From c0aabb9fe21487eb7f1a800f95571a03359a455d Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:42:53 -0400 Subject: [PATCH 01/15] Add FRHOF and FRAIF index files --- ...orgotten-realms-adventures-in-faerun.index | 20 ++++++ .../forgotten-realms-heroes-of-faerun.index | 62 +++++++++++++++++++ 2 files changed, 82 insertions(+) create mode 100644 supplements/forgotten-realms-adventures-in-faerun.index create mode 100644 supplements/forgotten-realms-heroes-of-faerun.index diff --git a/supplements/forgotten-realms-adventures-in-faerun.index b/supplements/forgotten-realms-adventures-in-faerun.index new file mode 100644 index 000000000..31ebc5026 --- /dev/null +++ b/supplements/forgotten-realms-adventures-in-faerun.index @@ -0,0 +1,20 @@ + + + + Forgotten Realms: Adventures in Faerûn + + Wizards of the Coast + + + + + + + + + + + + + + diff --git a/supplements/forgotten-realms-heroes-of-faerun.index b/supplements/forgotten-realms-heroes-of-faerun.index new file mode 100644 index 000000000..4d93f5525 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun.index @@ -0,0 +1,62 @@ + + + + Forgotten Realms: Heroes of Faerûn + + Wizards of the Coast + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + From cfc5a0f914f1cac91b94fd164780fc21f4a1c0a7 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:44:01 -0400 Subject: [PATCH 02/15] Create FRHOF source.xml --- .../source.xml | 23 +++++++++++++++++++ 1 file changed, 23 insertions(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/source.xml diff --git a/supplements/forgotten-realms-heroes-of-faerun/source.xml b/supplements/forgotten-realms-heroes-of-faerun/source.xml new file mode 100644 index 000000000..1f842f601 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/source.xml @@ -0,0 +1,23 @@ + + + + + + + + + + Go from ordinary hero to world-shaking legend in the fantastical Forgotten Realms: Heroes of Faerûn. This compendium of player options awakens new possibilities for your hero that will transform your campaign into the next great Forgotten Realms epic.

]]> +
+ + FRHOF + https://marketplace.dndbeyond.com/category/4712000?pid=D4712000 + https://raw.githubusercontent.com/AuroraLegacy/elements/master/supplements/forgotten-realms-heroes-of-faerun/FRHOF.png + Wizards of the Coast + true + false + true + 20251110 + +
+
From bd2db49ec38e21a463258ff379d2b597b15b8ccf Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:45:10 -0400 Subject: [PATCH 03/15] Create FRAIF source.xml --- .../source.xml | 23 +++++++++++++++++++ 1 file changed, 23 insertions(+) create mode 100644 supplements/forgotten-realms-adventures-in-faerun/source.xml diff --git a/supplements/forgotten-realms-adventures-in-faerun/source.xml b/supplements/forgotten-realms-adventures-in-faerun/source.xml new file mode 100644 index 000000000..6d96cf6db --- /dev/null +++ b/supplements/forgotten-realms-adventures-in-faerun/source.xml @@ -0,0 +1,23 @@ + + + + + + + + + + The most expansive take on the Forgotten Realms in DUNGEONS & DRAGONS history, Forgotten Realms: Adventures in Faerûn has everything Dungeon Masters need to tackle this timeless fantasy setting, complete with new stories, lore, locations, and encounters – all in one place.

]]> +
+ + FRAIF + https://marketplace.dndbeyond.com/category/4714000?pid=D4714000 + https://raw.githubusercontent.com/AuroraLegacy/elements/master/supplements/forgotten-realms-adventures-in-faerun/FRAIF.png + Wizards of the Coast + true + false + true + 20251110 + +
+
From 951bff6f92b25677b992ee17ed46ba6fb80f83c7 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:46:02 -0400 Subject: [PATCH 04/15] Create .gitkeep --- .../forgotten-realms-heroes-of-faerun/backgrounds/.gitkeep | 1 + 1 file changed, 1 insertion(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/.gitkeep diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/.gitkeep b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/.gitkeep new file mode 100644 index 000000000..8b1378917 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/.gitkeep @@ -0,0 +1 @@ + From b3591d955768e1be454447b7abc3a4e1f4f570ee Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:46:37 -0400 Subject: [PATCH 05/15] Adding FRHOF Backgrounds files --- .../background-chondathan-freebooter.xml | 36 ++++++++++++ .../background-dead-magic-dweller.xml | 36 ++++++++++++ .../backgrounds/background-dragon-cultist.xml | 57 +++++++++++++++++++ .../background-emerald-enclave-caretaker.xml | 57 +++++++++++++++++++ .../background-flaming-fist-mercenary.xml | 36 ++++++++++++ .../backgrounds/background-genie-touched.xml | 36 ++++++++++++ .../backgrounds/background-harper.xml | 57 +++++++++++++++++++ .../backgrounds/background-ice-fisher.xml | 36 ++++++++++++ .../background-knight-of-the-gauntlet.xml | 57 +++++++++++++++++++ .../background-lords-alliance-vassal.xml | 57 +++++++++++++++++++ .../background-moonwell-pilgrim.xml | 36 ++++++++++++ .../background-mulhorandi-tomb-raider.xml | 36 ++++++++++++ .../backgrounds/background-mythalkeeper.xml | 36 ++++++++++++ .../background-purple-dragon-squire.xml | 57 +++++++++++++++++++ .../background-rashemi-wanderer.xml | 36 ++++++++++++ .../background-shadowmasters-exile.xml | 36 ++++++++++++ .../background-spellfire-initiate.xml | 36 ++++++++++++ .../background-zhentarim-mercenary.xml | 57 +++++++++++++++++++ 18 files changed, 795 insertions(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-chondathan-freebooter.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dead-magic-dweller.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dragon-cultist.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-emerald-enclave-caretaker.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-flaming-fist-mercenary.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-genie-touched.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-harper.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-ice-fisher.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-knight-of-the-gauntlet.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-lords-alliance-vassal.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-moonwell-pilgrim.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mulhorandi-tomb-raider.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mythalkeeper.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-purple-dragon-squire.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-rashemi-wanderer.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-shadowmasters-exile.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-spellfire-initiate.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-zhentarim-mercenary.xml diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-chondathan-freebooter.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-chondathan-freebooter.xml new file mode 100644 index 000000000..5d682f12f --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-chondathan-freebooter.xml @@ -0,0 +1,36 @@ + + + + Chondathan Freebooter + The Chondathan Freebooter background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Dexterity, Wisdom
  • +
  • Feat: Skilled
  • +
  • Skill Proficiencies: Athletics and Sleight of Hand
  • +
  • Tool Proficiency: Weaver's Tools
  • +
  • Equipment: Choose A or B: (A) Dagger, Weaver’s Tools, Backpack, Ball Bearings, Basket, Bedroll, Bucket, Rations (3 days’ worth), Rope, Signal Whistle, Traveler’s Clothes, 38 GP; or (B) 50 GP
  • +
+

Though most youths in Chondath accept their four-year term of compulsory military service, you bristled at that authoritarian attempt to control your life. You forsook your nationhood, discarded your given name, and worked as a freebooter with the first ship that would have you. Since then, you’ve traveled the Vilhon Reach . Though you’ve never sailed more than a few dozen leagues from land, you make up for it with deep local connections and the breadth of your experiences.

+
+ + Strength, Dexterity, Wisdom, Skilled Feat, Athletics and Sleight of Hand Skills, and Weaver’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dead-magic-dweller.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dead-magic-dweller.xml new file mode 100644 index 000000000..c8a6a9af8 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dead-magic-dweller.xml @@ -0,0 +1,36 @@ + + + + Dead Magic Dweller + The Dead Magic Dweller background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Constitution, Wisdom
  • +
  • Feat: Healer
  • +
  • Skill Proficiencies: Medicine and Survival
  • +
  • Tool Proficiency: Leatherworker’s Tools
  • +
  • Equipment: Choose A or B: (A) Greatclub, Leatherworker’s Tools, Bedroll, Blanket, Healer’s Kit, Pole, Rations (3 days’ worth), Tent, Tinderbox, 5 Torches, Traveler’s Clothes, Waterskin, 32 GP; or (B) 50 GP
  • +
+

The dead magic zones of the Anauroch desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards , or you ran afoul of a powerful djinni in Calimshan . Whatever the case, you decided that living in Anauroch was your best option. After long months or years, you’re stronger, wiser, and armed with hard-earned knowledge of desert medicine and wasteland survival.

+
+ + Strength, Constitution, Wisdom, Healer Feat, Medicine and Survival Skills, and Leatherworker’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dragon-cultist.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dragon-cultist.xml new file mode 100644 index 000000000..2d21167da --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-dragon-cultist.xml @@ -0,0 +1,57 @@ + + + + Dragon Cultist + The Dragon Cultist background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Dexterity, Constitution, Intelligence
  • +
  • Feat: Cult of the Dragon Initiate
  • +
  • Skill Proficiencies: Deception and Stealth
  • +
  • Tool Proficiency: Calligrapher’s Supplies
  • +
  • Equipment: Choose A or B: (A) Calligrapher’s Supplies, Dagger, Glass Bottle, Lamp, Manacles, Oil (5 flasks), 2 Pouches, Robe, Rope, 30 GP; or (B) 50 GP
  • +
+

You are an initiate of the Cult of the Dragon. You discovered or were brought to a cell cult, where you exemplified the values honored by dragon cultists: duplicity, secrecy, and determination. In exchange for your oath to serve the cult, the cult offered you the company of fellow dragon worshipers, plus access to resources that might help further your studies in the realms of arcana and occultism.

+

Trinket. Roll on the Cult of the Dragon Trinkets table to determine what trinket you have from your time with the Cult of the Dragon.

+
Cult of the Dragon Trinkets
+ + + + + + + + + + +
d6Trinket
1A dragon claw pendant on a leather cord
2Ashes of a dracolich in a small brass canister
3A map of an unknown dragon’s lair
4A black pearl etched with a Draconic rune
5A drop of dragon’s blood preserved in amber
6A scrap of purple silk
+
+ + Dexterity, Constitution, Intelligence, Cult of the Dragon Initiate Feat, Deception and Stealth Skills, and Calligrapher’s Supplies + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-emerald-enclave-caretaker.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-emerald-enclave-caretaker.xml new file mode 100644 index 000000000..2794afc95 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-emerald-enclave-caretaker.xml @@ -0,0 +1,57 @@ + + + + Emerald Enclave Caretaker + The Emerald Enclave Caretaker background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Constitution, Intelligence, Wisdom
  • +
  • Feat: Emerald Enclave Fledgling
  • +
  • Skill Proficiencies: Nature and Survival
  • +
  • Tool Proficiency: Herbalism Kit
  • +
  • Equipment: Choose A or B: (A) Shortbow, 20 Arrows, Herbalism Kit, Bedroll, Blanket, Pouch, Tent, Traveler’s Clothes, 13 GP; or (B) 50 GP
  • +
+

As a Caretaker with the Emerald Enclave, you take care of those who care for the world. Either alongside your fellow Emerald Enclave members or by yourself, you’ve learned essential skills for living with the land: how to track game, where to forage for useful herbs, and even how to forecast the weather. You use these talents to maintain the balance between civilization and the wilds and to rid the world of unnatural creatures.

+

Trinket. Roll on the Emerald Enclave Trinkets table to determine what trinket you have from your time with the Emerald Enclave.

+
Emerald Enclave Trinkets
+ + + + + + + + + + +
d6Trinket
1A pair of earrings made from oak leaves that never wilt
2A miniature model cottage made of twigs
3A green-glowing firefly in a bottle
4A gourd that sounds like rustling leaves when held to one’s ear
5A preserved rabbit’s foot on a leather strap
6An antler shaped like an Elvish rune
+
+ + Constitution, Intelligence, Wisdom, Emerald Enclave Fledgling Feat, Nature and Survival Skills, and Herbalism Kit + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-flaming-fist-mercenary.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-flaming-fist-mercenary.xml new file mode 100644 index 000000000..d2beabc00 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-flaming-fist-mercenary.xml @@ -0,0 +1,36 @@ + + + + Flaming Fist Mercenary + The Flaming Fist Mercenary background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Constitution, Charisma
  • +
  • Feat: Tough
  • +
  • Skill Proficiencies: Intimidation and Perception
  • +
  • Tool Proficiency: Smith's Tools
  • +
  • Equipment: Choose A or B: (A) Mace, Smith’s Tools, Fine Clothes, Manacles, Portable Ram, 4 GP; or (B) 50 GP
  • +
+

The chief law enforcement branch of Baldur’s Gate is the Flaming Fist , a brawny mercenary guild led by the city’s grand duke. You once served as a Flaming Fist, where you learned how to preempt trouble with your intimidating stare and, when necessary, absorb deadly blows. Flaming Fist mercenaries, active or retired, are known as some of the toughest, most resilient warriors along the Sword Coast , and you seek to maintain that reputation.

+
+ + Strength, Constitution, Charisma, Tough Feat, Intimidation and Perception Skills, and Smith's Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-genie-touched.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-genie-touched.xml new file mode 100644 index 000000000..e37bea4c7 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-genie-touched.xml @@ -0,0 +1,36 @@ + + + + Genie Touched + The Genie Touched background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Dexterity, Wisdom, Charisma
  • +
  • Feat: Magic Initiate (Wizard)
  • +
  • Skill Proficiencies: Perception and Persuasion
  • +
  • Tool Proficiency: Glassblower’s Tools
  • +
  • Equipment: Choose A or B: (A) Light Hammer, Glassblower’s Tools, Fine Clothes, Lamp, Oil (3 flasks), Waterskin, 2 GP; or (B) 50 GP
  • +
+

Although genies no longer rule Calimshan , genie magic is still common in your homeland. Perhaps you inadvertently summoned a djinni from a magic lamp, or maybe you came upon an oasis guarded by a marid. A dao might have saved you from a landslide, or you bargained with an efreeti for fleeting wealth. However your fate intersected with that of a genie, the experience left you with a keen eye, a silver tongue, and more than a touch of magic.

+
+ + Dexterity, Wisdom, Charisma, Magic Initiate (Wizard) Feat, Perception and Persuasion Skills, and Glassblower’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-harper.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-harper.xml new file mode 100644 index 000000000..8086e0e03 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-harper.xml @@ -0,0 +1,57 @@ + + + + Harper + The Harper background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Dexterity, Intelligence, Charisma
  • +
  • Feat: Harper Agent
  • +
  • Skill Proficiencies: Performance and Sleight of Hand
  • +
  • Tool Proficiency: Disguise Kit
  • +
  • Equipment: Choose A or B: (A) Disguise Kit, Bedroll, Costume, Grappling Hook, Rope, Traveler’s Clothes, 14 GP; or (B) 50 GP
  • +
+

You accepted an invitation to join the Harpers, pledging an oath to uphold the Harper code and act in service to the common good. Like all Harpers, you understand the value of teamwork as well as when it’s best to go it alone. Harper veterans have taught you the order’s secrets—magical melodies, special watchwords, and legerdemain—and have entrusted you to use such knowledge to surveil and undermine the forces of evil.

+

Trinket. Roll on the Harper Trinkets table to determine what trinket you have from your time with the Harpers.

+
Harper Trinkets
+ + + + + + + + + + +
d6Trinket
1A broken harmonica
2A powder compact with a hidden compartment
3A 2-foot-long peacock feather
4A trick coin that’s heads on both sides
5A pair of red-tinted spectacles
6A scroll of sheet music for an unknown instrument
+
+ + Dexterity, Intelligence, Charisma, Harper Agent Feat, Performance and Sleight of Hand Skills, and Disguise Kit + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-ice-fisher.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-ice-fisher.xml new file mode 100644 index 000000000..c78e17c80 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-ice-fisher.xml @@ -0,0 +1,36 @@ + + + + Ice Fisher + The Ice Fisher background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Dexterity, Constitution
  • +
  • Feat: Alert
  • +
  • Skill Proficiencies: Animal Handling and Athletics
  • +
  • Tool Proficiency: Woodcarver’s Tools
  • +
  • Equipment: Choose A or B: (A) Woodcarver’s Tools, Basket, Block and Tackle, Bucket, Chain, Hunting Trap, Net, Pole, Rations (3 days’ worth), Rope, Traveler’s Clothes, 32 GP; or (B) 50 GP
  • +
+

You come from a proud line of ice fishers out of Ten-Towns in Icewind Dale. Catching knucklehead trout isn’t the most glorious trade in the North , but it’s an honest living. You’ve trained your senses for the slightest tug on the line, wrestled big trout out of ice-covered lakes, and gutted enough knucklehead trout to feed your village many times over. These experiences have toughened your body and mind for a life of adventuring.

+
+ + Strength, Dexterity, Constitution, Alert Feat, Animal Handling and Athletics Skills, and Woodcarver’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-knight-of-the-gauntlet.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-knight-of-the-gauntlet.xml new file mode 100644 index 000000000..df77bf683 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-knight-of-the-gauntlet.xml @@ -0,0 +1,57 @@ + + + + Knight of the Gauntlet + The Knight of the Gauntlet background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Intelligence, Wisdom
  • +
  • Feat: Tyro of the Gauntlet
  • +
  • Skill Proficiencies: Athletics and Medicine
  • +
  • Tool Proficiency: Smith’s Tools
  • +
  • Equipment: Choose A or B: (A) Spear, Smith’s Tools, Bullseye Lantern, Holy Symbol, Manacles, Oil (5 flasks), Tinderbox, Traveler’s Clothes, 9 GP; or (B) 50 GP
  • +
+

Not all who answer the call of a higher power are content to pore over scripture in a stuffy temple apse. You chose the path of the holy warrior by joining the Order of the Gauntlet. As a knight of the Gauntlet, you exercise righteous scorn for the forces of evil, unswerving camaraderie for your siblings in arms, and heartfelt compassion for the survivors of war. With weapon and holy symbol in hand, you’ve sworn not to rest until the light of justice has vanquished the shadow of chaos across Faerûn.

+

Trinket. Roll on the Order of the Gauntlet Trinkets table to determine what trinket you have from your time with the Order of the Gauntlet.

+
Order of the Gauntlet Trinkets
+ + + + + + + + + + +
d6Trinket
1A white feather as heavy as lead
2An empty vial made from stained glass
3A single cone of gold-flecked incense
4A silken blindfold
5One half of a pair of manacles
6A tarnished aspergillum
+
+ + Strength, Intelligence, Wisdom, Tyro of the Gauntlet Feat, Athletics and Medicine Skills, and Smith’s Tools + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-lords-alliance-vassal.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-lords-alliance-vassal.xml new file mode 100644 index 000000000..546852c3d --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-lords-alliance-vassal.xml @@ -0,0 +1,57 @@ + + + + Lords' Alliance Vassal + The Lords' Alliance Vassal background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Intelligence, Charisma
  • +
  • Feat: Lords’ Alliance Agent
  • +
  • Skill Proficiencies: Insight and Persuasion
  • +
  • Tool Proficiency: Calligrapher’s Supplies
  • +
  • Equipment: Choose A or B: (A) 2 Javelins, Calligrapher’s Supplies, Fine Clothes, Ink, 5 Ink Pens, Parchment (9 sheets), 13 GP; or (B) 50 GP
  • +
+

You’ve pledged your loyalty to a member-city of the Lords’ Alliance. As an Alliance agent, you must uphold the tenets of the Alliance and seek to increase safety and prosperity along the Sword Coast . You’re sworn to bring honor and glory to your lord’s house, whether that means securing trade roads for a merchant-lord of Waterdeep or vanquishing monsters upriver of Daggerford. You’ve trained in the arts of swordplay and statecraft and are as deft with a blade as you are with a quill.

+

Trinket. Roll on the Lords' Alliance Trinkets table to determine what trinket you have from your time with the Lords' Alliance.

+
Lords' Alliance Trinkets
+ + + + + + + + + + +
d6Trinket
1A scrap from a defeated army’s banner
2A bit and bridle engraved with the name of a famous steed
3The broken blade of a sword used in a famous battle
4The left glove of a lord who went mysteriously missing
5An articulated toy horse and knight
6A spaulder emblazoned with the insignia of an unidentified lord
+
+ + Strength, Intelligence, Charisma, Lords’ Alliance Agent Feat, Insight and Persuasion Skills, and Calligrapher’s Supplies + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-moonwell-pilgrim.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-moonwell-pilgrim.xml new file mode 100644 index 000000000..16e39ca89 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-moonwell-pilgrim.xml @@ -0,0 +1,36 @@ + + + + Moonwell Pilgrim + The Moonwell Pilgrim background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Constitution, Wisdom, Charisma
  • +
  • Feat: Magic Initiate (Druid)
  • +
  • Skill Proficiencies: Nature and Performance
  • +
  • Tool Proficiency: Painter’s Supplies
  • +
  • Equipment: Choose A or B: (A) Quarterstaff, Painter’s Supplies, Bedroll, Bell, Pouch, Robe, String, Traveler’s Clothes, Waterskin, 34 GP; or (B) 50 GP
  • +
+

Like many who hail from the Moonshae Isles, you grew up revering the blessed land, its unique gods, and the mysterious shrines called the moonwells. As a moonwell pilgrim, you undertook a quest to visit and commune with every moonwell on (or off) the map. Along your idyllic journeys, you collected a repertoire of Moonshavian folk songs, painted landscapes of enchanting vistas, and even learned how to wield a bit of primal magic.

+
+ + Constitution, Wisdom, Charisma, Magic Initiate (Druid) Feat, Nature and Performance Skills, and Painter’s Supplies + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mulhorandi-tomb-raider.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mulhorandi-tomb-raider.xml new file mode 100644 index 000000000..d4011fdea --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mulhorandi-tomb-raider.xml @@ -0,0 +1,36 @@ + + + + Mulhorandi Tomb Raider + The Mulhorandi Tomb Raider background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Dexterity, Constitution, Intelligence
  • +
  • Feat: Lucky
  • +
  • Skill Proficiencies: Investigation and Religion
  • +
  • Tool Proficiency: Mason’s Tools
  • +
  • Equipment: Choose A or B: (A) Dagger, Light Hammer, Mason’s Tools, Backpack, Bedroll, Crowbar, Ladder, Pole, 2 Pouches, Rope, String, Tinderbox, 5 Torches, Traveler’s Clothes, Waterskin, 26 GP; or (B) 50 GP
  • +
+

You grew up in a land of living god-kings, and as a child you were told countless stories of ancient empires and buried cities. In these tales, Mulhorand was a land overflowing with forgotten riches—priceless treasures awaiting anyone cunning and brave enough to seek them out. You’ve taken it upon yourself to explore your homeland’s crypts, tombs, and pyramids to reclaim your people’s relics.

+
+ + Dexterity, Constitution, Intelligence, Lucky Feat, Investigation and Religion Skills, and Mason’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mythalkeeper.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mythalkeeper.xml new file mode 100644 index 000000000..c0ab0ff4e --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-mythalkeeper.xml @@ -0,0 +1,36 @@ + + + + Mythalkeeper + The Mythalkeeper background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Intelligence, Wisdom, Charisma
  • +
  • Feat: Crafter
  • +
  • Skill Proficiencies: Arcana and History
  • +
  • Tool Proficiency: Jeweler’s Tools
  • +
  • Equipment: Choose A or B: (A) Quarterstaff, Jeweler’s Tools, Perfume, Pouch, Robe, Shovel, String, Waterskin, 16 GP; or (B) 50 GP
  • +
+

Mythals are sources of great magical power that can alter the Weave or even the very nature of reality. Most were constructed in antiquity, and many have since been damaged or gone dormant. As a mythalkeeper from the Dalelands, your first experience with a mythal was likely in the ruins of Myth Drannor. You roam Faerûn in search of other ruined places of power, hoping to learn more about the history and powers of mythals—or even restore a malfunctioning one.

+
+ + Intelligence, Wisdom, Charisma, Crafter Feat, Arcana and History Skills, and Jeweler’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-purple-dragon-squire.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-purple-dragon-squire.xml new file mode 100644 index 000000000..39ee0a44e --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-purple-dragon-squire.xml @@ -0,0 +1,57 @@ + + + + Purple Dragon Squire + The Purple Dragon Squire background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Wisdom, Charisma
  • +
  • Feat: Purple Dragon Rook
  • +
  • Skill Proficiencies: Animal Handling and Insight
  • +
  • Tool Proficiency: Navigator’s Tools
  • +
  • Equipment: Choose A or B: (A) Spear, Navigator’s Tools, Fine Clothes, 9 GP; or (B) 50 GP
  • +
+

You’ve pledged your life to the safety of Cormyr and sought admission to that realm’s order of elite warriors: the Purple Dragon Knights. But before you have the chance to join the ranks officially, you must first serve as a knight’s squire. You’ve found a liege willing to take you on and teach you the order’s ways. Will you uphold the Purple Dragon Knights’ ideals of glory, honor, and strength and prove yourself worthy of knighthood?

+

Trinket. Roll on the Purple Dragon Knight Trinkets table to determine what trinket you have from your time with the Purple Dragon Knights.

+
Purple Dragon Knight Trinkets
+ + + + + + + + + + +
d6Trinket
1An amethyst dragon wyrmling’s claw
2A common purple quartz cut to resemble a dragon’s eye
3A signal whistle audible only to amethyst dragons
4A robin’s egg encased in amber
5A whetstone that leaves any blade it hones faintly glittery
6A vamplate taken from a slain rival jouster
+
+ + Strength, Wisdom, Charisma, Purple Dragon Rook Feat, Animal Handling and Insight Skills, and Navigator’s Tools + + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-rashemi-wanderer.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-rashemi-wanderer.xml new file mode 100644 index 000000000..5564bd08b --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-rashemi-wanderer.xml @@ -0,0 +1,36 @@ + + + + Rashemi Wanderer + The Rashemi Wanderer background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Strength, Constitution, Charisma
  • +
  • Feat: Tough
  • +
  • Skill Proficiencies: Intimidation and Perception
  • +
  • Tool Proficiency: Cartographer’s Tools
  • +
  • Equipment: Choose A or B: (A) Cartographer’s Tools, Backpack, Bedroll, Hooded Lantern, Oil (3 flasks), Rope, Tinderbox, Traveler’s Clothes, Waterskin, 23 GP; or (B) 50 GP
  • +
+

You spent years wandering the highlands of Rashemen, a dangerous windswept heath that’s dotted with ancient obelisks enchanted to imprison Fiends and home to dragons, gnolls, and other deadly creatures. Friendships are hard to find in such an isolated land, and you’ve learned to keep strangers at a distance.

+
+ + Strength, Constitution, Charisma, Tough Feat, Intimidation and Perception Skills, and Cartographer’s Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-shadowmasters-exile.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-shadowmasters-exile.xml new file mode 100644 index 000000000..5721b18e3 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-shadowmasters-exile.xml @@ -0,0 +1,36 @@ + + + + Shadowmasters Exile + The Shadowmasters Exile background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Dexterity, Intelligence, Charisma
  • +
  • Feat: Savage Attacker
  • +
  • Skill Proficiencies: Acrobatics and Stealth
  • +
  • Tool Proficiency: Thieves’ Tools
  • +
  • Equipment: Choose A or B: (A) 2 Daggers, Thieves’ Tools, Caltrops, Costume, Grappling Hook, Iron Spikes, Mirror, 2 Pouches, Rope, Traveler’s Clothes, 3 GP; or (B) 50 GP
  • +
+

You trained your whole life to become a member of the Shadowmasters, the mysterious thieves’ guild that controls the realm of Thesk from behind the scenes. Stealth and quick reflexes were just the start of your Shadowmaster education; you also needed to hone your ruthlessness to ensure the safety of the guild’s secrets. But one wrong move led to your expulsion from the order. Now you must walk your own path.

+
+ + Dexterity, Intelligence, Charisma, Savage Attacker Feat, Acrobatics and Stealth Skills, and Thieves’ Tools + + + + + + + + + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-spellfire-initiate.xml b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-spellfire-initiate.xml new file mode 100644 index 000000000..fdecf0a3d --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/backgrounds/background-spellfire-initiate.xml @@ -0,0 +1,36 @@ + + + + Spellfire Initiate + The Spellfire Initiate background from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + +
    +
  • Ability Scores: Constitution, Intelligence, Charisma
  • +
  • Feat: Spellfire Spark
  • +
  • Skill Proficiencies: Arcana and Perception
  • +
  • Tool Proficiency: Choose one kind of Gaming Set
  • +
  • Equipment: Choose A or B: (A) Gaming Set (same as above), Arcane Focus (Crystal or Wand), 2 Pouches, Traveler’s Clothes, 36 GP; or (B) 50 GP
  • +
+

You bear the gift of spellfire: a rare form of magic that channels the raw power of the Weave. Wielding spellfire takes a heavy toll on the body. You’ve trained both mind and body to efficiently wield this sacred power.

+
+ + Constitution, Intelligence, Charisma, Spellfire Spark Feat, Arcana and Perception Skills, and one kind of Gaming Set + + + + + + + + + A broken dagger etched with your name + A glass eye that always turns to face you + A gold-colored serpent’s tooth + A counterfeit gold coin + A crystal tattoo needle + A contract on a slip of parchment that’s impervious to creases, tears, and fire + + +
+ +
From 8cf1f1305f8f783052fea086aa14da73046c9834 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:47:52 -0400 Subject: [PATCH 06/15] Create .gitkeep --- .../forgotten-realms-heroes-of-faerun/archetypes/.gitkeep | 1 + 1 file changed, 1 insertion(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/.gitkeep diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/.gitkeep b/supplements/forgotten-realms-heroes-of-faerun/archetypes/.gitkeep new file mode 100644 index 000000000..8b1378917 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/.gitkeep @@ -0,0 +1 @@ + From 5595b0b56ee44e36d797e3b3a49efe1eb1784df6 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:48:14 -0400 Subject: [PATCH 07/15] Create .gitkeep --- supplements/forgotten-realms-heroes-of-faerun/items/.gitkeep | 1 + 1 file changed, 1 insertion(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/items/.gitkeep diff --git a/supplements/forgotten-realms-heroes-of-faerun/items/.gitkeep b/supplements/forgotten-realms-heroes-of-faerun/items/.gitkeep new file mode 100644 index 000000000..8b1378917 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/items/.gitkeep @@ -0,0 +1 @@ + From 923d4603a85b543e64b7b4aaca53408ed93a04c8 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:48:29 -0400 Subject: [PATCH 08/15] Create .gitkeep --- supplements/forgotten-realms-heroes-of-faerun/feats/.gitkeep | 1 + 1 file changed, 1 insertion(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/feats/.gitkeep diff --git a/supplements/forgotten-realms-heroes-of-faerun/feats/.gitkeep b/supplements/forgotten-realms-heroes-of-faerun/feats/.gitkeep new file mode 100644 index 000000000..8b1378917 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/feats/.gitkeep @@ -0,0 +1 @@ + From a901620ac2411fbd2f16f3f3b076e2a130453ccf Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 19:48:58 -0400 Subject: [PATCH 09/15] Create .gitkeep --- supplements/forgotten-realms-heroes-of-faerun/misc/.gitkeep | 1 + 1 file changed, 1 insertion(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/misc/.gitkeep diff --git a/supplements/forgotten-realms-heroes-of-faerun/misc/.gitkeep b/supplements/forgotten-realms-heroes-of-faerun/misc/.gitkeep new file mode 100644 index 000000000..8b1378917 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/misc/.gitkeep @@ -0,0 +1 @@ + From 76a511b619e0a5f6c4a97ad3b61f68eecf895c35 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 20:00:04 -0400 Subject: [PATCH 10/15] Adding FRHOF subclass files --- .../archetypes/bard-moon.xml | 93 +++++++++ .../archetypes/cleric-knowledge.xml | 181 +++++++++++++++++ .../archetypes/fighter-banneret.xml | 121 +++++++++++ .../archetypes/paladin-noble-genies.xml | 189 ++++++++++++++++++ .../archetypes/ranger-winter-walker.xml | 183 +++++++++++++++++ .../archetypes/rogue-scion-of-the-three.xml | 171 ++++++++++++++++ .../archetypes/sorcerer-spellfire.xml | 186 +++++++++++++++++ .../archetypes/wizard-bladesinger.xml | 146 ++++++++++++++ 8 files changed, 1270 insertions(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/bard-moon.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/cleric-knowledge.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/fighter-banneret.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/paladin-noble-genies.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/ranger-winter-walker.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/rogue-scion-of-the-three.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/sorcerer-spellfire.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/archetypes/wizard-bladesinger.xml diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/bard-moon.xml b/supplements/forgotten-realms-heroes-of-faerun/archetypes/bard-moon.xml new file mode 100644 index 000000000..6566c9410 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/bard-moon.xml @@ -0,0 +1,93 @@ + + + + College of the Moon + The College of the Moon subclass from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Bard Subclass + +

Inspire Allies with Primal Tales

+

The College of the Moon traces its origins to the ancient druidic circles of the Moonshae Isles, who entrusted the first Bards of this tradition with chronicling the stories of the islands and their people. Bards of this college draw from the isles' fey magic and the primal power of the moonwells to bolster their allies, protect the natural world, and inspire their bardic works.

+
+
+
+
+ + + + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_BARD_MOON_MOONS_INSPIRATION + +

The primal and ever-changing power of the moon flows through you, granting you the following benefits.

+

Inspired Eclipse. When you take a Bonus Action to give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30 feet to an unoccupied space you can see as part of that Bonus Action. This invisibility lasts until the start of your next turn and ends early immediately after you make an attack roll, deal damage, or cast a spell.

+

Lunar Vitality. Once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount of Hit Points restored by a number equal to a roll of the Bardic Inspiration die. The creature's Speed also increases by 10 feet until the end of its next turn.

+
+ + When you give a creature a Bardic Inspiration die, you can have the Invisible condition and teleport up to 30ft to an unoccupied space you can see. This invisibility lasts until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell. + Additionally, once per turn when you restore Hit Points to a creature with a spell, you can expend a Bardic Inspiration die and increase the amount restored by a roll of that die. The creature's Speed also increases by 10ft until the end of its next turn. + When you give a creature a Bardic Inspiration die, you and the creature can both have the Invisible condition and teleport up to 30ft to an unoccupied space that can be seen. This invisibility lasts until the start of each creature's next turn or until immediately after the creature makes an attack roll, deals damage, or casts a spell. + Additionally, once per turn when you restore Hit Points to a creature with a spell, you can either expend a Bardic Inspiration die or roll a 1d6 and increase the amount restored by a roll of that die. If you roll a 1d6, you do not expend a use of your Bardic Inspiration. The creature's Speed also increases by 10ft until the end of its next turn. + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_BARD_MOON_PRIMAL_LORE + +

You learn Druidic and one cantrip from the Druid spell list. It counts as a Bard spell for you but doesn't count against the number of cantrips you know. Whenever you gain a Bard level, you can replace this cantrip with another cantrip of your choice from the Druid spell list.

+

Additionally, choose one of the following skills: Animal Handling, Insight, Medicine, Nature, Perception, or Survival. You have proficiency in that skill.

+
+ + Whenever you gain a Bard level, you can replace the cantrip gained by this feature with another of your choice from the Druid spell list. + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_BARD_MOON_BLESSING_OF_MOONLIGHT + +

You always have the Moonbeam spell prepared.

+

When you cast Moonbeam, you can modify the spell so that you glow faintly while the spell is active. While glowing, you shed Dim Light out to 5 feet, and whenever a creature fails its saving throw against the effects of this Moonbeam, another creature of your choice that you can see within 60 feet of yourself regains 2d4 Hit Points.

+

Once you use this feature to modify a casting of Moonbeam, you can't use it again until you finish a Long Rest.

+
+ + When you cast Moonbeam, you can modify the spell so that you shed Dim Light out to 5ft, and whenever a creature fails its saving throw against the spell, one creature of your choice within 60ft of yourself can regain 2d4 Hit Points. + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_BARD_MOON_EVENTIDES_SPLENDOR + +

You become suffused with the might of the moon, improving your Moon's Inspiration in the following ways.

+

Shadow of the New Moon. When you use Inspired Eclipse, the creature who received the Bardic Inspiration die can also have the Invisible condition and immediately take a Reaction to teleport up to 30 feet to an unoccupied space it can see. The creature remains Invisible until the start of its next turn.

+

Vibrance of the Full Moon. When you use Lunar Vitality, you can roll 1d6 and use the number rolled in place of expending a Bardic Inspiration die.

+
+ +
+ + + + + + + + diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/cleric-knowledge.xml b/supplements/forgotten-realms-heroes-of-faerun/archetypes/cleric-knowledge.xml new file mode 100644 index 000000000..c48d3545f --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/cleric-knowledge.xml @@ -0,0 +1,181 @@ + + + + Knowledge Domain + The Knowledge Domain subclass from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Cleric Subclass + +

Unearth Secrets and Master the Mind

+

The Knowledge Domain values learning and understanding above all. Clerics who tap into this domain study esoteric lore, collect old tomes, delve into secret places, and examine the processes of the mind. To them, knowledge is more valuable than material wealth, and learning is an act of worship. Libraries, universities, and other educational institutions also draw on the power of the Knowledge Domain.

+

Gods of knowledge vary from masters of arcane magic to patrons of craft and invention. In Faerûn, Clerics of the Knowledge Domain worship deities of learning and ingenuity such as Oghma and Gond, among many others.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_CLERIC_KNOWLEDGE_DOMAIN_BLESSINGS_OF_KNOWLEDGE + +

You gain proficiency with one type of Artisan's Tools of your choice and in two of the following skills of your choice: Arcana, History, Nature, or Religion. You have Expertise in those two skills.

+
+ + + + +
+ + + Blessings of Knowledge 2024 + +

You have Expertise in Arcana.

+
+
+
+ + + + + + + + + Blessings of Knowledge 2024 + +

You have Expertise in History.

+
+
+
+ + + + + + + + + Blessings of Knowledge 2024 + +

You have Expertise in Nature.

+
+
+
+ + + + + + + + + Blessings of Knowledge 2024 + +

You have Expertise in Religion.

+
+
+
+ + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_CLERIC_KNOWLEDGE_DOMAIN_KNOWLEDGE_DOMAIN_SPELLS + +

When you reach a Cleric level specified in the Knowledge Domain Spells table, you thereafter always have the listed spells prepared.

+
KNOWLEDGE DOMAIN SPELLS
+ + + + + + + + +
Cleric LevelPrepared Spells
3Command, Comprehend Languages*, Detect Magic*, Detect Thoughts*, Identify*, Mind Spike*
5Dispel Magic, Nondetection, Tongues*
7Arcane Eye*, Banishment, Confusion
9Legend Lore*, Scrying*, Synaptic Static
+
+ + + + + + + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_CLERIC_KNOWLEDGE_DOMAIN_MIND_MAGIC + +

As a Magic action, you can expend one use of your Channel Divinity to manifest your magical knowledge. Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. As part of that action, you cast that spell without expending a spell slot or needing Material components.

+
+ + Choose one spell from the Divination school on the Knowledge Domain Spells table that you have prepared. You cast that spell without expending a spell slot or needing Material components. + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_CLERIC_KNOWLEDGE_DOMAIN_UNFETTERED_MIND + +

You gain telepathy out to 60 feet. When you use this telepathy, you can simultaneously contact a number of creatures equal to your Wisdom modifier (minimum of one).

+

Additionally, you gain proficiency in Intelligence saving throws. If you already have this proficiency, you instead gain saving throw proficiency with one ability in which you lack it.

+
+ + You gain telepathy of 60ft. When you use this telepathy, you can simultaneously contact {{unfettered mind:count}} creatures. + + + + + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_PALADIN_NOBLE_GENIES_AURA_OF_ELEMENTAL_SHIELDING + +

Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection.

+

At the start of each of your turns, you can change the damage type affected by this feature to one of the other listed options (no action required).

+
+ + Choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. You and your allies have Resistance to that damage type while in your Aura of Protection. You can change this damage type at the start of each of your turns (no action required). + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_PALADIN_NOBLE_GENIES_ELEMENTAL_REBUKE + +

When you are hit by an attack roll, you can take a Reaction to halve the attack's damage against yourself (round down) and force the attacker to make a Dexterity saving throw against your spell save DC. On a failed save, the attacker takes damage equal to 2d10 plus your Charisma modifier of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage.

+

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

+
+ + When you are hit by an attack roll, you can halve the attack's damage against yourself (round down) and force the attacker to make a DC{{paladin:spellcasting:dc}} Dexterity saving throw. On a failed save, the attacker takes 2d10+{{charisma:modifier}} damage of one of the following types (your choice): Acid, Cold, Fire, Lightning, or Thunder. On a successful save, the attacker takes half as much damage. + + + + + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_PALADIN_NOBLE_GENIES_NOBLE_SCION + +

As a Bonus Action, you gain the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

+

Flight. You have a Fly Speed of 60 feet and can hover.

+

Minor Wish. When you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make you or that ally succeed instead.

+
+ + For 10 minutes or until you end it, you have a Fly Speed of 60 feet and can hover, and when you or an ally in your Aura of Protection fails a D20 Test, you can take a Reaction to make you or that ally succeed instead. + You can restore your use of this feature by expending a level 5 spell slot (no action required). + +
+ + + + + + + + + diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/ranger-winter-walker.xml b/supplements/forgotten-realms-heroes-of-faerun/archetypes/ranger-winter-walker.xml new file mode 100644 index 000000000..ddc94d98f --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/ranger-winter-walker.xml @@ -0,0 +1,183 @@ + + + + Winter Walker + The Winter Walker subclass from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Ranger Archetype, Ranger Conclave + +

Withstand the Horrors of Frigid Wastelands

+

Winter Walkers hone their craft in the bleak and frozen wilds of places like Icewind Dale. These ruthless, rimed Rangers hunt monsters that haunt arctic wastelands, eventually becoming frigid terrors themselves. Winter Walkers are well versed in the phenomena of Icewind Dale, including the latent magic of fallen Netherese cities, endemic monsters like yetis and crag cats, and the rising threat of Underdark invaders. Due to their cold pragmatism, terrifying magic, and mastery of the region, Winter Walkers are regarded with equal parts respect and fear. Ten-Towns citizens say that Winter Walkers’ frequent exposure to malignant entities gives them their fearsome powers. Many Reghed nomads, on the other hand, believe that nature spirits bestow on Winter Walkers a unique curse.

+
+
+
+
+
+
+ + + + + + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_FRIGID_EXPLORER + +

You gain the following benefits.

+

Biting Cold. Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.

+

Frost Resistance. You have Resistance to Cold damage.

+

Polar Strikes. When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.

+
+ + You gain the following benefits: + + + + + +
+ + + Biting Cold + +

Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage.

+
+ + Damage from your weapon attacks, Ranger spells, and Ranger features ignores Resistance to Cold damage. + +
+ + + Polar Strikes + +

When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target, which can take this extra damage only once per turn. When you reach Ranger level 11, this extra damage increases to 1d6.

+
+ + When you hit a creature with an attack roll using a weapon, you can deal an extra 1d4 Cold damage to the target. + When you hit a creature with an attack roll using a weapon, you can deal an extra 1d6 Cold damage to the target. + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_HUNTERS_RIME + +

Ice rimes you and your prey, protecting you and hindering them. When you cast Hunter’s Mark, you gain Temporary Hit Points equal to 1d10 plus your Ranger level.

+

Additionally, while a creature is marked by your Hunter’s Mark, it can’t take the Disengage action.

+
+ + When you cast Hunter's Mark, you gain 1d10+{{level:ranger}} Temporary Hit Points, and the target of your Hunter's Mark cannot take the Disengage action. + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_WINTER_WALKER_SPELLS + +

When you reach a Ranger level specified in the Winter Walker Spells table, you thereafter always have the listed spells prepared.

+
WINTER WALKER SPELLS
+ + + + + + + + + +
Ranger LevelPrepared Spells
3Ice Knife
5Hold Person
9Remove Curse
13Ice Storm
17Cone of Cold
+
+ + + + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_FORTIFYING_SOUL + +

Your experience surviving harrowing environments allows you to bolster your allies in addition to yourself. As a Magic action, choose a number of creatures you can see equal to your Wisdom modifier (minimum of one). Each chosen creature regains Hit Points equal to 1d10 plus your Ranger level and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour.

+

Once you use this feature, you can’t use it again until you finish a Long Rest.

+
+ + Choose up to {{fortifying soul:count}} creatures you can see. Each chosen creature regains 1d10+{{level:ranger}} Hit Points and has Advantage on saving throws to avoid or end the Frightened condition for 1 hour. + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_CHILLING_RETRIBUTION + +

When a creature hits you with an attack roll, you can take a Reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Stunned condition until the end of your next turn. While the target is Stunned, its Speed is reduced to 0 feet.

+

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

+
+ + When a creature hits you with an attack roll, you can force it to make a DC{{ranger:spellcasting:dc}} Wisdom saving throw. On a failed save, the target has the Stunned condition and its Speed is reduced to 0 until the end of your next turn. + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_RANGER_WINTER_WALKER_FROZEN_HAUNT + +

When you cast Hunter’s Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 4+ spell slot (no action required).

+

Frozen Soul. You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.

+

Partially Incorporeal. You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.

+
+ + When you cast Hunter’s Mark, you can adopt a ghostly, snowy form. This form lasts until the spell ends, and while you are in this form, you gain the following benefits. You can restore your use of this feature by expending a level 4 spell slot (no action required). + + + + +
+ + + Frozen Soul + +

You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage.

+
+ + You have Immunity to Cold damage. When you first adopt this form and at the start of each of your subsequent turns, each creature of your choice in a 15-foot Emanation originating from you takes 2d4 Cold damage. + +
+ + + Partially Incorporeal + +

You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space.

+
+ + You have Immunity to the Grappled, Prone, and Restrained conditions. You can move through creatures and objects as if they were Difficult Terrain, but you take 1d10 Force damage if you end your turn inside a creature or an object. If the form ends while you are inside a creature or an object, you are shunted to the nearest unoccupied space. + +
+ + + + + + + + + + diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/rogue-scion-of-the-three.xml b/supplements/forgotten-realms-heroes-of-faerun/archetypes/rogue-scion-of-the-three.xml new file mode 100644 index 000000000..4afaacba5 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/rogue-scion-of-the-three.xml @@ -0,0 +1,171 @@ + + + + Scion of the Three + The Scion of the Three subclass from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Roguish Archetype + +

Become a Gruesome Agent of Malice

+

A Scion of the Three draws power from a group of malevolent gods known in Baldur’s Gate as the Dead Three: Bane , a god of tyranny; Bhaal , a god of violence and murder; and Myrkul , a god of death. While some Rogues of this subclass pledge themselves ardently to those three macabre gods, others are thrust on this path by a curse. Either way, a scion’s power manifests as various occult gifts, as well as an uncanny talent for striking and terrifying foes.

+

Scions of the Three are most common in Baldur’s Gate, where the Dead Three lived as mortals before ascending to godhood. Underground cults to Bane, Bhaal, and Myrkul often count Scions of the Three among their most useful agents. Outside Baldur’s Gate, secular thieves’ guilds such as the Shadow Thieves of Amn or the Xanathar Guild in Waterdeep might call on a Scion of the Three to undertake an especially violent contract.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_ROGUE_SCION_OF_THE_THREE_BLOODTHIRST + +

When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

+
+ + When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can teleport to an unoccupied space you can see within 5 feet of that enemy and make one melee attack. + When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can teleport to an unoccupied space you can see within 5 feet of that enemy and make one melee attack. + You regain one expended use when you finish a Short Rest. + + + + + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_ROGUE_SCION_OF_THE_THREE_DREAD_ALLEGIANCE + +

Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.

+ + + + + + + +
GodDamage ResistanceCantrip
BanePsychicMinor Illusion
BhaalPoisonBlade Ward
MyrkulNecroticChill Touch
+
+ + Choose one of the Dead Three gods. When you finish a Long Rest, you can change your choice. + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_ROGUE_SCION_OF_THE_THREE_AURA_OF_MALEVOLENCE + +

You radiate malignant power associated with one of the Dead Three. When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes damage equal to your Intelligence modifier; the damage type is the same as the damage Resistance granted by your choice in the Dread Allegiance feature. Damage dealt by this feature ignores Resistance.

+
+ + When you use Bloodthirst and teleport, each creature of your choice within 10 feet of either the space you left or your destination space (your choice) takes {{intelligence:modifier}} {{dread allegiance:resistance}} damage. Damage dealt by this feature ignores Resistance. + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_ROGUE_SCION_OF_THE_THREE_DREAD_INCARNATE + +

You gain the following benefits.

+

Cutthroat. You regain one expended use of Bloodthirst when you finish a Short Rest.

+

Murderous Intent. When you roll for your Sneak Attack damage, you can treat a roll of a 1 or 2 on the die as a 3.

+
+ + When you roll for your Sneak Attack damage, you can treat a roll of 1 or 2 on the die as a 3. + +
+ + + + + + + + + diff --git a/supplements/forgotten-realms-heroes-of-faerun/archetypes/sorcerer-spellfire.xml b/supplements/forgotten-realms-heroes-of-faerun/archetypes/sorcerer-spellfire.xml new file mode 100644 index 000000000..c1a34a0a0 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/archetypes/sorcerer-spellfire.xml @@ -0,0 +1,186 @@ + + + + Spellfire Sorcery + The Spellfire Sorcery subclass from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Sorcerous Origin + +

Wield Raw Magic

+

Your innate power stems from the source of magic itself: the Weave. This connection manifests as a rare ability known as spellfire, and you surge with radiant bursts of this raw magic. Your talent with spellfire allows you to heal allies, sear enemies, and absorb powerful spells.

+

Wielders of spellfire tend to have a penchant for wandering. Many travel between cosmopolitan settlements, such as those along the Sword Coast, and wield their magic in service of the common good. Others realize their own strange powers by roaming equally strange lands, from the magic-blasted wastes of the desert of Anauroch to the god-touched wilds of the Old Empires. Wherever they go in the Realms, spellfire Sorcerers are courted by factions with interests in the arcane arts, such as the Harpers, Cult of the Dragon, and Red Wizards.

+
+
+
+
+
+ + + + + + + + + + + + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_SORCERER_SPELLFIRE_SPELLFIRE_BURST + +

When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. You can do so only once per turn.

+

Bolstering Flames. You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.

+

Radiant Fire. One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).

+
+ + When you spend at least 1 Sorcery Point as part of a Magic action or a Bonus Action on your turn, you can unleash one of the following magical effects of your choice. + + + + +
+ + + Spellfire Bolstering Flames + +

You or one creature you can see within 30 feet of yourself gains Temporary Hit Points equal to 1d4 plus your Charisma modifier.

+
+ + You or one creature you can see within 30 feet of yourself gains 1d4+{{bolstering flames:thp}} Temporary Hit Points. + + + + + +
+ + + Spellfire Radiant Fire + +

One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice).

+
+ + One creature you can see within 30 feet of yourself takes 1d4 Fire or Radiant damage (your choice). + One creature you can see within 30 feet of yourself takes 1d8 Fire or Radiant damage (your choice). + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_SORCERER_SPELLFIRE_SPELLFIRE_SPELLS + +

When you reach a Sorcerer level specified in the Spellfire Spells table, you thereafter always have the listed spells prepared.

+
SPELLFIRE SPELLS
+ + + + + + + + +
Sorcerer LevelPrepared Spells
3Cure Wounds, Guiding Bolt, Lesser Restoration, Scorching Ray
5Aura of Vitality, Dispel Magic
7Fire Shield, Wall of Fire
9Greater Restoration, Flame Strike
+
+ + + + + + + + + + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_SORCERER_SPELLFIRE_ABSORB_SPELLS + +

You always have the Counterspell spell prepared.

+

Additionally, whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points.

+
+ + Whenever a target fails the saving throw against a Counterspell you cast, you regain 1d4 Sorcery Points. + + + + +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_SORCERER_SPELLFIRE_HONED_SPELLFIRE + +

Your Spellfire Burst improves. You add your Sorcerer level to the Temporary Hit Points gained from Bolstering Flames, and the damage of your Radiant Fire increases to 1d8.

+
+ +
+ + + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_SORCERER_SPELLFIRE_CROWN_OF_SPELLFIRE + +

When you use Innate Sorcery, you can alter it and infuse yourself with the essence of spellfire, gaining the following benefits while this use of Innate Sorcery is active. Once you use this feature to alter Innate Sorcery, you can’t use it again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.

+

Burning Life Force. Once per turn when you are hit by an attack roll, you can expend a number of Hit Point Dice, up to a maximum equal to your Charisma modifier (minimum of one). Roll the expended dice, and reduce the amount of damage from that attack equal to the total rolled.

+

Flight. You gain a Fly Speed of 60 feet and can hover.

+

Spell Avoidance. When you’re subjected to a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the save and only half damage if you fail. You can’t use this benefit if you have the Incapacitated condition.

+
+ + When you use Innate Sorcery, you can alter it and gain the following benefits while this use of Innate Sorcery is active. You can spend 5 Sorcery Points (no action required) to restore your use of this feature. + + + + + + + + +
+ + + Bladesinger Agility + +

You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. In addition, you have Advantage on Dexterity (Acrobatics) checks.

+
+ + You gain a +{{bladesong:intelligence}} bonus to your AC, your Speed increases by 10 feet, and you have Advantage on Dexterity (Acrobatics) checks. + +
+ + + Bladesinger Bladework + +

Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity.

+
+ + Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity. + +
+ + + Bladesinger Focus + +

When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.

+
+ + When you make a Constitution saving throw to maintain Concentration, you can add +{{bladesong:intelligence}} to the total. + +
+ + !ID_INTERNAL_FRHOF_FEATURE_REPLACEMENT_WIZARD_BLADESINGER_TRAINING_IN_WAR_AND_SONG + +

You gain proficiency with all Melee Martial weapons that don’t have the Two-Handed or Heavy property. You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells.

+

You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Performance, or Persuasion.

+
+ + You can use a Melee weapon with which you have proficiency as a Spellcasting Focus for your Wizard spells. + + + + + + + + + + + + + + + + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

+

Cunning Speaker. You don’t have Disadvantage on ability checks to influence Hostile creatures.

+

Gifted Interpreter. You understand the literal meaning of any language you hear or see signed, and you can understand the literal meaning of any written language you see.

+

Mental Communication. You gain telepathy with a range of 120 feet.

+
+ + You don’t have Disadvantage on ability checks to influence Hostile creatures, and can understand the literal meaning of any language you hear or see signed or written. + You also have telepathy with a range of 120 feet. + + + + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Eternal Rest. Creatures you reduce to 0 Hit Points can’t become Undead.

+

Powerful Radiance. When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can’t do so again until you finish a Long Rest.

+
+ + Creatures you reduce to 0 Hit Points can’t become Undead. + + + + +
+ + + ID_WOTC_FRHOF_FEAT_FEATURE_BOON_OF_EXQUISITE_RADIANCE_POWERFUL_RADIANCE_ + +

When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. Once you use this benefit, you can’t do so again until you finish a Long Rest.

+
+ + When you make a damage roll that deals Radiant damage, you can instead use the highest number possible for each damage die. + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

+

Shapechanger. You can take a Magic action to shape-shift into a Beast, Humanoid, or Monstrosity with a Challenge Rating no higher than 10. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.

+

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

+

Once you use this benefit, you can’t do so again until you finish a Long Rest.

+

Hardy Transformation. When you gain Temporary Hit Points when you shape-shift, increase that number of Temporary Hit Points by 20.

+
+ + Creatures you reduce to 0 Hit Points can’t become Undead. + + + + +
+ + + ID_WOTC_FRHOF_FEAT_FEATURE_BOON_OF_FLUID_FORMS_SHAPECHANGER + +

You can take a Magic action to shape-shift into a Beast, Humanoid, or Monstrosity with a Challenge Rating no higher than 10. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit Points of the form. The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or if you take a Magic action to return to your true form.

+

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting or Pact Magic feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

+

Once you use this benefit, you can’t do so again until you finish a Long Rest.

+
+ + You shape-shift into a Beast, Humanoid, or Monstrosity of CR10 or lower. You gain a number of Temporary Hit Points equal to the Hit Points of the form. Your game statistics are replaced by the statblock of the form, but you retain your creature type, alignment, personality, Intelligence, Wisdom, and Charisma scores, Hit Points, Hit Point Dice, proficiencies, Spellcasting or Pact magic features, and ability to communicate. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it. + The shape-shifting effect lasts for 1 hour, and it ends early if you have no Temporary Hit Points left or take a Magic action to return to your true form. + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Saving Throw Reroll. When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can’t do so again until the start of your next turn.

+
+ + When you fail a saving throw, you can reroll it and must use the new roll. Once you use this benefit, you can’t do so again until the start of your next turn. + + + + + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 30.

+

Inspire Dance. You always have the Otto’s Irresistible Dance spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is the ability increased by this feat.

+

When you cast the spell, it requires no spell components, and taking damage doesn’t break your Concentration on it.

+

Sing Out. While a creature that failed its saving throw against your Otto’s Irresistible Dance has the Charmed condition from that spell, it can’t cast spells with Verbal components, and it sings delightful nonsense if it can sing.

+
+ + + + +
+ + + ID_WOTC_FRHOF_FEAT_FEATURE_BOON_OF_TERROR_FLEE_FOOLS + +

When a creature with the Frightened condition starts its turn within 60 feet of you, you can take a Reaction to stoke its terror, provided you can see the creature and it isn’t behind Total Cover. If you do so, the creature must succeed on a Wisdom saving throw (DC 8 plus your Charisma modifier and your Proficiency Bonus) or spend its turn moving away from you by the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

+
+ + When a creature with the Frightened condition starts its turn within 60 feet of you and isn't behind Total Cover, you can force it to make a DC{{flee fools:dc}} Wisdom saving throw. On a failure, it spends its turn moving away from you by the fastest available means. + + + + + + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Constitution, Wisdom, or Charisma score by 1, to a maximum of 30.

+

Daylight Presence. As a Bonus Action, you radiate a 30-foot Emanation of Bright Light that is sunlight. If any of the Emanation’s area overlaps with an area of Darkness created by a spell, that spell is dispelled. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition.

+

Fortifying Light. When your Daylight Presence is active, at the start of each of your turns, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points.

+
+ + You radiate a 30-foot Emanation of Bright Light that is sunlight. If any of the Emanation’s area overlaps with an area of Darkness created by a spell, that spell is dispelled. The Emanation lasts until you dismiss it (no action required), die, or have the Incapacitated condition. + While active, you and allies you can see in your Daylight Presence gain 10 Temporary Hit Points at the start of each of their turns. + + + + + + +
+ + + [level:19] + Epic Boon + Level 19+ + +

Epic Boon Feat (Prerequisite: Level 19+)

+

You gain the following benefits.

+

Ability Score Increase. Increase one ability score of your choice by 1, to a maximum of 30.

+

Grave Resistance. You have Resistance to Cold damage and Necrotic damage.

+

Siphon Life. When an enemy within 120 feet of you is reduced to 0 Hit Points, you can take a Reaction to regain 50 Hit Points. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

+
+ + When an enemy within 120 feet of you is reduced to 0 Hit Points, you can regain 50 Hit Points. + + + + + + + +
+ + + Enclave Magic + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + You always have the Beast Sense spell prepared, and can cast it once without a spell slot. When you cast it without a spell slot using this feature, it doesn’t require Concentration. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is Intelligence. + + + + +
+ + + Enclave Magic + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + You always have the Beast Sense spell prepared, and can cast it once without a spell slot. When you cast it without a spell slot using this feature, it doesn’t require Concentration. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is Wisdom. + + + + +
+ + + Enclave Magic + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + You always have the Beast Sense spell prepared, and can cast it once without a spell slot. When you cast it without a spell slot using this feature, it doesn’t require Concentration. You can also cast the spell using any spell slots you have of the appropriate level. The spell’s spellcasting ability is Charisma. + + + + +
+ + + [level:4] + General + Level 4+ + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity or Charisma ability score by 1, to a maximum of 20.

+

Faerie Trod Trotter. When you take the Disengage action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

+

Flustering Strike. When you hit a creature with an attack roll, you can attempt to fluster the target. The target must succeed on a Wisdom saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or have Disadvantage on saving throws until the end of your next turn.

+

You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
+ + When you take the Disengage action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn. + + + + +
+ + + Genie Magic + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action. Your spellcasting ability for this spell is Intelligence. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 2 spell slot. Your spellcasting ability for this spell is Intelligence. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 3 spell slot. Your spellcasting ability for this spell is Intelligence. + + + + +
+ + + Genie Magic + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action. Your spellcasting ability for this spell is Wisdom. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 2 spell slot. Your spellcasting ability for this spell is Wisdom. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 3 spell slot. Your spellcasting ability for this spell is Wisdom. + + + + +
+ + + Genie Magic + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action. Your spellcasting ability for this spell is Charisma. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 2 spell slot. Your spellcasting ability for this spell is Charisma. + You can cast a level 1 spell of your choice from the Sorcerer spell list that has a casting time of an action as if you cast it with a level 3 spell slot. Your spellcasting ability for this spell is Charisma. + + + + +
+ + + [level:4],ID_WOTC_FRHOF_FEAT_HARPER_AGENT + General + Level 4+, Harper Agent Feat + +

General Feat (Prerequisite: Level 4+, Harper Agent Feat )

+

You gain the following benefits.

+

Ability Score Increase. Increase your Dexterity or Charisma ability score by 1, to a maximum of 20.

+

Withering Wordplay. When you take the Help action to assist an ally’s attack roll against an enemy, that enemy also has Disadvantage on the first saving throw it makes before the start of your next turn.

+

Inspiring Willpower. If you succeed on a saving throw to end the Frightened or Paralyzed condition on yourself, you can choose one ally you can see within 30 feet of yourself that has the same condition. That condition immediately ends for that ally.

+
+ + When you take the Help action to assist an ally’s attack roll against an enemy, that enemy also has Disadvantage on the first saving throw it makes before the start of your next turn. + Additionally, if you succeed on a saving throw to end the Frightened or Paralyzed condition on yourself, you can choose one ally you can see within 30 feet of yourself that has the same condition. That condition immediately ends for that ally. + + + + +
+ + + [level:4] + General + Level 4+ + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

+

Mythal Ward. If a spell attack hits you or you fail a saving throw against a spell, you can take a Reaction to roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC equals 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus.

+

You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
Mythal-Touched Magic
+ + + + + + + + + + + +
1d20Effect
1-2You and each creature within 15 feet of you make a Dexterity saving throw, taking Force damage equal to 1d8 times the level of the triggering spell on a failed save or half as much damage on a successful one.
3-7You and the triggering spell’s caster form a telepathic link for 1 hour.
8-10Gravity is reversed in a 15-foot-radius, 60-foot-tall Cylinder centered on you for 1 minute, per the Reverse Gravity spell.
11-13You and the triggering spell’s caster each make a Constitution saving throw. On a failed save, the creature has the Stunned condition until the end of its next turn.
14-17You gain a +2 bonus to AC for 1 minute, potentially turning the triggering spell into a miss if it was a spell attack.
18-19Any flammable, nonmagical object within 10 feet of the triggering spell’s caster that isn’t being worn or carried by another creature bursts into flame, takes 1d4 Fire damage, and is Burning.
20The triggering spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
+
+ + If a spell attack hits you or you fail a saving throw against a spell, you can roll on the Mythal-Touched Magic table to create a magical effect. If an effect requires a saving throw, the DC is {{mythal touched:dc}}. + + + + +
+ + + [level:4],ID_WOTC_FRHOF_PURPLE_DRAGON_ROOK + General + Level 4+, Purple Dragon Rook Feat + +

General Feat (Prerequisite: Level 4+, Purple Dragon Rook Feat)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength or Dexterity score by 1, to a maximum of 20.

+

Encourage Ally. As a Bonus Action, you bolster one ally you can see within 30 feet. The ally gains Temporary Hit Points equal to 2d6 plus the modifier of the ability score increased by this feat. You can take this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.

+

Last Stand. You have Advantage on attack rolls while Bloodied.

+
+ + You have Advantage on attack rolls while Bloodied. + + + + +
+ + + Spellfire Adept + +

Increase your Intelligence by 1, to a maximum of 20.

+
+ + When a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell. + + + + +
+ + + Spellfire Adept + +

Increase your Wisdom by 1, to a maximum of 20.

+
+ + When a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell. + + + + +
+ + + Spellfire Adept + +

Increase your Charisma by 1, to a maximum of 20.

+
+ + When a spell you cast deals Radiant damage, you can expend up to two Hit Point Dice, roll them, and add the total rolled to one damage roll of the spell. + + + + +
+ + + [level:4] + General + Level 4+ + +

General Feat (Prerequisite: Level 4+)

+

You gain the following benefits.

+

Ability Score Increase. Increase your Strength, or Dexterity score by 1, to a maximum of 20.

+

Headlock. Your allies have Advantage on attack rolls against a creature Grappled by you.

+

Sturdy Knot. When you use Chain, Manacles, or Rope to bind a creature, add your Proficiency Bonus to the DC to escape or burst the Chain, Manacles, or Rope.

+

Tough Talk. A creature’s Hostile attitude doesn’t impose Disadvantage on your Charisma (Intimidation) checks to influence that creature.

+
+ + Your allies have Advantage on attack rolls against creatures Grappled by you, and a creature's Hostile attitude doesn't impose Disadvantage on your Charisma (Intimidation) checks to influence it. + When you use Chain, Manacles, or Rope to bind a creature, add +{{proficiency}} to the DC to escape or burst the Chain, Manacles, or Rope. + + + + + + +
+ + + Dragon Terror + +

You can take a Magic action to instill terror in a creature you can see within 30 feet of yourself. The target must succeed on a Wisdom saving throw (DC 8 plus your Wisdom modifier and Proficiency Bonus) or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours.

+
+ + Choose a creature you can see within 30 feet of yourself. The target must succeed on a DC{{dragon terror:dc}} Wisdom saving throw or have the Frightened condition until the end of your next turn. If the target succeeds on the save or when the effect ends for a target, the target is immune to this effect for 24 hours. + + + + + + +
+ + + Inspired by Fear + +

When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.

+
+ + When you cause a creature to have the Frightened condition and you are the source of its fear, you can gain Heroic Inspiration if you lack it. + +
+ + + Origin + Origin Feat, Forgotten Realms Campaign + +

Origin Feat

+

You gain the following benefits.

+

Speak with Animals. You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.

+

Tag Team. When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.

+
+ + You gain the following benefits. + + + + + +
+ + + Fledgling Speak with Animals + +

You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Intelligence is your spellcasting ability for this spell (choose when you select this feat). When you cast this spell as a Ritual, its duration is 8 hours.

+
+ + You always have the Speak with Animals spell prepared and can cast it with any spell slots you have, using Intelligence as your spellcasting ability. When you cast this spell as a Ritual, its duration is 8 hours. + +
+ + + Fledgling Speak with Animals + +

You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Wisdom is your spellcasting ability for this spell. When you cast this spell as a Ritual, its duration is 8 hours.

+
+ + You always have the Speak with Animals spell prepared and can cast it with any spell slots you have, using Wisdom as your spellcasting ability. When you cast this spell as a Ritual, its duration is 8 hours. + +
+ + + Fledgling Speak with Animals + +

You always have the Speak with Animals spell prepared and can cast it with any spell slots you have. Charisma is your spellcasting ability for this spell. When you cast this spell as a Ritual, its duration is 8 hours.

+
+ + You always have the Speak with Animals spell prepared and can cast it with any spell slots you have, using Charisma as your spellcasting ability. When you cast this spell as a Ritual, its duration is 8 hours. + +
+ + + Tag Team + +

When you take the Help action, you can switch places with a willing ally within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. You can’t use this benefit if the ally has the Incapacitated condition.

+
+ + When you take the Help action, you can switch places with a willing ally who isn't Incapacitated within 5 feet of yourself as part of that same action. This movement doesn’t provoke Opportunity Attacks. + +
+ + + Origin + Origin Feat, Forgotten Realms Campaign + +

Origin Feat

+

You gain the following benefits.

+

Thieves' Cant. You know Thieves’ Cant.

+

Instrument Training. You gain proficiency with a Musical Instrument of your choice.

+

Distracting Melody. When you take the Help action to assist an ally’s attack roll, the enemy you’re distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you.

+
+ + When you take the Help action to assist an ally’s attack roll, the enemy you’re distracting can be within 30 feet of you, rather than within 5 feet of you, provided the enemy can see or hear you. + + + + + + +
+ + + Origin + Origin Feat, Forgotten Realms Campaign + +

Origin Feat

+

You gain the following benefits.

+

Magic Absorption. Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.

+

Spellfire Flame. You learn the Sacred Flame cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (choose when you select this feat). You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
+ + You gain the following benefits. + + + + + +
+ + + Magic Absorption + +

Once per turn, when you take damage from a spell or magical effect, you reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.

+
+ + When you take damage from a spell or magical effect and don't have the Incapacitated condition, you reduce the total damage taken by 1d4. + +
+ + + Spellfire Flame + +

You learn the Sacred Flame cantrip. Intelligence is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
+ + You can cast Sacred Flame as a Bonus Action, using Intelligence as your spellcasting ability. + +
+ + + Spellfire Flame + +

You learn the Sacred Flame cantrip. Wisdom is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
+ + You can cast Sacred Flame as a Bonus Action, using Wisdom as your spellcasting ability. + +
+ + + Spellfire Flame + +

You learn the Sacred Flame cantrip. Charisma is your spellcasting ability for this spell. You can also cast this cantrip as a Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

+
+ + You can cast Sacred Flame as a Bonus Action, using Charisma as your spellcasting ability. + +
+ + + Origin + Origin Feat, Forgotten Realms Campaign + +

Origin Feat

+

You gain the following benefits.

+

Stand as One. When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.

+

Vigilant. When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.

+
+ + You gain the following benefits. + + + + +
+ + + Stand as One + +

When an ally within 5 feet of you is subjected to an effect that would push or pull it, you can take a Reaction to prevent that ally from being pushed or pulled. To receive this benefit, the ally can’t have the Incapacitated condition.

+
+ + When an ally within 5 feet of you without the Incapacitated condition is subjected to an effect that would push or pull it, you can prevent that ally from being pushed or pulled. + +
+ + + Vigilant + +

When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn.

+
+ + When you take the Ready action, the next attack roll made against you has Disadvantage before the start of your next turn. + +
+ + + Origin + Origin Feat, Forgotten Realms Campaign + +

Origin Feat

+

You gain the following benefits.

+

Exploit Opening. When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.

+

Family First. If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.

+
+ + You gain the following benefits. + + + + +
+ + + Exploit Opening + +

When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target.

+
+ + When you roll damage for an Opportunity Attack, you can roll the damage dice twice and use either roll against the target. + +
+ + + Family First + +

If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll.

+
+ + If you have Heroic Inspiration when you roll Initiative, you can expend it to give yourself and your allies Advantage on that Initiative roll. + +
+ + From 5d6633817e61f661427365a0f8a7d5c448bb7938 Mon Sep 17 00:00:00 2001 From: tregolani <64651202+tregolani@users.noreply.github.com> Date: Mon, 6 Apr 2026 20:02:54 -0400 Subject: [PATCH 12/15] Adding FRHOF item files --- .../items/items-gear.xml | 337 ++++++++++++++++++ .../items/items-instrument.xml | 95 +++++ .../items/items-mounts-vehicles.xml | 51 +++ .../items/items-wondrous.xml | 79 ++++ 4 files changed, 562 insertions(+) create mode 100644 supplements/forgotten-realms-heroes-of-faerun/items/items-gear.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/items/items-instrument.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/items/items-mounts-vehicles.xml create mode 100644 supplements/forgotten-realms-heroes-of-faerun/items/items-wondrous.xml diff --git a/supplements/forgotten-realms-heroes-of-faerun/items/items-gear.xml b/supplements/forgotten-realms-heroes-of-faerun/items/items-gear.xml new file mode 100644 index 000000000..eadb29a9a --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/items/items-gear.xml @@ -0,0 +1,337 @@ + + + + Adventuring Gear + Adventuring Gear from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Icewind Dale Wares + +

Never spelunk in the dark again! This cloak of bioluminescent fungus fibers is sure to brighten your day.

+

While wearing a Bright Fungal Cloak, you can take a Bonus Action to furl or unfurl it. When the cloak is unfurled, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.

+

One pound of fungus is sewn into a Bright Fungal Cloak. This fungus can be eaten as food. Once all the fungus is consumed, the cloak becomes a mundane set of Traveler’s Clothes.

+
+ + Adventuring Gear + 25 + 4 lb. + false + +
+ + Calimshan Wares + +

Stylish but practical, our desert clothing protects you whether you’re taking a caravan of camels through the Calim Desert or exploring an ancient Mulhorandi tomb.

+

When you are wearing Desert Clothing and not wearing Medium or Heavy armor, you automatically succeed on saving throws against the effects of extreme heat. See chapter 3 of the Dungeon Master’s Guide for rules on extreme heat.

+
+ + Adventuring Gear + 10 + 4 lb. + false + +
+ + Calimshan Wares + +

Grant your sins plausible deniability by wearing one of these diabolical masks inspired by fiends from the Nine Hells. Also suitable for patriar galas in the city of Baldur’s Gate.

+

While you are wearing a Devil Mask, other creatures have Disadvantage on Intelligence (Investigation) and Wisdom (Insight) checks made to discern your true identity or intentions.

+
+ + Adventuring Gear + 25 + + false + face + +
+ + Baldur's Gate Wares + +

Our partners in the Zhentarim provide these remarkable pets, fully domesticated and trained to deliver messages. Always wear gloves when handling venomous creatures.

+
+
+
+ + + Adventuring Gear + 25 + + Pet + + + + Moonshae Isles Wares + +

These outfits are fashionable among fey courtiers in the Moonshae Isles. After winning a riddle game and parting with a lock of hair, I secured enough samples to re-create them in my workshop.

+

This garb appeals to Fey from one Domain of Delight, such as the Gloaming Court or the Summer Court. While wearing the garb, you have Advantage on ability checks to influence Fey associated with that Domain of Delight.

+
+ + Adventuring Gear + 50 + 6 lb. + false + +
+ + Calimshan Wares + +

Channel the authority of genies with these elegant Calishite fashions.

+

This robe appeals to Elementals associated with a particular Elemental Plane (Air, Earth, Fire, Water). While wearing a Genie Robe, you have Advantage on ability checks made to influence Elementals associated with that plane.

+
+ + Adventuring Gear + 50 + 6 lb. + false + +
+ + Dalelands Wares + +

The wise wizard keeps a copy of all their spells safely tucked away in case of disaster. We supplement our spellbook with a trusty lock secure enough to dissuade curious goblins.

+

This 100-page leather-bound tome can be used as a Spellbook. It is closed with a lock that comes with a key. As a Utilize action, a creature can try to pick the lock using Thieves’ Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check.

+
+ + Adventuring Gear + 35 + 3 lb. + false + +
+ + Icewind Dale Wares + +

The people of Icewind Dale have developed many strategies for safely traveling in dangerous wilderness. This outfit, adapted from hunting garb, deters strangers and animals alike.

+

A suit of Monster Camouflage looks like a Beast or Monstrosity, such as an owlbear. To discern that you’re disguised, a creature must take the Study action to inspect your appearance and succeed on a DC 10 Intelligence (Investigation or Nature) check. The creature has Advantage on this check if it is within 30 feet of you and automatically succeeds on this check if you do anything the monster you’re disguised as couldn’t do.

+
+ + Adventuring Gear + 50 + 6 lb. + false + +
+ + +

A set of crimson robes received by someone when they joined the Red Wizards. If you are a member of the Red Wizards, these robes magically mend and clean themselves each day at dawn.

+
+ + Adventuring Gear + + 6 lb. + false + +
+ + Icewind Dale Wares + +

Intrepid explorers from Highplume Station in Icewind Dale have descended steam vents to bring useful fungi up from the Underdark. Our expert crafters took it from there.

+

When you’re wearing Warm Fungal Clothing, you automatically succeed on saving throws against the effects of extreme cold. See chapter 3 of the Dungeon Master’s Guide for rules on extreme cold.

+

One pound of fungus is sewn into Fungal Clothing. This fungus can be eaten as food. Once all the fungus is consumed, this becomes a mundane set of Traveler’s Clothes.

+
+ + Adventuring Gear + 15 + 4 lb. + false + +
+ + Icewind Dale Wares + +

Whether you’re hiding from horrifying tundra monsters or you just want a little privacy, this handsome garb can help you keep a low profile in the North.

+

While you wear Winter Camouflage in an appropriate environment, you have Advantage on Dexterity (Stealth) checks.

+
+ + Adventuring Gear + 50 + 4 lb. + false + +
+ + + + +
Cult of the Dragon Trinkets
+ + + + + + + + + + +
d6Trinket
1A dragon claw pendant on a leather cord
2Ashes of a dracolich in a small brass canister
3A map of an unknown dragon’s lair
4A black pearl etched with a Draconic rune
5A drop of dragon’s blood preserved in amber
6A scrap of purple silk
+
+ + Adventuring Gear + + + false + +
+ + +
Emerald Enclave Trinkets
+ + + + + + + + + + +
d6Trinket
1A pair of earrings made from oak leaves that never wilt
2A miniature model cottage made of twigs
3A green-glowing firefly in a bottle
4A gourd that sounds like rustling leaves when held to one’s ear
5A preserved rabbit’s foot on a leather strap
6An antler shaped like an Elvish rune
+
+ + Adventuring Gear + + + false + +
+ + +
Harper Trinkets
+ + + + + + + + + + +
d6Trinket
1A broken harmonica
2A powder compact with a hidden compartment
3A 2-foot-long peacock feather
4A trick coin that’s heads on both sides
5A pair of red-tinted spectacles
6A scroll of sheet music for an unknown instrument
+
+ + Adventuring Gear + + + false + +
+ + +
Lords' Alliance Trinkets
+ + + + + + + + + + +
d6Trinket
1A scrap from a defeated army’s banner
2A bit and bridle engraved with the name of a famous steed
3The broken blade of a sword used in a famous battle
4The left glove of a lord who went mysteriously missing
5An articulated toy horse and knight
6A spaulder emblazoned with the insignia of an unidentified lord
+
+ + Adventuring Gear + + + false + +
+ + +
Order of the Gauntlet Trinkets
+ + + + + + + + + + +
d6Trinket
1A white feather as heavy as lead
2An empty vial made from stained glass
3A single cone of gold-flecked incense
4A silken blindfold
5One half of a pair of manacles
6A tarnished aspergillum
+
+ + Adventuring Gear + + + false + +
+ + +
Purple Dragon Knight Trinkets
+ + + + + + + + + + +
d6Trinket
1An amethyst dragon wyrmling’s claw
2A common purple quartz cut to resemble a dragon’s eye
3A signal whistle audible only to amethyst dragons
4A robin’s egg encased in amber
5A whetstone that leaves any blade it hones faintly glittery
6A vamplate taken from a slain rival jouster
+
+ + Adventuring Gear + + + false + +
+ + +
Red Wizard Trinkets
+ + + + + + + + + + +
d6Trinket
1A gnarled wand made from petrified yew
2A glass jar containing the preserved heart of an unknown animal
3A unicorn figurine carved from obsidian
4A tattoo needle made from one of your own bones
5A bronze amulet in the shape of a scorpion
6A razor made of crimson steel
+
+ + Adventuring Gear + + + false + +
+ + +
Zhentarim Trinkets
+ + + + + + + + + + +
d6Trinket
1A broken dagger etched with your name
2A glass eye that always turns to face you
3A gold-colored serpent’s tooth
4A counterfeit gold coin
5A crystal tattoo needle
6A contract on a slip of parchment that’s impervious to creases, tears, and fire
+
+ + Adventuring Gear + + + false + +
+ + diff --git a/supplements/forgotten-realms-heroes-of-faerun/items/items-instrument.xml b/supplements/forgotten-realms-heroes-of-faerun/items/items-instrument.xml new file mode 100644 index 000000000..c715a8be4 --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/items/items-instrument.xml @@ -0,0 +1,95 @@ + + + + Instruments + Instruments from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +

The bandore is a complex bass instrument with additional sets of strings, perfect for accompanying tenor and alto instruments in an ensemble.

+
BANDORE
+ + + +
Ability: CharismaWeight: 3 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 65 + 3 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_BANDORE + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +

A cittern, distinguished by its pear-shaped bowl, produces a pleasing, richer sound.

+
CITTERN
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 65 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_CITTERN + +
+ + ID_INTERNAL_TOOL_MUSICAL_INSTRUMENT + +

The yarting is the staple stringed instrument of minstrels across Faerûn.

+
YARTING
+ + + +
Ability: CharismaWeight: 2 lb.
Utilize: Play a known tune (DC 10), or improvise a song (DC 15)
+
+ + Musical Instruments + 40 + 2 lbs. + onehand + Tool + ID_WOTC_PHB24_PROFICIENCY_TOOL_PROFICIENCY_YARTING + +
+ + + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ + Tool, ID_PROFICIENCY_MUSICAL_INSTRUMENT, Musical Instrument + + +

+
+ +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/items/items-mounts-vehicles.xml b/supplements/forgotten-realms-heroes-of-faerun/items/items-mounts-vehicles.xml new file mode 100644 index 000000000..a05e4f0ce --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/items/items-mounts-vehicles.xml @@ -0,0 +1,51 @@ + + + + Mounts and Vehicles + Mounts and Vehicles from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + Icewind Dale Wares + +

Don’t let the grouchy reputation of these hardworking creatures deter you. A team of axe beaks can pull your sled with remarkable speed and efficiency.

+

Speed. 50 ft.
Carrying Capacity. 210 lb.

+
+ + Mounts & Vehicles + 50 + + Mount + +
+ + Icewind Dale Wares + +

We recommend a team of these sled dogs to ease the burden on individual animals. Rotate your dogs through the lead positions to give weary animals a rest.

+

Speed. 40 ft.
Carrying Capacity. 210 lb.

+
+ + Mounts & Vehicles + 50 + + Mount + +
+ + Dalelands Wares + +

Is it any wonder adventurers flock to the Dalelands? It’s not just the majestic forests and flavorful ale; here, everyone minds their own business. These wagons, popularized by adventurers current and retired, can be found from Thunder Pass to Dragon’s Reach.

+

This vehicle is a Wagon (see the Player’s Handbook ) covered by durable canvas. A creature has Three-Quarters Cover while riding inside this vehicle.

+
+ + Mounts & Vehicles + 250 + 1300 lb. + Vehicle + +
+ +
diff --git a/supplements/forgotten-realms-heroes-of-faerun/items/items-wondrous.xml b/supplements/forgotten-realms-heroes-of-faerun/items/items-wondrous.xml new file mode 100644 index 000000000..202b8fdaa --- /dev/null +++ b/supplements/forgotten-realms-heroes-of-faerun/items/items-wondrous.xml @@ -0,0 +1,79 @@ + + + + Wondrous Items + Wondrous Items from Forgotten Realms: Heroes of Faerûn. + Wizards of the Coast + + + + + + + Dalelands Wares + +

Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire.

+

While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.

+
+ + Rings + 250 + Ring + ring + Common + +
+ + Calimshan Wares + +

A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.

+

A Mechanical Wonder is a dormant object until activated. To activate a Mechanical Wonder, you must wind the wonder with a handheld key unique to that wonder. It takes 1 minute to wind a Mechanical Wonder. While you wind it, you must take the Utilize action each turn.

+

Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description.

+
DOMESTIC WONDER
+

This bipedal wonder is designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.

+
+
+
+ + + Wondrous Items + 400 + + Wondrous Item + Uncommon + + + + +

This magical tattoo contains the essence of a level 1–3 spell chosen by the tattoo’s creator. While the tattoo is on your body, you always have the associated spell prepared, and you can cast the spell using any spell slots you have of the appropriate level. If you have the Spellcasting or Pact Magic feature, the spell uses your spellcasting ability; otherwise, if the spell requires a saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.

+

You can also cast the spell once without a spell slot and spell components. Once the spell is cast in this way, the tattoo vanishes.

+
+ + Wondrous Items + 400 + Tattoo + ring + Uncommon + true + + +