEX, CON, or CHA score by 1. When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can?t use it again until you roll initiative at the start of combat or until you finish a short or long rest.","activation":{"activationTime":1,"activationType":4},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":87,"entityTypeId":1088085227,"name":"Dwarven Fortitude","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Constitution score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).</li>\r\n</ul>","snippet":"Increase your CON score by 1. Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself for the die's total plus your CON modifier ({{(modifier:con)@min:1#signed}}).","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":88,"entityTypeId":1088085227,"name":"Prodigy","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You have a knack for learning new things. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.</li>\r\n</ul>","snippet":"You gain one skill proficiency, one tool proficiency, and learn one language of your choice. You gain expertise (apply twice your proficiency bonus) with one chosen skill.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":89,"entityTypeId":1088085227,"name":"Elven Accuracy","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.</li>\r\n</ul>","snippet":"Increase your DEX, INT, WIS, or CHA score by 1. Whenever you have advantage on an attack roll using one of those modifiers, you can reroll one of the dice once.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":90,"entityTypeId":1088085227,"name":"Fade Away","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Dexterity or Intelligence score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.</li>\r\n</ul>","snippet":"Increase your DEX or INT score by 1. Once per short rest, immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw.","activation":{"activationTime":1,"activationType":4},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":91,"entityTypeId":1088085227,"name":"Orcish Fury","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Your inner fury burns tirelessly. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Strength or Constitution score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">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.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.</li>\r\n</ul>","snippet":"Increase your STR or CON score by 1, to a maximum of 20. Once per short rest, 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. Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.","activation":{"activationTime":1,"activationType":4},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":92,"entityTypeId":1088085227,"name":"Fey Teleportation","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Intelligence or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You learn to speak, read, and write Sylvan.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You learn the <span class=\"Serif-Character-Style_Italic-Serif\"><a class=\"tooltip-hover spell-tooltip\" href=\"https://www.dndbeyond.com/spells/misty-step\" data-tooltip-href=\"//www.dndbeyond.com/spells/2195-tooltip?disable-webm=1&disable-webm=1\">misty step</a></span> spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.</li>\r\n</ul>","snippet":"Increase your INT or CHA score by 1. You learn to speak, read, and write Sylvan. You learn the misty step spell and once per short rest you can cast it without expending a spell slot. INT is your spellcasting ability for this spell.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":74},{"id":93,"entityTypeId":1088085227,"name":"Infernal Constitution","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Fiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Constitution score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You have resistance to cold damage and poison damage.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">You have advantage on saving throws against being poisoned.</li>\r\n</ul>","snippet":"Increase your CON score by 1. You have resistance to cold damage and poison damage, and you have advantage on saving throws against being poisoned.","activation":{"activationTime":null,"activationType":null},"features":[],"sourceId":27,"sourcePageNumber":75},{"id":94,"entityTypeId":1088085227,"name":"Flames of Phlegethos","description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">You learn to call on hellfire to serve your commands. You gain the following benefits:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">Increase your Intelligence or Charisma score by 1, to a maximum of 20.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.</li>\r\n</ul>","snippet":"Increase your INT or CHA score by 1. When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice and use the new roll. Whenever you cast a spell that deals fire damage, you can wreathe yourself in flames that don't harm you and shed bright light out to 30 ft. (dim light for another 30 ft.) until the end of your next turn. While the flames are present, any creature within 5 ft. of you that hits you with a melee attack takes 1d4 fire 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For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dod<span class=\"No-Break\">ge action.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the <span class=\"Serif-Character-Style_Italic-Serif\">banishment</span> spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishm<span class=\"No-Break\">ent table.</span></p>\r\n<h5 class=\"Table-Styles_Table-Title\"><strong>Arcane Banishment</strong></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th style=\"text-align: left;\">Cleric Level</th>\r\n<th>Banishes Creatures of CR …</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td style=\"text-align: left;\">5th</td>\r\n<td>1/2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td style=\"text-align: left;\">8th</td>\r\n<td>1 or lower</td>\r\n</tr>\r\n<tr>\r\n<td style=\"text-align: left;\">11th</td>\r\n<td>2 or lower</td>\r\n</tr>\r\n<tr>\r\n<td style=\"text-align: left;\">14th</td>\r\n<td>3 or lower</td>\r\n</tr>\r\n<tr>\r\n<td style=\"text-align: left;\">17th</td>\r\n<td>4 or lower</td>\r\n</tr>\r\n</tbody>\r\n</table>","requiredLevel":2,"displayOrder":2},{"id":480,"name":"Spell Breaker","prerequisite":null,"description":"<p>Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the heal<span class=\"No-Break\">ing spell.</span></p>","requiredLevel":6,"displayOrder":3},{"id":481,"name":"Potent Spellcasting","prerequisite":null,"description":"<p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleri<span class=\"No-Break\">c cantrip.</span></p>","requiredLevel":8,"displayOrder":4},{"id":482,"name":"Arcane Mastery","prerequisite":null,"description":"<p>At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spell<span class=\"No-Break\">s for you.</span></p>","requiredLevel":17,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":13,"sourcePageNumber":null},{"id":84,"name":"Death Domain","description":"<p>The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires.</p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#DeathDomain","spellCastingAbilityId":5,"sourceIds":[3],"hitDice":8,"classFeatures":[{"id":595,"name":"Bonus Proficiency","prerequisite":null,"description":"<p>When the cleric chooses this domain at 1st level, he or she gains proficiency with martia<span class=\"No-Break\">l weapons.</span></p>","requiredLevel":1,"displayOrder":1},{"id":596,"name":"Reaper","prerequisite":null,"description":"<p>At 1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of e<span class=\"No-Break\">ach other.</span></p>","requiredLevel":1,"displayOrder":2},{"id":597,"name":"Channel Divinity: Touch of Death","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, the cleric can use Channel Divinity to destroy another creature’s life force<span class=\"No-Break\"> by touch.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">When the cleric hits a creature with a melee attack, the cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her cle<span class=\"No-Break\">ric level.</span></p>","requiredLevel":2,"displayOrder":3},{"id":598,"name":"Inescapable Destruction","prerequisite":null,"description":"<p>Starting at 6th level, the cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s cleric spells and Channel Divinity options ignores resistance to necrot<span class=\"No-Break\">ic damage.</span></p>","requiredLevel":6,"displayOrder":4},{"id":599,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, the cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the cleric reaches 14th level, the extra damage increas<span class=\"No-Break\">es to 2d8.</span></p>","requiredLevel":8,"displayOrder":5},{"id":600,"name":"Improved Reaper","prerequisite":null,"description":"<p>Starting at 17th level, when the cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the cleric must provide them for ea<span class=\"No-Break\">ch target.</span></p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":3,"sourcePageNumber":null},{"id":87,"name":"Forge Domain","description":"<p class=\"Core-Styles_Core-Body\">The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.</p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#ForgeDomain","spellCastingAbilityId":5,"sourceIds":[27],"hitDice":8,"classFeatures":[{"id":612,"name":"Domain Spells","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain sp<span class=\"No-Break\">ells work.</span></p>\r\n<h5 class=\"Table-Styles_Table-Title\"><strong>Forge Domain Spells</strong></h5>\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">CLERIC LEVEL</span></th>\r\n<th><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">SPELLS</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1st</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">identify</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">searing smite</span></td>\r\n</tr>\r\n<tr>\r\n<td>3rd</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">heat metal</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">magic weapon</span></td>\r\n</tr>\r\n<tr>\r\n<td>5th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">elemental weapon</span>,<span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\"> protection from energy</span></td>\r\n</tr>\r\n<tr>\r\n<td>7th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fabricate</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">wall of fire</span></td>\r\n</tr>\r\n<tr>\r\n<td>9th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">animate objects</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">creation</span></td>\r\n</tr>\r\n</tbody>\r\n</table>","requiredLevel":1,"displayOrder":1},{"id":613,"name":"Bonus Proficiencies","prerequisite":null,"description":"<p>When you choose this domain at 1st level, you gain proficiency with heavy armor and smit<span class=\"No-Break\">h’s tools.</span></p>","requiredLevel":1,"displayOrder":2},{"id":614,"name":"Blessing of the Forge","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s<span class=\"No-Break\"> a weapon.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a <span class=\"No-Break\">long rest.</span></p>","requiredLevel":1,"displayOrder":3},{"id":615,"name":"Channel Divinity: Artisan's Blessing","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, you can use your Channel Divinity to create sim<span class=\"No-Break\">ple items.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the <span class=\"Serif-Character-Style_Italic-Serif\">Player’s Handbook</span> for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 fe<span class=\"No-Break\">et of you.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the<span class=\"No-Break\"> creation.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during t<span class=\"No-Break\">he ritual.</span></p>","requiredLevel":2,"displayOrder":4},{"id":616,"name":"Soul of the Forge","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">Starting at 6th level, your mastery of the forge grants you special <span class=\"No-Break\">abilities:</span></p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">You gain resistance to fi<span class=\"No-Break\">re damage.</span></li>\r\n<li class=\"Core-Styles_Core-Bulleted\">While wearing heavy armor, you gain a +1 bo<span class=\"No-Break\">nus to AC.</span></li>\r\n</ul>","requiredLevel":6,"displayOrder":5},{"id":617,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increas<span class=\"No-Break\">es to 2d8.</span></p>","requiredLevel":8,"displayOrder":6},{"id":618,"name":"Saint of Forge and Fire","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">At 17th level, your blessed affinity with fire and metal becomes more<span class=\"No-Break\"> powerful:</span></p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">You gain immunity to fi<span class=\"No-Break\">re damage.</span></li>\r\n<li class=\"Core-Styles_Core-Bulleted\">While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagica<span class=\"No-Break\">l attacks.</span></li>\r\n</ul>","requiredLevel":17,"displayOrder":7}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":27,"sourcePageNumber":18},{"id":98,"name":"Grave Domain","description":"<p>Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.</p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#GraveDomain","spellCastingAbilityId":5,"sourceIds":[27],"hitDice":8,"classFeatures":[{"id":663,"name":"Domain Spells","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the Divine Domain class feature for how domain spells work.</p>\r\n<h4 id=\"GraveDomainSpells\" class=\"quick-menu-exclude Table-Styles_Table-Title\">Grave Domain Spells</h4>\r\n<div class=\"table-overflow-wrapper\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Cleric Level</span></th>\r\n<th><span class=\"Sans-Serif-Character-Styles_Bold-Sans-Serif\">Spells</span></th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>1st</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">false life</span></td>\r\n</tr>\r\n<tr>\r\n<td>3rd</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">gentle repose</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">ray of enfeeblement</span></td>\r\n</tr>\r\n<tr>\r\n<td>5th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">revivify</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">vampiric touch</span></td>\r\n</tr>\r\n<tr>\r\n<td>7th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">blight</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">death ward</span></td>\r\n</tr>\r\n<tr>\r\n<td>9th</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">antilife shell</span>, <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">raise dead</span></td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>","requiredLevel":1,"displayOrder":1},{"id":664,"name":"Circle of Mortality","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.</p>\r\n<p class=\"Core-Styles_Core-Body\">In addition, you learn the <em><span class=\"Serif-Character-Style_Italic-Serif\">spare the dying</span></em><span class=\"Serif-Character-Style_Italic-Serif\"></span> cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.</p>","requiredLevel":1,"displayOrder":2},{"id":666,"name":"Eyes of the Grave","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</p>","requiredLevel":1,"displayOrder":3},{"id":667,"name":"Channel Divinity: Path to the Grave","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.</p>\r\n<p class=\"Core-Styles_Core-Body\">As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.</p>","requiredLevel":2,"displayOrder":4},{"id":669,"name":"Sentinel at Death?s Door","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.</p>\r\n<p class=\"Core-Styles_Core-Body\">You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.</p>","requiredLevel":6,"displayOrder":5},{"id":670,"name":"Potent Spellcasting","prerequisite":null,"description":"<p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p>","requiredLevel":8,"displayOrder":6},{"id":672,"name":"Keeper of Souls","prerequisite":null,"description":"<p>Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.</p>","requiredLevel":17,"displayOrder":7}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":27,"sourcePageNumber":19},{"id":29,"name":"Knowledge Domain","description":"<p>The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, <span class=\"No-Break\">and Goibhniu.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#KnowledgeDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":125,"name":"Blessings of Knowledge","prerequisite":null,"description":"<p>At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature,<span class=\"No-Break\"> or Religion.</span></p>\r\n<p>Your proficiency bonus is doubled for any ability check you make that uses either of those skills.</p>","requiredLevel":1,"displayOrder":1},{"id":126,"name":"Channel Divinity: Knowledge of the Ages","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.</p>","requiredLevel":2,"displayOrder":2},{"id":127,"name":"Channel Divinity: Read Thoughts","prerequisite":null,"description":"<p>At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.</p>\r\n<p>As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.</p>\r\n<p>If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.</p>\r\n<p>During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.</p>","requiredLevel":6,"displayOrder":3},{"id":128,"name":"Potent Spellcasting","prerequisite":null,"description":"<p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p>","requiredLevel":8,"displayOrder":4},{"id":129,"name":"Visions of the Past","prerequisite":null,"description":"<p>Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.</p>\r\n<p>Once you use this feature, you can’t use it again until you finish a short or long rest.</p>\r\n<p><strong>Object Reading.</strong> Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.</p>\r\n<p><strong>Area Reading.</strong> As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.</p>","requiredLevel":17,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":59},{"id":19,"name":"Life Domain","description":"<p>The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, <span class=\"No-Break\">and Boldrei).</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#LifeDomain","spellCastingAbilityId":5,"sourceIds":[1],"hitDice":8,"classFeatures":[{"id":130,"name":"Bonus Proficiency","prerequisite":null,"description":"<p>When you choose this domain at 1st level, you gain proficiency with heavy armor.</p>","requiredLevel":1,"displayOrder":1},{"id":131,"name":"Disciple of Life","prerequisite":null,"description":"<p>Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.</p>","requiredLevel":1,"displayOrder":2},{"id":132,"name":"Channel Divinity: Preserve Life","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.</p>\r\n<p>As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.</p>","requiredLevel":2,"displayOrder":3},{"id":133,"name":"Blessed Healer","prerequisite":null,"description":"<p>Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.</p>","requiredLevel":6,"displayOrder":4},{"id":134,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":5},{"id":135,"name":"Supreme Healing","prerequisite":null,"description":"<p>Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":1,"sourcePageNumber":60},{"id":30,"name":"Light Domain","description":"<p>Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning a<span class=\"No-Break\">way darkness.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#LightDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":136,"name":"Bonus Cantrip","prerequisite":null,"description":"<p>When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.</p>","requiredLevel":1,"displayOrder":1},{"id":137,"name":"Warding Flare","prerequisite":null,"description":"<p>Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.</p>\r\n<p>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":138,"name":"Channel Divinity: Radiance of the Dawn","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.</p>\r\n<p>As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.</p>","requiredLevel":2,"displayOrder":3},{"id":139,"name":"Improved Flare","prerequisite":null,"description":"<p>Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.</p>","requiredLevel":6,"displayOrder":4},{"id":140,"name":"Potent Spellcasting","prerequisite":null,"description":"<p>Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p>","requiredLevel":8,"displayOrder":5},{"id":141,"name":"Corona of Light","prerequisite":null,"description":"<p>Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":60},{"id":31,"name":"Nature Domain","description":"<p>Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who ange<span class=\"No-Break\">r their gods.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#NatureDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":142,"name":"Acolyte of Nature","prerequisite":null,"description":"<p>At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature,<span class=\"No-Break\"> or Survival.</span></p>","requiredLevel":1,"displayOrder":1},{"id":143,"name":"Bonus Proficiency","prerequisite":null,"description":"<p>Also at 1st level, you gain proficiency with heavy armor.</p>","requiredLevel":1,"displayOrder":2},{"id":144,"name":"Channel Divinity: Charm Animals and Plants","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.</p>\r\n<p>As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.</p>","requiredLevel":2,"displayOrder":3},{"id":145,"name":"Dampen Elements","prerequisite":null,"description":"<p>Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.</p>","requiredLevel":6,"displayOrder":4},{"id":146,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":5},{"id":147,"name":"Master of Nature","prerequisite":null,"description":"<p>At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":61},{"id":32,"name":"Tempest Domain","description":"<p>Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off <span class=\"No-Break\">divine wrath.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#TempestDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":148,"name":"Bonus Proficiencies","prerequisite":null,"description":"<p>At 1st level, you gain proficiency with martial weapons and heavy armor.</p>","requiredLevel":1,"displayOrder":1},{"id":149,"name":"Wrath of the Storm","prerequisite":null,"description":"<p>Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.</p>\r\n<p>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":150,"name":"Channel Divinity: Destructive Wrath","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.</p>\r\n<p>When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.</p>","requiredLevel":2,"displayOrder":3},{"id":151,"name":"Thunderbolt Strike","prerequisite":null,"description":"<p>At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.</p>","requiredLevel":6,"displayOrder":4},{"id":152,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":5},{"id":153,"name":"Stormborn","prerequisite":null,"description":"<p>At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":62},{"id":33,"name":"Trickery Domain","description":"<p>Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct c<span class=\"No-Break\">onfrontation.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#TrickeryDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":154,"name":"Blessing of the Trickster","prerequisite":null,"description":"<p>Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.</p>","requiredLevel":1,"displayOrder":1},{"id":155,"name":"Channel Divinity: Invoke Duplicity","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.</p>\r\n<p>As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.</p>\r\n<p>For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.</p>","requiredLevel":2,"displayOrder":2},{"id":156,"name":"Channel Divinity: Cloak of Shadows","prerequisite":null,"description":"<p>Starting at 6th level, you can use your Channel Divinity to vanish.</p>\r\n<p>As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.</p>","requiredLevel":6,"displayOrder":3},{"id":157,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":4},{"id":158,"name":"Improved Duplicity","prerequisite":null,"description":"<p>At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.</p>","requiredLevel":17,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":62},{"id":34,"name":"War Domain","description":"<p>War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any <span class=\"No-Break\">circumstance.</span></p>","equipmentDescription":null,"parentClassId":2,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/cleric#WarDomain","spellCastingAbilityId":5,"sourceIds":[2],"hitDice":8,"classFeatures":[{"id":159,"name":"Bonus Proficiencies","prerequisite":null,"description":"<p>At 1st level, you gain proficiency with martial weapons and heavy armor.</p>","requiredLevel":1,"displayOrder":1},{"id":160,"name":"War Priest","prerequisite":null,"description":"<p>From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.</p>\r\n<p>You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":161,"name":"Channel Divinity: Guided Strike","prerequisite":null,"description":"<p>Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</p>","requiredLevel":2,"displayOrder":3},{"id":162,"name":"Channel Divinity: War God?s Blessing","prerequisite":null,"description":"<p>At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.</p>","requiredLevel":6,"displayOrder":4},{"id":163,"name":"Divine Strike","prerequisite":null,"description":"<p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</p>","requiredLevel":8,"displayOrder":5},{"id":164,"name":"Avatar of Battle","prerequisite":null,"description":"<p>At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</p>","requiredLevel":17,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":true,"spellPrepareType":1,"spellContainerName":null,"sourceId":2,"sourcePageNumber":63},{"id":11370,"name":"Blood Mage","description":"<p>Blood mages employ dark rites, originally taught to mortals by demons, in order to access more powerful magic. They must be willing to sacrifice their own life force or that of others in order to wield this power.</p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#BloodMage","spellCastingAbilityId":6,"sourceIds":[],"hitDice":6,"classFeatures":[{"id":52958,"name":"Dark Magic","prerequisite":null,"description":"<p>You gain the Thaumaturgy cantrip. In addition, your affinity for dark powers allows you to mirror the wounds you inflict upon yourself onto others. You learn the Inflict Wounds spell. It is a Sorcerer spell for you, but it doesn't count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell form the Sorcerer spell list.</p>","requiredLevel":1,"displayOrder":1},{"id":52944,"name":"Dark Vitality","prerequisite":null,"description":"<p>The power coursing through your blood makes you more physically resilient. At 1st level, your hit point maximum increase by 2 and increases by 2 again whenever you gain a level in this class.</p>\r\n<p>Additionally, your blood hardens when exposed to harm. When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.</p>","requiredLevel":1,"displayOrder":2},{"id":53152,"name":"Fel Spirit","prerequisite":null,"description":"<p>Starting at 6th level, you gain resistance to necrotic damage. In addition, whenever you cast a spell that does damage, you can spend up to 6 hit points (temporary hit points do not count) to do an additional 1d6 necrotic damage for every 2 hit points spent. You gain temporary hit points equal to the necrotic damage dealt to one creature affected by the spell.</p>","requiredLevel":6,"displayOrder":3},{"id":53153,"name":"Blood Metamagic","prerequisite":null,"description":"<p>Starting at 14th level, you can spend hit points (temporary hit points do not count) instead of sorcery points to fuel your Metamagic. For each sorcery point required to use a Metamagic option, you must spend 2 hit points.</p>\r\n<p>Once you use this feature twice, you can't use it again until you finish a long rest.</p>","requiredLevel":14,"displayOrder":4},{"id":53154,"name":"Feast of the Dead","prerequisite":null,"description":"<p>At 18th level, you grow vampiric fangs. Once per long rest, as an action, you can bite a humanoid that is unconcious or has died within the last hour and drain its blood. You regain hit points equal to half its hit point maximum. If these hit points exceed your hit point maximum, you gain temporary hit points equal to the difference. The target's hit point maximum is reduced by the same amount.</p>\r\n<p>In addition, when you use this feature, you regain all expended uses of the Blood Metamagic feature.</p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":true,"knowsAllSpells":true,"spellPrepareType":null,"spellContainerName":null,"sourceId":null,"sourcePageNumber":null},{"id":113,"name":"Divine Soul","description":"<p>Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.</p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#DivineSoul","spellCastingAbilityId":6,"sourceIds":[27],"hitDice":6,"classFeatures":[{"id":745,"name":"Divine Magic","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.</p>\r\n<p class=\"Core-Styles_Core-Body--Extra-Space-After- ParaOverride-3\">In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.</p>\r\n<div class=\"table-overflow-wrapper\">\r\n<table class=\"compendium-left-aligned-table\">\r\n<thead>\r\n<tr>\r\n<th>Affinity</th>\r\n<th>Spell</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr>\r\n<td>Good</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">cure wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Evil</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">inflict wounds</span></td>\r\n</tr>\r\n<tr>\r\n<td>Law</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bless</span></td>\r\n</tr>\r\n<tr>\r\n<td>Chaos</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">bane</span></td>\r\n</tr>\r\n<tr>\r\n<td>Neutrality</td>\r\n<td><span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">protection from evil and good</span></td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n</div>","requiredLevel":1,"displayOrder":1},{"id":746,"name":"Favored by the Gods","prerequisite":null,"description":"<p>Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":747,"name":"Empowered Healing","prerequisite":null,"description":"<p>Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.</p>","requiredLevel":6,"displayOrder":3},{"id":748,"name":"Otherworldly Wings","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.</p>\r\n<p class=\"Core-Styles_Core-Body\">The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.</p>","requiredLevel":14,"displayOrder":4},{"id":749,"name":"Unearthly Recovery","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.</p>\r\n<p class=\"Core-Styles_Core-Body\">Once you use this feature, you can’t use it again until you finish a long rest.</p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":27,"sourcePageNumber":50},{"id":24,"name":"Draconic Bloodline","description":"<p>Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional <span class=\"No-Break\">circumstance.</span></p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#DraconicBloodline","spellCastingAbilityId":6,"sourceIds":[1],"hitDice":6,"classFeatures":[{"id":376,"name":"Dragon Ancestor","prerequisite":null,"description":"<p class=\"compendium-hr\">At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features yo<span class=\"No-Break\">u gain later.</span></p>\r\n<h5 class=\"Table-Styles_Table-Title\">Draconic Ancestry</h5>\r\n<table>\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-3\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\">DRAGON</p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\">DAMAGE TYPE</p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Black</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Acid</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Blue</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Lightning</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Brass</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Fire</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Bronze</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Lightning</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Copper</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Acid</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Gold</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Fire</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Green</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Poison</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Red</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Fire</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Silver</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Cold</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">White</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\">Cold</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>\r\n<p class=\"Core-Styles_Core-Body\">You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies <span class=\"No-Break\">to the check.</span></p>","requiredLevel":1,"displayOrder":1},{"id":377,"name":"Draconic Resilience","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level i<span class=\"No-Break\">n this class.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexter<span class=\"No-Break\">ity modifier.</span></p>","requiredLevel":1,"displayOrder":2},{"id":378,"name":"Elemental Affinity","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage typ<span class=\"No-Break\">e for 1 hour.</span></p>","requiredLevel":6,"displayOrder":3},{"id":379,"name":"Dragon Wings","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action <span class=\"No-Break\">on your turn.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you m<span class=\"No-Break\">anifest them.</span></p>","requiredLevel":14,"displayOrder":4},{"id":380,"name":"Draconic Presence","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura <span class=\"No-Break\">for 24 hours.</span></p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":1,"sourcePageNumber":102},{"id":114,"name":"Shadow Magic","description":"<p>You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.</p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#ShadowMagic","spellCastingAbilityId":6,"sourceIds":[27],"hitDice":6,"classFeatures":[{"id":750,"name":"Eyes of the Dark","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 1st level, you have darkvision with a range of 120 feet.</p>\r\n<p class=\"Core-Styles_Core-Body\">When you reach 3rd level in this class, you learn the <span class=\"Serif-Character-Style_Italic-Serif\">darkness</span> spell, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.</p>","requiredLevel":1,"displayOrder":1},{"id":751,"name":"Strength of the Grave","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.</p>\r\n<p class=\"Core-Styles_Core-Body\">After the saving throw succeeds, you can’t use this feature again until you finish a long rest.</p>","requiredLevel":1,"displayOrder":2},{"id":752,"name":"Hound of Ill Omen","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body--Extra-Space-After-\">At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the <span class=\"Serif-Character-Style_Italic-Serif\">Monster Manual</span> or appendix C in the <span class=\"Serif-Character-Style_Italic-Serif\">Player’s Handbook</span>), with the following changes:</p>\r\n<ul>\r\n<li class=\"Core-Styles_Core-Bulleted\">The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">It appears with a number of temporary hit points equal to half your sorcerer level.</li>\r\n<li class=\"Core-Styles_Core-Bulleted\">It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.</li>\r\n<li class=\"Core-Styles_Core-Bulleted--Extra-Space-After-\">At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.</li>\r\n</ul>\r\n<p class=\"Core-Styles_Core-Body\">The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.</p>","requiredLevel":6,"displayOrder":3},{"id":753,"name":"Shadow Walk","prerequisite":null,"description":"<p>At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.</p>","requiredLevel":14,"displayOrder":4},{"id":754,"name":"Umbral Form","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.</p>\r\n<p class=\"Core-Styles_Core-Body\">You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.</p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":27,"sourcePageNumber":50},{"id":81,"name":"Storm Sorcery","description":"<p>Your innate magic comes from the power of elemental air.</p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#StormSorcery","spellCastingAbilityId":6,"sourceIds":[13],"hitDice":6,"classFeatures":[{"id":512,"name":"Wind Speaker","prerequisite":null,"description":"<p>The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.</p>","requiredLevel":1,"displayOrder":1},{"id":513,"name":"Tempestuous Magic","prerequisite":null,"description":"<p>Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.</p>","requiredLevel":1,"displayOrder":2},{"id":514,"name":"Heart of the Storm","prerequisite":null,"description":"<p>At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.</p>","requiredLevel":6,"displayOrder":3},{"id":515,"name":"Storm Guide","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 6th level, you gain the ability to subtly control the weather around you.</p>\r\n<p class=\"Core-Styles_Core-Body\">If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.</p>\r\n<p class=\"Core-Styles_Core-Body\">If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.</p>","requiredLevel":6,"displayOrder":4},{"id":516,"name":"Storm?s Fury","prerequisite":null,"description":"<p>Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.</p>","requiredLevel":14,"displayOrder":5},{"id":517,"name":"Wind Soul","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 18th level, you gain immunity to lightning and thunder damage.</p>\r\n<p class=\"Core-Styles_Core-Body\">You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.</p>","requiredLevel":18,"displayOrder":6}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":13,"sourcePageNumber":51},{"id":47,"name":"Wild Magic","description":"<p>Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting fo<span class=\"No-Break\">r any outlet.</span></p>","equipmentDescription":null,"parentClassId":6,"avatarUrl":null,"largeAvatarUrl":null,"portraitAvatarUrl":null,"moreDetailsUrl":"/characters/classes/sorcerer#WildMagic","spellCastingAbilityId":6,"sourceIds":[2],"hitDice":6,"classFeatures":[{"id":381,"name":"Wild Magic Surge","prerequisite":null,"description":"<p class=\"compendium-hr\">Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its f<span class=\"No-Break\">ull duration.</span></p>\r\n<h5 class=\"Table-Styles_Table-Title\">Wild Magic Surge</h5>\r\n<table id=\"table016\" class=\"Table TableOverride-1\">\r\n<thead>\r\n<tr class=\"Table _idGenTableRowColumn-3\">\r\n<th class=\"Table Table-Header\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style- ParaOverride-3\"><strong>d100</strong></p>\r\n</th>\r\n<th class=\"Table Table-Header _idGenCellOverride-1\">\r\n<p class=\"Table-Styles_Header--for-Table-Cell-Style-\"><strong>Effect</strong></p>\r\n</th>\r\n</tr>\r\n</thead>\r\n<tbody>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">01–02</p>\r\n</td>\r\n<td class=\"Table Table-Body _idGenCellOverride-2\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">03–04</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, you can see any invisible creature if you have line of sight to it.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">05–06</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">07–08</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fireball</span> as a 3rd-level spell centered on yourself.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">09–10</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">magic missile</span> as a 5th-level spell.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-26\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">11–12</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">13–14</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">confusion</span> centered on yourself.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">15–16</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, you regain 5 hit points at the start of each of your turns.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">17–18</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">19–20</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">grease</span> centered on yourself.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">21–22</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">23–24</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Your skin turns a vibrant shade of blue. A <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">remove curse</span> spell can end this effect.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">25–26</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">27–28</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">29–30</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You teleport up to 60 feet to an unoccupied space of your choice that you can see.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-28\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">31–32</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">33–34</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Maximize the damage of the next damaging spell you cast within the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-26\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">35–36</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">37–38</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">39–40</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You regain 2d10 hit points.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-29\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">41–42</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">43–44</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">45–46</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">levitate</span> on yourself.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">47–48</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">49–50</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-26\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">51–52</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">magic missile.</span></p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">53–54</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You are immune to being intoxicated by alcohol for the next 5d6 days.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">55–56</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Your hair falls out but grows back within 24 hours.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">57–58</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">59–60</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You regain your lowest-level expended spell slot.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">61–62</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">For the next minute, you must shout when you speak.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">63–64</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fog cloud</span> centered on yourself.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">65–66</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">67–68</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You are frightened by the nearest creature until the end of your next turn.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">69–70</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">71–72</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You gain resistance to all damage for the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">73–74</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">A random creature within 60 feet of you becomes poisoned for 1d4 hours.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-26\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">75–76</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">77–78</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">polymorph</span> on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">79–80</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">81–82</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You can take one additional action immediately.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-26\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">83–84</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-4\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">85–86</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">mirror image.</span></p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">87–88</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You cast <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">fly</span> on a random creature within 60 feet of you.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-25\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">89–90</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">91–92</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">If you die within the next minute, you immediately come back to life as if by the <span class=\"Sans-Serif-Character-Styles_Italic-Sans-Serif\">reincarnate</span> spell.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">93–94</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">Your size increases by one size category for the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-20\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">95–96</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-27\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">97–98</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You are surrounded by faint, ethereal music for the next minute.</p>\r\n</td>\r\n</tr>\r\n<tr class=\"Table _idGenTableRowColumn-5\">\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style- ParaOverride-3\">99–00</p>\r\n</td>\r\n<td class=\"Table Table-Body\">\r\n<p class=\"Table-Styles_Table-Body--for-Table-Cell-Style-\" style=\"text-align: left;\">You regain all expended sorcery points.</p>\r\n</td>\r\n</tr>\r\n</tbody>\r\n</table>","requiredLevel":1,"displayOrder":1},{"id":382,"name":"Tides of Chaos","prerequisite":null,"description":"<p class=\"compendium-hr\">Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this f<span class=\"No-Break\">eature again.</span></p>\r\n<p class=\"Core-Styles_Core-Body\">Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of t<span class=\"No-Break\">his feature.</span></p>","requiredLevel":1,"displayOrder":2},{"id":383,"name":"Bend Luck","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of th<span class=\"No-Break\">e roll occur.</span></p>","requiredLevel":6,"displayOrder":3},{"id":384,"name":"Controlled Chaos","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use e<span class=\"No-Break\">ither number.</span></p>","requiredLevel":14,"displayOrder":4},{"id":385,"name":"Spell Bombardment","prerequisite":null,"description":"<p class=\"Core-Styles_Core-Body\">Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only o<span class=\"No-Break\">nce per turn.</span></p>","requiredLevel":18,"displayOrder":5}],"wealthDice":null,"canCastSpells":false,"knowsAllSpells":false,"spellPrepareType":null,"spellContainerName":null,"sourceId":2,"sourcePageNumber":103}]}}