Subclass Features
Background Equipment
Structures
Racial Features
Components
100

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Evocation Wizard / Potent Cantrip

100

A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Noble

100

A large and often-storied house dedicated to housing members of a group, typically all of a single profession or military function. Contains semi-private quarters for all Owners and a free Lodgings room for renters or other workers that costs neither room space nor gold.

Garrison or Lodge

100

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Elf / Half-elf / Fey Ancestry

100

a pinch of fine sand, rose petals, or a cricket

Sleep

200

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Ancients Paladin / Aura of Warding

200

A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and a belt pouch containing 10 gp

Outlander

200

A simple but perhaps elaborately and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or crossroads, each holding wares ranging from astounding to mundane. Comes equipped with private lodgings for the Landlord and his Owners. This structure also includes either a Storefront or a Workshop that costs neither room space nor gold.

Trading Post

200

 You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. 

Gnome cunning / Gnome
200

a pearl worth at least 100 gp and an owl feather

Identify

300

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Assassin Rogue / Impostor / Sussusamogus

300

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 belt pouch containing 15 gp

Charlatan

300

This sizable structure has a very open floor plan to best allow the Owners to get the most out of this Structure. It is also perfect for a budding family able to house its Owners comfortably with plenty of room for expansions. This Structure comes with a double-sized personal suite that costs neither room space nor gold.

Large house or Great hall

300

You can squeeze through a space as narrow as 1 inch wide.

Fey Passage / Fairy

300

a twig from a tree that has been struck by lightning

Witch Bolt

400

At 17th level, you gain the ability to visit vengeance on someone who fells others. If you see a creature reduce another creature to 0 hit points, you can use your reaction to grant yourself a bonus to all damage rolls against the aggressor until the end of your next turn. The bonus equals your level in this class.

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

Tranquility Monk / Anger of a gentle soul

400

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

Anthropologist

400

A large, secluded structure that can take many forms. A singular tower, a grove of trees, or a basement den in the city sprawl. This is a place for spellcasters to do their work in peace. Comes with a free four-space Spellcaster’s Study that costs neither room space nor gold.

Sanctuary

400

Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Mirthful Leap / Satyr

400

a drop of water or piece of ice

Ice Knife

500

You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Fathomless Warlock / Oceanic Soul

500

A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with 15 gp

Smuggler

500

An underground dwelling, dank, pungent, and dark. Perhaps composed of mineshafts, carved stone, or ancient sunken ruins. Dimly lit by torches, lava, or phosphorescent fungi. Living here is considered living a poor lifestyle. Contains a free double-space Animal Pen that costs neither room space nor gold.

Dungeon or Barrow

500

When you reduce a creature to 0 hit points with a melee attack on your turn, you can take a bonus action to move up to half your speed and make a bite attack.

Rampage / Gnoll

500

1 gp

Jims Magic Missile

M
e
n
u