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===Guild artisan===
:{{ref|PHB|132}}
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 your own right.
{{statblock|
;Skill Proficiencies: Insight, Persuasion
;Tool Proficiencies: One type of artisan’s tools
;Languages: One of your choice
;Equipment: 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 belt pouch containing 15 gp
}}
====Guild business====
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 roll randomly.
{| class="d20 clc"
!d20 !!Guild business !!Tools
|-
|1 ||Alchemists and apothecaries ||Alchemist’s supplies ||50 gp ||8 lb.
|-
|2 ||Armorers, locksmiths, and finesmiths ||<ins>Tinker’s tools</ins> ||50 gp ||10 lb.
|-
|3 ||Brewers, distillers, and vintners ||Brewer’s supplies ||20 gp ||9 lb.
|-
|4 ||Calligraphers, scribes, and scriveners ||Calligrapher’s supplies ||10 gp ||5 lb.
|-
|5 ||Carpenters, roofers, and plasterers ||Carpenter’s tools ||8 gp ||6 lb.
|-
|6 ||Cartographers, surveyors, and chart-makers ||Cartographer’s tools ||15 gp. ||6 lb.
|-
|7 ||Cobblers and shoemakers ||Cobbler’s tools ||5 gp ||5 lb.
|-
|8 ||Cooks and bakers ||Cook’s utensils ||1 gp ||8 lb.
|-
|9 ||Glassblowers and glaziers ||Glassblower’s tools ||30 gp ||5 lb.
|-
|10 ||Jewelers and gemcutters ||Jeweler’s tools ||25 gp ||2 lb.
|-
|11 ||Leatherworkers, skinners, and tanners ||Leatherworker’s tools ||5 gp ||5 lb.
|-
|12 ||Masons and stonecutters ||Mason’s tools ||10 gp ||8 lb.
|-
|13 ||Painters, limners, and sign-makers ||Painter’s supplies ||10 gp ||5 lb.
|-
|14 ||Potters and tile-makers ||Potter’s tools ||10 go ||3 lb.
|-
|15 ||Shipwrights and sailmakers ||<ins>Carpenter’s tools</ins> ||8 gp ||6 lb.
|-
|16 ||Smiths and metal-forgers ||Smith’s tools ||20 gp ||8 lb.
|-
|17 ||Tinkers, pewterers, and casters ||Tinker’s tools ||50 gp ||10 lb.
|-
|18 ||Wagon-makers and wheelwrights ||<ins>Woodcarver’s tools</ins> ||1 gp ||5 lb.
|-
|19 ||Weavers and dyers ||Weaver’s tools ||1 gp ||5 lb.
|-
|20 ||Woodcarvers, coopers, and bowyers ||Woodcarver’s tools ||1 gp ||5 lb.
|}
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 trade together.
====Feature: guild membership====
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, or hirelings.
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 guild’s coffers.
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’s good graces.
====Suggested characteristics====
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 and covetousness.
{| class="d20 clc"
!d8 !!Personality Trait
|-
|1 ||believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
|-
|2 ||I’m a snob who looks down on those who can’t appreciate fine art.
|-
|3 ||1 always want to know how things work and what makes people tick.
|-
|4 ||I’m full of witty aphorisms and have a proverb for every occasion.
|-
|5 ||I’m rude to people who lack my commitment to hard work and fair play.
|-
|6 ||I like to talk at length about my profession.
|-
|7 ||I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
|-
|8 ||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.
|}
{| class="d20 clc"
!d6 !!Ideal
|-
|1 ||Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
|-
|2 ||Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
|-
|3 ||Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
|-
|4 ||Greed. I’m only in it for the money. (Evil)
|-
|5 ||People. I’m committed to the people I care about, not to ideals. (Neutral)
|-
|6 ||Aspiration. I work hard to be the best there is at my craft.
|}
{| class="d20 clc"
!d6 !!Bond
|-
|1 ||The workshop where I learned my trade is the most important place in the world to me.
|-
|2 ||I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
|-
|3 ||I owe my guild a great debt for forging me into the person I am today.
|-
|4 ||I pursue wealth to secure someone’s love.
|-
|5 ||One day I will return to my guild and prove that I am the greatest artisan of them all.
|-
|6 ||I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
|}
{| class="d20 clc"
!d6 !!Flaw
|-
|1 ||I’ll do anything to get my hands on something rare or priceless.
|-
|2 ||I’m quick to assume that someone is trying to cheat me.
|-
|3 ||No one must ever learn that I once stole money from guild coffers.
|-
|4 ||I’m never satisfied with what I have—I always want more.
|-
|5 ||I would kill to acquire a noble title.
|-
|6 ||I’m horribly jealous of anyone who Can outshine my handiwork, Everywhere I go, I’m surrounded by rivals.
|}
====Variant guild artisan: guild merchant====
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 of an artisan.
Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mute and a cart.
==The Story Thus Far...==
==The Story Thus Far...==
<sup>''Hoard of the Dragon Queen'' (p.87)</sup>
<sup>''Hoard of the Dragon Queen'' (p.87)</sup>
As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons. The following tables provide you with bonds tailored to this campaign. Use them in place of or in addition to the ones you selected from (or created for) your background.
As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons. The following tables provide you with bonds tailored to this campaign. Use them in place of or in addition to the ones you selected from (or created for) your background.



Revision as of 18:25, 2 August 2018

Guild artisan

(PHB-132)

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 your own right.

Skill Proficiencies
Insight, Persuasion
Tool Proficiencies
One type of artisan’s tools
Languages
One of your choice
Equipment
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 belt pouch containing 15 gp

Guild business

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 roll randomly.

d20 Guild business Tools
1 Alchemists and apothecaries Alchemist’s supplies 50 gp 8 lb.
2 Armorers, locksmiths, and finesmiths Tinker’s tools 50 gp 10 lb.
3 Brewers, distillers, and vintners Brewer’s supplies 20 gp 9 lb.
4 Calligraphers, scribes, and scriveners Calligrapher’s supplies 10 gp 5 lb.
5 Carpenters, roofers, and plasterers Carpenter’s tools 8 gp 6 lb.
6 Cartographers, surveyors, and chart-makers Cartographer’s tools 15 gp. 6 lb.
7 Cobblers and shoemakers Cobbler’s tools 5 gp 5 lb.
8 Cooks and bakers Cook’s utensils 1 gp 8 lb.
9 Glassblowers and glaziers Glassblower’s tools 30 gp 5 lb.
10 Jewelers and gemcutters Jeweler’s tools 25 gp 2 lb.
11 Leatherworkers, skinners, and tanners Leatherworker’s tools 5 gp 5 lb.
12 Masons and stonecutters Mason’s tools 10 gp 8 lb.
13 Painters, limners, and sign-makers Painter’s supplies 10 gp 5 lb.
14 Potters and tile-makers Potter’s tools 10 go 3 lb.
15 Shipwrights and sailmakers Carpenter’s tools 8 gp 6 lb.
16 Smiths and metal-forgers Smith’s tools 20 gp 8 lb.
17 Tinkers, pewterers, and casters Tinker’s tools 50 gp 10 lb.
18 Wagon-makers and wheelwrights Woodcarver’s tools 1 gp 5 lb.
19 Weavers and dyers Weaver’s tools 1 gp 5 lb.
20 Woodcarvers, coopers, and bowyers Woodcarver’s tools 1 gp 5 lb.

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 trade together.

Feature: guild membership

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, or hirelings.

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 guild’s coffers.

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’s good graces.

Suggested characteristics

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 and covetousness.

d8 Personality Trait
1 believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.
2 I’m a snob who looks down on those who can’t appreciate fine art.
3 1 always want to know how things work and what makes people tick.
4 I’m full of witty aphorisms and have a proverb for every occasion.
5 I’m rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
8 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.
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I’m only in it for the money. (Evil)
5 People. I’m committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft.
d6 Bond
1 The workshop where I learned my trade is the most important place in the world to me.
2 I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.
3 I owe my guild a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone’s love.
5 One day I will return to my guild and prove that I am the greatest artisan of them all.
6 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
d6 Flaw
1 I’ll do anything to get my hands on something rare or priceless.
2 I’m quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from guild coffers.
4 I’m never satisfied with what I have—I always want more.
5 I would kill to acquire a noble title.
6 I’m horribly jealous of anyone who Can outshine my handiwork, Everywhere I go, I’m surrounded by rivals.

Variant guild artisan: guild merchant

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 of an artisan.

Rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you can start with a mute and a cart.

The Story Thus Far...

Hoard of the Dragon Queen (p.87)

As the Cult of the Dragon has grown bolder, its actions have drawn attention. Your character has stumbled into the Cult’s scheme in some manner or has a connection to dragons. The following tables provide you with bonds tailored to this campaign. Use them in place of or in addition to the ones you selected from (or created for) your background.

d10 Bond
1 Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt.
2 When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.
3 Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.
4 Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest in search of rumors of increasing dragon activity.
5 You have heard rumors that your close childhood friend, a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!
6 Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attack you. You barely escaped with your life, but as you fled, the ruffians told you that the Cult of the Dragon never forgets and always avenges. You’re hoping to lie low in a sleepy little town called Greenest until this blows over.
7 On his deathbed, your father confessed that he had become involved with a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged you to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.
8 The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.
9 You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it’s next on the cult’s list of targets.
10 You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut’s command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.

Optional Features

Curse of Strahd (p.209)

Below are two optional features that you can choose in place of the feature normally granted by your background.

Optional Feature: Cult of the Dragon Infiltrator

You have infiltrated the ranks of the Cult of the Dragon. Having spied on the organization for quite some time, you are familiar with its inner workings and customs. You have a second identity as an initiate of the cult, enough of a facade to blend in as a simple grunt or servant.

Optional Feature: Dragon Scholar

You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.

Monster Hunter's Pack

Curse of Strahd (p.209)

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.

Haunted One

Curse of Strahd (p.209)

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.

Skill Proficiencies: Choose one of Arcana, Investigation, Religion, or Survival

Languages: Choose one exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)

Equipment: Monster hunter’s pack (see sidebar), one trinket of special significance (choose one or roll on the Gothic Trinkets table in this appendix)

Feature: Heart of Darkness

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.

Harrowing Event

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.

d10 Harrowing Event
1 A monster that slaughtered dozens of innocent people spared your life, and you don’t know why.
2 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.
3 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.
4 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.
5 An oni took your sibling one cold, dark night, and you were unable to stop it.
6 You were cursed with lycanthropy and later cured. You are now haunted by the innocents you slaughtered.
7 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.
8 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.
9 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.
10 You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.

Suggested Characteristics

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.

d8 Personality Trait
1 I don’t run from evil. Evil runs from me.
2 I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
3 I spend money freely and live life to the fullest, knowing that tomorrow I might die.
4 I live for the thrill of the hunt.
5 I don’t talk about the thing that torments me. I’d rather not burden others with my curse.
6 I expect danger around every corner.
7 I refuse to become a victim, and I will not allow others to be victimized.
8 I put no trust in divine beings.
d6 Ideal
1 I try to help those in need, no matter what the personal cost. (Good)
2 I’ll stop the spirits that haunt me or die trying. (Any)
3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
4 I have a dark calling that puts me above the law. (Chaotic)
5 I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful)
6 I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil)
d6 Bond
1 I keep my thoughts and discoveries in a journal. My journal is my legacy.
2 I would sacrifice my life and my soul to protect the innocent.
3 My torment drove away the person I love. I strive to win back the love I’ve lost.
4 A terrible guilt consumes me. I hope that I can find redemption through my actions.
5 There’s evil in me, I can feel it. It must never be set free.
6 I have a child to protect. I must make the world a safer place for them.
d6 Flaw
1 I have certain rituals that I must follow every day. I can never break them.
2 I assume the worst in people.
3 I feel no compassion for the dead. They’re the lucky ones.
4 I have an addiction.
5 I am a purveyor of doom and gloom who lives in a world without hope.
6 I talk to spirits that no one else can see.

Gothic Trinkets

When rolling for a trinket, consider using this table, which is designed for a gothic game.

d100 Gothic Trinket
01–02 A picture you drew as a child of your imaginary friend
03–04 A lock that opens when blood is dripped in its keyhole
05–06 Clothes stolen from a scarecrow
07–08 A spinning top carved with four faces: happy, sad, wrathful, and dead
09–10 The necklace of a sibling who died on the day you were born
11–12 A wig from someone executed by beheading
13–14 The unopened letter to you from your dying father
15–16 A pocket watch that runs backward for an hour every midnight
17–18 A winter coat stolen from a dying soldier
19–20 A bottle of invisible ink that can only be read at sunset
21–22 A wineskin that refills when interred with a dead person for a night
23–24 A set of silverware used by a king for his last meal
25–26 A spyglass that always shows the world suffering a terrible storm
27–28 A cameo with the profile’s face scratched away
29–30 A lantern with a black candle that never runs out and that burns with green flame
31–32 A teacup from a child’s tea set, stained with blood
33–34 A little black book that records your dreams, and yours alone, when you sleep
35–36 A necklace formed of the interlinked holy symbols of a dozen deities
37–38 A hangman’s noose that feels heavier than it should
39–40 A birdcage into which small birds fly but once inside never eat or leave
41–42 A lepidopterist’s box filled dead moths with skull-like patterns on their wings
43–44 A jar of pickled ghouls’ tongues
45–46 The wooden hand of a notorious pirate
47–48 A urn with the ashes of a dead relative
49–50 A hand mirror backed with a bronze depiction of a medusa
51–52 Pallid leather gloves crafted with ivory fingernails
53–54 Dice made from the knuckles of a notorious charlatan
55–56 A ring of keys for forgotten locks
57–58 Nails from the coffin of a murderer
59–60 A key to the family crypt
61–62 An bouquet of funerary flowers that always looks and smells fresh
63–64 A switch used to discipline you as a child
65–66 A music box that plays by itself whenever someone holding it dances
67–68 A walking cane with an iron ferule that strikes sparks on stone
69–70 A flag from a ship lost at sea
71–72 Porcelain doll’s head that always seems to be looking at you
73–74 A wolf’s head wrought in silver that is also a whistle.
75–76 A small mirror that shows a much older version of the viewer
77–78 Small, worn book of children’s nursery rhymes.
79–80 A mummified raven claw
81–82 A broken pendent of a silver dragon that’s always cold to the touch
83–84 A small locked box that quietly hums a lovely melody at night but you always forget it in the morning
85–86 An inkwell that makes one a little nauseous when staring at it
87–88 An old little doll made from a dark, dense·wood and missing a hand and a foot
89–90 A black executioner’s hood
91–92 A pouch made of flesh, with a sinew drawstring
93–94 A tiny spool of black thread that never runs out
95–96 A tiny clockwork figurine of a dancer that’s missing a gear and doesn’t work
97–98 A black wooden pipe that creates puffs of smoke that look like skulls
99–00 A vial of perfume, the scent of which only certain creatures can detect

Inquisitor

Plane Shift: Innistrad

Historically, inquisitors were cathar detectives who investigated crimes both mundane and supernatural. They were known for traveling to remote parishes plagued by unexplained murders, and for exposing werewolves living among normal humans. During Avacyn’s absence, when the archangel was trapped within the demonic prison known as the Helvault, the inquisitors led a series of brutal forays into Kessig and the Gavony Moorland.

They executed suspected lycanthropes with little or no proof, and punished accused heretics in unsanctioned trials. With Avacyn’s madness, this savage form of inquisition has become the norm, and inquisitors who still pry into dark mysteries have become a minority.

Skill Proficiencies: Investigation, Religion

Tool Proficiencies: Thieves’ tools, one set of artisan’s tools of your choice

Equipment: A holy symbol, a set of traveler’s clothes, and a belt pouch containing 15 gp

Feature: Legal Authority – As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgment and even carry out sentencing. If you abuse this power, however, your superiors in the church might strip it from you.

Suggested Characteristics

Inquisitors are often driven by zeal, plagued with suspicion, and haunted by self-doubt. They are all too susceptible to human failings, and their judgment is not always divinely inspired.

d8 Personality Trait
1 It will all go smoothly if everyone just does as I say.
2 Despair is an extravagance we can ill afford.
3 I know the writings of Saint Raban backward and forward.
4 I try to see the bright side in the very worst situations.
5 It helps me feel better when others show sympathy or appreciation for the horrors I’ve endured.
6 I prefer to face evil with a strong group of friends in front of me.
7 I want to see the wicked burn for the evil they’ve brought on us.
8 I feel the sin being purged from me as I help cleanse the world.
d6 Ideal
1 Honesty. The smallest deception paves the way to grievous sin. (Lawful)
2 Piety. Devotion to the angels and the rites of the church is all that keeps the world from destruction. (Good)
3 Order. The laws of Avacyn are meant to preserve the social order—everything in its proper place. (Lawful)
4 Humanity. Human life is to be cherished and preserved against the horrors of the night. (Good)
5 Knowledge. The path to holiness comes through understanding of the world. (Any)
6 Punishment. It is better for the innocent to suffer than for the guilty to escape their due. (Evil)
d6 Bond
1 Thraben is the heart of the world. The cathedral must stand even if the hinterlands are lost.
2 One day, I will claim vengeance against the monster that took my family from me.
3 My weapon is all I have to remember my beloved mentor by.
4 The geist of my beloved speaks to me sometimes.
5 My dear sibling is now a werewolf.
6 A small crossways chapel is my spiritual home.
d6 Flaw
1 I am troubled by the wild rage and bloodlust that lurks in my own heart.
2 I have come to believe that I executed an innocent person.
3 I enjoy the prestige of my position more than service to the angels.
4 I drink to forget the horrors I’ve seen.
5 I might have made a promise to a demon that I can’t keep.
6 I’ll do whatever grim task must be done, for my soul is already lost.

Sorcerous Origin: Pyromancer

Plane Shift: Kaladesh

Your innate magic manifests in fire. You are your fire, and your fire is you.

Heart of Fire
At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).
Fire in the Veins
At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.
Pyromancer’s Fury
Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.
Fiery Soul
At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.