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	<id>https://wiki.avardon.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bulltrup</id>
	<title>Avardon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.avardon.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bulltrup"/>
	<link rel="alternate" type="text/html" href="https://wiki.avardon.com/Special:Contributions/Bulltrup"/>
	<updated>2026-07-29T21:41:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2299</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2299"/>
		<updated>2026-07-28T20:49:53Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: full moon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Shifter&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-70&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:shifter&lt;br /&gt;
| frwiki = Shifter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters cannot change shape and are stuck in a middle ground between human and bestial form.&lt;br /&gt;
&lt;br /&gt;
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Eyes, Ears, Tail, Claws, special skins, and tattoo fur textures are things which Shifters may use.  Shifters may not add extra fur to their body through ToT additions. Shifters are always at the same level of bestial aspect and cannot change it, including during the full moon.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subraces==&lt;br /&gt;
===[[Beasthide]]===&lt;br /&gt;
===[[Longtooth]]===&lt;br /&gt;
===[[Swiftstride]]===&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2298</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2298"/>
		<updated>2026-07-28T20:44:03Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: shifter char design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Shifter&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-70&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:shifter&lt;br /&gt;
| frwiki = Shifter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters cannot change shape and are stuck in a middle ground between human and bestial form.&lt;br /&gt;
&lt;br /&gt;
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Eyes, Ears, Tail, Claws, special skins, and tattoo fur textures are things which Shifters may use.  Shifters may not add extra fur to their body through tot additions. Shifters are always at the same level of bestial aspect and cannot change it.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subraces==&lt;br /&gt;
===[[Beasthide]]===&lt;br /&gt;
===[[Longtooth]]===&lt;br /&gt;
===[[Swiftstride]]===&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Drow&amp;diff=2297</id>
		<title>Drow</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Drow&amp;diff=2297"/>
		<updated>2026-07-28T20:35:00Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: no szarkai&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Drow&lt;br /&gt;
| image = Drowfem.jpg|{width}900{height}900|&lt;br /&gt;
| caption = &lt;br /&gt;
| age = 100-750&lt;br /&gt;
| height = 160cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:elf&lt;br /&gt;
| frwiki = drow&lt;br /&gt;
}}&lt;br /&gt;
[[File:Menzo.jpg|right|frameless|517x517px]]&lt;br /&gt;
&#039;&#039;&#039;Descended from an earlier subrace of dark-skinned elves, the drow were banished from the surface world for following the goddess Lolth down the path to evil and corruption. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves. the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, red, and blue. They tend to be smaller and thinner than most elves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Drow are of dark tones and no Albino/Szarkai are allowed.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Rapiers&lt;br /&gt;
* Hand Crossbows&lt;br /&gt;
===Languages===&lt;br /&gt;
Undercommon&lt;br /&gt;
&lt;br /&gt;
===Additional Abilities===&lt;br /&gt;
* [[Faerie Fire]]&lt;br /&gt;
* [[Darkness]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Reroll&amp;diff=2296</id>
		<title>Reroll</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Reroll&amp;diff=2296"/>
		<updated>2026-07-28T20:28:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Starting a Reroll */  7/28/2026 announcement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Starting a Reroll==&lt;br /&gt;
You may reroll once every 14 days.&lt;br /&gt;
&lt;br /&gt;
When rerolling you will go through with the same process as whitelisting and open up a reroll ticket. When you choose to delete or shelf your character, you may choose a concise message for your disappearance in the ticket. This message is just the fact your character is missing from the lands. For more information required for the reroll, please see the [[New_Players_Guide#Character_Creation|New Players Guide]] character creation section. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required Items&#039;&#039;&#039;&lt;br /&gt;
# Character Name&lt;br /&gt;
# Race&lt;br /&gt;
# Class&lt;br /&gt;
# Subclass&lt;br /&gt;
# Whitelist Screenshot&lt;br /&gt;
&amp;lt;sub&amp;gt;There is a single retraining from Seymour in Livarun&#039;s Training grounds per character.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deleting==&lt;br /&gt;
[[File:CaptAvardon.png|right|250px|thumb|The Deletion NPC. Do not interact with this until staff tell you to in your reroll ticket.]]&lt;br /&gt;
If you do not want to shelf your character, you can simply delete them and immediately reroll to a new character. When the ticket is opened staff will set your character to be eligible for deletion or shelving. When you choose to delete your character, you can speak with &#039;&#039;&#039;Captain Avardon&#039;&#039;&#039; in Spawn. After doing so you will need to rename yourself with Bobby. Once your sheet, feats, traits and spells (if applicable) are selected, speak with Lora to re-enter the world. This skips the Shelving Process.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt; When deleting your character your inventory will be deleted.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shelving==&lt;br /&gt;
[[File:Shelf.png|250px|thumb|The Shelfing NPC. Do not interact with this until staff tell you to in your reroll ticket.]]&lt;br /&gt;
&lt;br /&gt;
When and &#039;&#039;&#039;only when&#039;&#039;&#039; staff inform you, do you go through with the shelving process in the spawn room at the shelf otherwise you may be shelved improperly. Once you have shelved the character using the NPC you will need to rename yourself with Bobby. Once your sheet, feats, traits and spells (if applicable) are selected, speak with Lora to re-enter the world. This skips the Deletion Process.&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;2 shelf slots&#039;&#039; and &#039;&#039;1 active slot&#039;&#039;.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;All house mod items are shelved with your character. All other inventory items will be deleted.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unshelving==&lt;br /&gt;
Once you are finished with either deleting or shelving your character, you will be marked without an active Character. On the [[https://avardon.com/account Avardon]] website you will have a list of your characters, and you will need to change the character&#039;s name to match in game with Bobby (Renamer). Once that matches you may interact with the Shelf to load your previous sheet and items.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hexblood&amp;diff=2272</id>
		<title>Hexblood</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hexblood&amp;diff=2272"/>
		<updated>2026-07-23T23:05:53Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: spacing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Hexblood&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = As per original race&lt;br /&gt;
| height = As per original race&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:hexblood&lt;br /&gt;
| frwiki = Hexblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same.&lt;br /&gt;
&lt;br /&gt;
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Hexbloods must have a living crown that must extend from their temples and wrap behind their head (EX: Garland/crown shape).&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Hex Magic: Disguise Self===&lt;br /&gt;
{{:Disguise Self}}&lt;br /&gt;
===Hex Magic: Hex===&lt;br /&gt;
{{:Hex}}&lt;br /&gt;
&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hexblood&amp;diff=2271</id>
		<title>Hexblood</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hexblood&amp;diff=2271"/>
		<updated>2026-07-23T23:05:38Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: garland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Hexblood&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = As per original race&lt;br /&gt;
| height = As per original race&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:hexblood&lt;br /&gt;
| frwiki = Hexblood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with eldritch magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same.&lt;br /&gt;
&lt;br /&gt;
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039;Hexbloods must have a living crown that must extend from their temples and wrap behind their head (EX: Garland/crown shape).&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
===Hex Magic: Disguise Self===&lt;br /&gt;
{{:Disguise Self}}&lt;br /&gt;
===Hex Magic: Hex===&lt;br /&gt;
{{:Hex}}&lt;br /&gt;
&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2266</id>
		<title>Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2266"/>
		<updated>2026-07-21T22:53:54Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: wip added info subject to change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wip&lt;br /&gt;
== Summary ==&lt;br /&gt;
[[Katalin_de_Brasov|Katalin de Brasov&#039;s]] ambitions lie in the means of production. Resource, goods, and coin must flow. There is no prosperity without trade, after all, and one must answer to the &#039;&#039;&#039;Gilded Hand&#039;&#039;&#039;, in one form or fashion, for any venture. Artisans, laborers, and merchants; most major productivity ultimately winds up in a Gilded ledger. These lands were prosperous once, and Katalin is determined to rebuild the means of resource extraction, production, and commerce that saw Avardon prosper in the past. Those that try to skirt the &#039;&#039;&#039;Gilded Hand&#039;s&#039;&#039;&#039; rules, enforcement, dues, or forego their protections or standards see the &#039;&#039;&#039;Gilded Hand&#039;&#039;&#039; become an iron fist courtesy of well-funded and well-equipped mercenaries. The &#039;&#039;&#039;Gilded Hand&#039;&#039;&#039; is thereby a loosely organized collection of common interests and remains the only hope most will ever have of rising above the station of their birth. For better and for worse, competence and ruthlessness are rewarded in equal measure.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
Laborers who pull resources from or till the earth answer to one of many syndicates. In turn, those artisans who refine those goods typically belong to one of the myriad guilds. Merchants and logisticians are often agents of one of the counting houses. This system is enforced and protected by professional men-at-arms.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
Their operations are being led from a library in the jungle ruins.&lt;br /&gt;
&lt;br /&gt;
== Notable Figures ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Katalin_de_Brasov|Katalin de Brasov]]&#039;&#039;&#039;; middle daughter of [[Count Farkas]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=2257</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=2257"/>
		<updated>2026-07-18T17:25:09Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Wild Shape */  to hit added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Druid PHB5e.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Druid&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Intelligence, Wisdom&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Druid Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Druid&lt;br /&gt;
| frwiki = Druid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Guide ===&lt;br /&gt;
Druids are aligned with the natural world and to some degree distance themselves from that which civilisation has wrought. They make a conscious choice to wear materials and garments that reflect their connection to the natural world, such as leather, bone, hide wood and other natural materials. Druids do not wear metal such as armour, nor do they use shields made of metal. Though for practical reasons druids may wear small metal items such as buckles or small items of jewellery like necklaces. &lt;br /&gt;
&lt;br /&gt;
On Avardon, players are expected to correctly depict their characters as per the Ravenloft and Forgotten Realms lore. Wearing metal armour or using a metal shield is considered a breach of our rules regarding character depiction.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor*&lt;br /&gt;
* Medium Armor*&lt;br /&gt;
* Clubs&lt;br /&gt;
* Daggers&lt;br /&gt;
* Javelins&lt;br /&gt;
* Maces&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
* Sickles&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Spears&lt;br /&gt;
* &#039;&#039;&#039;*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Extra Language===&lt;br /&gt;
Druidic&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus&lt;br /&gt;
Spell attack modifier = Wisdom modifier + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 4 cantrips to call upon from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== [[Wild Shape]] ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Wolf====&lt;br /&gt;
&amp;lt;br&amp;gt;45 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Wolf Bite: 5+3d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Inciting Howl: Each ally within 3 tiles radius can move an additional 1 tile during their next turn.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Bear====&lt;br /&gt;
&amp;lt;br&amp;gt;60 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Bear Claws: 6+3d4 Slashing damage, +9 to hit&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Panther====&lt;br /&gt;
&amp;lt;br&amp;gt;40 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Panther Bite: 4+4d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Enhanced Jump: 	Jump up to 4 tiles without using movement.&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying in Wild Shape ====&lt;br /&gt;
Druids have a unique and deep connection to the natural and untamed world that few others may even attempt to understand. Their powers derive from this bond and as such they have an innate respect for untamed wildlife which forms the foundation for their ability to Wild Shape. &lt;br /&gt;
&lt;br /&gt;
On Avardon, we expect players to properly reflect this deep and respectful bond. This means that a druid would not ever use their Wild Shape ability in a manner that demeans the untamed wildlife whose form they take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids do not in any situation act as domestic animals or pets. Engaging in such behaviour is considered a breach of our rules regarding character depiction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Circle of the Land]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Moon]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Spores]]&lt;br /&gt;
&lt;br /&gt;
== Druid Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Druidcraft|Druidcraft]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=2256</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=2256"/>
		<updated>2026-07-18T17:17:49Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Wild Shape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Druid PHB5e.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Druid&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Intelligence, Wisdom&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Druid Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Druid&lt;br /&gt;
| frwiki = Druid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Guide ===&lt;br /&gt;
Druids are aligned with the natural world and to some degree distance themselves from that which civilisation has wrought. They make a conscious choice to wear materials and garments that reflect their connection to the natural world, such as leather, bone, hide wood and other natural materials. Druids do not wear metal such as armour, nor do they use shields made of metal. Though for practical reasons druids may wear small metal items such as buckles or small items of jewellery like necklaces. &lt;br /&gt;
&lt;br /&gt;
On Avardon, players are expected to correctly depict their characters as per the Ravenloft and Forgotten Realms lore. Wearing metal armour or using a metal shield is considered a breach of our rules regarding character depiction.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor*&lt;br /&gt;
* Medium Armor*&lt;br /&gt;
* Clubs&lt;br /&gt;
* Daggers&lt;br /&gt;
* Javelins&lt;br /&gt;
* Maces&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
* Sickles&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Spears&lt;br /&gt;
* &#039;&#039;&#039;*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Extra Language===&lt;br /&gt;
Druidic&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus&lt;br /&gt;
Spell attack modifier = Wisdom modifier + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 4 cantrips to call upon from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== [[Wild Shape]] ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Wolf====&lt;br /&gt;
&amp;lt;br&amp;gt;45 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Wolf Bite: 5+3d6 Piercing&lt;br /&gt;
&amp;lt;br&amp;gt;Inciting Howl: Each ally within 3 tiles radius can move an additional 1 tile during their next turn.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Bear====&lt;br /&gt;
&amp;lt;br&amp;gt;60 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Bear Claws: 6+3d4 Slashing&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Panther====&lt;br /&gt;
&amp;lt;br&amp;gt;40 HP&lt;br /&gt;
&amp;lt;br&amp;gt;Panther Bite: 4+4d6 Piercing&lt;br /&gt;
&amp;lt;br&amp;gt;Enhanced Jump: 	Jump up to 4 tiles without using movement.&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying in Wild Shape ====&lt;br /&gt;
Druids have a unique and deep connection to the natural and untamed world that few others may even attempt to understand. Their powers derive from this bond and as such they have an innate respect for untamed wildlife which forms the foundation for their ability to Wild Shape. &lt;br /&gt;
&lt;br /&gt;
On Avardon, we expect players to properly reflect this deep and respectful bond. This means that a druid would not ever use their Wild Shape ability in a manner that demeans the untamed wildlife whose form they take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids do not in any situation act as domestic animals or pets. Engaging in such behaviour is considered a breach of our rules regarding character depiction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Circle of the Land]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Moon]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Spores]]&lt;br /&gt;
&lt;br /&gt;
== Druid Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Druidcraft|Druidcraft]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2251</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2251"/>
		<updated>2026-07-17T18:42:57Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits. To gather, move into the territory or circle of the node and open up the rpr sheet under Economy. &lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas. &lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2250</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2250"/>
		<updated>2026-07-17T18:42:12Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: link to quests page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits. To gather, move into the territory or circle of the node and open up the rpr sheet under Economy. &lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas. &lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select location there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2249</id>
		<title>Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2249"/>
		<updated>2026-07-17T18:37:51Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: base layer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
== Notable Figures ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Katalin_de_Brasov|Katalin de Brasov]]&#039;&#039;&#039;; middle daughter of [[Count Farkas]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=The_Wardens&amp;diff=2248</id>
		<title>The Wardens</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=The_Wardens&amp;diff=2248"/>
		<updated>2026-07-17T18:37:39Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: more hyperlink count farks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;The Wardens&#039;&#039;&#039; are a faction headed by &#039;&#039;&#039;Viscount Levan Borgar&#039;&#039;&#039;, a minor noble who garnered greater attention when he began courting &#039;&#039;&#039;Ilona de Brasov&#039;&#039;&#039;, Count Farkas&#039; eldest daughter. This faction operates as a military organization where &#039;&#039;&#039;Borgar&#039;&#039;&#039; is the lead, holding the title of &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;, though it is widely debated just how influential Ilona is in decisions made by the order. Regardless, the organization is a powerful one, having the largest standing army in the realm, and having &#039;&#039;&#039;Borgar&#039;&#039;&#039; as lead, who has already shown himself to be an excellent commander and strategist.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Their name, &#039;&#039;&#039;The Wardens&#039;&#039;&#039;, is short-hand for a name borrowed from near-ancient history. Avardon natives will know the tale of the &#039;&#039;&#039;Wardens of the Willow&#039;&#039;&#039;, an ancient military and religious order that was founded by the man who settled the country&#039;s mainland from savages and monsters; an ancestor of the &#039;&#039;&#039;de Brasov&#039;&#039;&#039; family and a heroic, near-messianic, figure to loyal countrymen. Though they have borrowed the name, there is little connection between the modern-day &#039;&#039;&#039;Wardens&#039;&#039;&#039; and their historical counterparts, making a split in belief where some feel the faction to be the return of an old order and a reason to hope, but others believe it to be armored thugs disrespecting the memory of old heroes.&lt;br /&gt;
&lt;br /&gt;
Regardless of such scandals, &#039;&#039;&#039;The Wardens&#039;&#039;&#039; gained quite a bit of sympathy when those hiding behind &#039;&#039;&#039;Livarun&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s walls dared to trek into the open wilderness and attempt to resettle the surrounding areas.  It was bands of the newly-organized Wardens that acted as spear-heads, which engaged monster, beast, or bandit, and cleared much of the farmlands surrounding &#039;&#039;&#039;Livarun&#039;&#039;&#039; and beyond. In years to come, the Wardens were able to settle the central lands, the viscounty that just so happened to belong to their &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;, &#039;&#039;&#039;Viscount Borgar&#039;&#039;&#039;. On the ruin of the old &#039;&#039;&#039;Borgar&#039;&#039;&#039; family fort was their headquarters built, and the faction has operated from behind its walls ever since.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
Despite having dropped any focus on religion and replaced it with a duty to resettle and perhaps save Avardon, the Wardens still organize themselves like a religious order. There are three divisions members are placed in. By order of seniority, these divisions are &#039;&#039;&#039;Officers&#039;&#039;&#039;, &#039;&#039;&#039;Knights&#039;&#039;&#039;, and &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Leading the &#039;&#039;&#039;Officers&#039;&#039;&#039;, and the order as a whole, is the &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;. Beneath that rank is the &#039;&#039;&#039;Seneschal&#039;&#039;&#039;, the leader&#039;s right-hand man. There are several honorary or duty-specific ranks in-between, but the most notable below this is the &#039;&#039;&#039;Prior&#039;&#039;&#039;, who acts as the link between the &#039;&#039;&#039;Officers&#039;&#039;&#039; and the &#039;&#039;&#039;Knights&#039;&#039;&#039;.&lt;br /&gt;
* Leading the &#039;&#039;&#039;Knights&#039;&#039;&#039; is the &#039;&#039;&#039;Knight Commander&#039;&#039;&#039;, who reports to the Prior. Under that rank is the &#039;&#039;&#039;Knight Major&#039;&#039;&#039;, who acts as the &#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s right-hand man. Below these two are all the &#039;&#039;&#039;Knight Captains&#039;&#039;&#039;, who operate their own &#039;lances&#039; of knights. Lances tend to be between ten and twenty knights, not including supporting &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039;, and can attach to other lances to form companies.&lt;br /&gt;
* The &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039; are something of a special division, as an auxiliary can be anything from a hired soldier to a camp follower. &#039;&#039;&#039;Knight Captains&#039;&#039;&#039; are given the freedom, and a very low sum, to hire any assistance they feel appropriate. This can mean hiring mercenaries when numbers are needing reinforcement, or taking on healers after a defeat. The &#039;&#039;&#039;Commander&#039;&#039;&#039; is known to hold &#039;&#039;&#039;Captains&#039;&#039;&#039; responsible for anything Auxiliaries do, so one can expect heavy scrutiny when being considered.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Desert Castle; the castle in the central desert, probably their HQ.&lt;br /&gt;
&lt;br /&gt;
== Notable Figures ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levan Borgar&#039;&#039;&#039;; Grand Marshall of the Wardens and Viscount of the central territories.&lt;br /&gt;
* &#039;&#039;&#039;[[Ilona_de_Brasov|Ilona de Brasov]]&#039;&#039;&#039;; eldest daughter and heiress of [[Count Farkas]], and known lover of Viscount Borgar.&lt;br /&gt;
* &#039;&#039;&#039;Malkolm Kossutt&#039;&#039;&#039;; Seneschal of the Wardens and explicit loyalist of the Grand Marshall.&lt;br /&gt;
* &#039;&#039;&#039;Bertalan Telzki&#039;&#039;&#039;; the Prior, a once-knight, and perhaps the oldest member of the Wardens.&lt;br /&gt;
* &#039;&#039;&#039;Artur Kossutt&#039;&#039;&#039;; the recently-appointed Knight Commander, after his predecessor died.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=The_Wardens&amp;diff=2247</id>
		<title>The Wardens</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=The_Wardens&amp;diff=2247"/>
		<updated>2026-07-17T18:35:27Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Notable Figures */  hyperlink added illona&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Summary ==&lt;br /&gt;
&#039;&#039;&#039;The Wardens&#039;&#039;&#039; are a faction headed by &#039;&#039;&#039;Viscount Levan Borgar&#039;&#039;&#039;, a minor noble who garnered greater attention when he began courting &#039;&#039;&#039;Ilona de Brasov&#039;&#039;&#039;, Count Farkas&#039; eldest daughter. This faction operates as a military organization where &#039;&#039;&#039;Borgar&#039;&#039;&#039; is the lead, holding the title of &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;, though it is widely debated just how influential Ilona is in decisions made by the order. Regardless, the organization is a powerful one, having the largest standing army in the realm, and having &#039;&#039;&#039;Borgar&#039;&#039;&#039; as lead, who has already shown himself to be an excellent commander and strategist.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Their name, &#039;&#039;&#039;The Wardens&#039;&#039;&#039;, is short-hand for a name borrowed from near-ancient history. Avardon natives will know the tale of the &#039;&#039;&#039;Wardens of the Willow&#039;&#039;&#039;, an ancient military and religious order that was founded by the man who settled the country&#039;s mainland from savages and monsters; an ancestor of the &#039;&#039;&#039;de Brasov&#039;&#039;&#039; family and a heroic, near-messianic, figure to loyal countrymen. Though they have borrowed the name, there is little connection between the modern-day &#039;&#039;&#039;Wardens&#039;&#039;&#039; and their historical counterparts, making a split in belief where some feel the faction to be the return of an old order and a reason to hope, but others believe it to be armored thugs disrespecting the memory of old heroes.&lt;br /&gt;
&lt;br /&gt;
Regardless of such scandals, &#039;&#039;&#039;The Wardens&#039;&#039;&#039; gained quite a bit of sympathy when those hiding behind &#039;&#039;&#039;Livarun&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s walls dared to trek into the open wilderness and attempt to resettle the surrounding areas.  It was bands of the newly-organized Wardens that acted as spear-heads, which engaged monster, beast, or bandit, and cleared much of the farmlands surrounding &#039;&#039;&#039;Livarun&#039;&#039;&#039; and beyond. In years to come, the Wardens were able to settle the central lands, the viscounty that just so happened to belong to their &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;, &#039;&#039;&#039;Viscount Borgar&#039;&#039;&#039;. On the ruin of the old &#039;&#039;&#039;Borgar&#039;&#039;&#039; family fort was their headquarters built, and the faction has operated from behind its walls ever since.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
Despite having dropped any focus on religion and replaced it with a duty to resettle and perhaps save Avardon, the Wardens still organize themselves like a religious order. There are three divisions members are placed in. By order of seniority, these divisions are &#039;&#039;&#039;Officers&#039;&#039;&#039;, &#039;&#039;&#039;Knights&#039;&#039;&#039;, and &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* Leading the &#039;&#039;&#039;Officers&#039;&#039;&#039;, and the order as a whole, is the &#039;&#039;&#039;Grand Marshall&#039;&#039;&#039;. Beneath that rank is the &#039;&#039;&#039;Seneschal&#039;&#039;&#039;, the leader&#039;s right-hand man. There are several honorary or duty-specific ranks in-between, but the most notable below this is the &#039;&#039;&#039;Prior&#039;&#039;&#039;, who acts as the link between the &#039;&#039;&#039;Officers&#039;&#039;&#039; and the &#039;&#039;&#039;Knights&#039;&#039;&#039;.&lt;br /&gt;
* Leading the &#039;&#039;&#039;Knights&#039;&#039;&#039; is the &#039;&#039;&#039;Knight Commander&#039;&#039;&#039;, who reports to the Prior. Under that rank is the &#039;&#039;&#039;Knight Major&#039;&#039;&#039;, who acts as the &#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s right-hand man. Below these two are all the &#039;&#039;&#039;Knight Captains&#039;&#039;&#039;, who operate their own &#039;lances&#039; of knights. Lances tend to be between ten and twenty knights, not including supporting &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039;, and can attach to other lances to form companies.&lt;br /&gt;
* The &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039; are something of a special division, as an auxiliary can be anything from a hired soldier to a camp follower. &#039;&#039;&#039;Knight Captains&#039;&#039;&#039; are given the freedom, and a very low sum, to hire any assistance they feel appropriate. This can mean hiring mercenaries when numbers are needing reinforcement, or taking on healers after a defeat. The &#039;&#039;&#039;Commander&#039;&#039;&#039; is known to hold &#039;&#039;&#039;Captains&#039;&#039;&#039; responsible for anything Auxiliaries do, so one can expect heavy scrutiny when being considered.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Desert Castle; the castle in the central desert, probably their HQ.&lt;br /&gt;
&lt;br /&gt;
== Notable Figures ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Levan Borgar&#039;&#039;&#039;; Grand Marshall of the Wardens and Viscount of the central territories.&lt;br /&gt;
* &#039;&#039;&#039;[[Ilona_de_Brasov|Ilona de Brasov]]&#039;&#039;&#039;; eldest daughter and heiress of Count Farkas, and known lover of Viscount Borgar.&lt;br /&gt;
* &#039;&#039;&#039;Malkolm Kossutt&#039;&#039;&#039;; Seneschal of the Wardens and explicit loyalist of the Grand Marshall.&lt;br /&gt;
* &#039;&#039;&#039;Bertalan Telzki&#039;&#039;&#039;; the Prior, a once-knight, and perhaps the oldest member of the Wardens.&lt;br /&gt;
* &#039;&#039;&#039;Artur Kossutt&#039;&#039;&#039;; the recently-appointed Knight Commander, after his predecessor died.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2246</id>
		<title>Gilded Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Gilded_Hand&amp;diff=2246"/>
		<updated>2026-07-17T18:33:02Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2224</id>
		<title>Bonk&#039;s Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2224"/>
		<updated>2026-07-14T03:37:27Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&amp;#039; Declassified Server Survival Guide! */  disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BonksDeclassified.png|thumb|353x353px|Image courtesy of The Changer of Ways!]]&lt;br /&gt;
&lt;br /&gt;
=== Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&#039; Declassified Server Survival Guide! ===&lt;br /&gt;
&amp;lt;small&amp;gt;Disclaimer: Make sure to check the rules to make sure nothing contradicts.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== How do I get professions? ====&lt;br /&gt;
&lt;br /&gt;
* Talk to the NPC in the Library in the Town Hub, and spend a Profession Energy to get your first five levels in the profession (Ten if you&#039;re Fast Learner trait)&lt;br /&gt;
&lt;br /&gt;
==== How do I craft? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have a crafting profession, Hit Tab to open up inventory. At the bar at the top is the Crafting tab. Click that. Crafting professions are accessed through there. Select the item you can and want to craft, and click &#039;Prepare Materials&#039; on the right. The materials for the item will be consumed, and you&#039;ll get an Unfinished Product in your inventory. Put that on your hotbar and use it. Crafting consumes a Profession Energy and makes a crafting roll on the Product. Some might take more than one attempt to finish crafting.&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession (Mining), go to the marked Mine on the west side of the map. Enter the mine, find glowing rocks, mouse over them to see the type of resource, and hit E on them to gather from them for one profession energy&lt;br /&gt;
&lt;br /&gt;
[[File:Profsmap (Custom).png|thumb|645x645px]]&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Not Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession, go to the relevant nodes marked on the map. When you&#039;re in the general area, hit Shift+R to open RPR abilities and find the Economy section for the gathering ability. [[https://avardon.com/map Avardon Interactive Map]]&lt;br /&gt;
&lt;br /&gt;
==== Do gathering nodes of the same type give different items or pull from the same table? ====&lt;br /&gt;
&lt;br /&gt;
* Pull from the same table. Herbs can give any of the herbs. Mushrooms can give any of the mushroom. Iron ore gives Iron ore.&lt;br /&gt;
&lt;br /&gt;
==== How does restoring Profession Energy work? ====&lt;br /&gt;
&lt;br /&gt;
* Every twenty hours, Profession Energy is restored by two points (Non-commoner) or four points (commoner class) . The server checks usually within 30 minutes of when you get online for how long it has been since the last daily Economy Reset that you gained profession energy from, and then restores your energy appropriately. It can restore up to three days worth of energy, so you don&#039;t need to have logged in every day. It will also only restore energy you have room for. So if it has been three days, and you log in, but you have 1/6 profession energy, you&#039;ll need to use that one before it will restore the 6 you would normally get from three days of resets.&lt;br /&gt;
&lt;br /&gt;
==== How does PVP start? ====&lt;br /&gt;
&lt;br /&gt;
* The Roll Initiative or Roll Initiative (Spar). Select all those involved, and it will roll initiative for all of them.&lt;br /&gt;
&lt;br /&gt;
===== What&#039;s the diff- =====&lt;br /&gt;
&lt;br /&gt;
* Roll Initiative (Spar) starts a spar. Spars are (supposed) to restore any health lost or spellslots or class resources expended during the spar, so that all return to how they were before the fight. Roll Initiative (The normal one) starts a standard PVP.  In a standard PVP, for every 10% of your health you lose in a battle rounded down, you accrue 1 wound after exiting combat despite winning or losing. The loser of the PVP will have the Awaiting Consequences status after exiting combat.&lt;br /&gt;
&lt;br /&gt;
==== How do you do Consequences? ====&lt;br /&gt;
&lt;br /&gt;
* Hold E on the other player and select Avardon RP to open the Consequence rules. Make sure to familiarize yourself with the [[Consequences|Consqeuence rules here.]]&lt;br /&gt;
&lt;br /&gt;
==== How do wounds work? ====&lt;br /&gt;
&lt;br /&gt;
* As mentioned above, you gain 1 wound per 10% HP lost. This means a lost fight should give you 10 wounds.  If you have any form of healing or self-healing, this can end up giving you extra wounds, with a cap of 15 wounds gainable from HP loss in combat only. A consequence from the page above can then leave you with even more wounds. At ten wounds, you are down -10 HP, and -1 to all saves. At 20 wounds total, it is max healthed reduces by 20 HP, with a -2 to all saves. So on and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Can I get wounds healed? ====&lt;br /&gt;
&lt;br /&gt;
* Yes! Wounds can be healed by a number of spells and abilities. Primarily, Life Clerics and Divine Souls are the best wound healers without profession investment... and Chirurgery (Profession) has several wound healing abilities. You also heal 1d4 Wounds on a Long Rest, and can only have up to 10 wounds healed from other sources per long rest.&lt;br /&gt;
&lt;br /&gt;
==== How does hiding in combat work? ====&lt;br /&gt;
Please see the [[Combat Rulings]] or [[Hide]] pages for more information: &lt;br /&gt;
&lt;br /&gt;
Any character may hide on their turn as long as no hostile creature can see them. Rogues can hide using a bonus action.&lt;br /&gt;
&lt;br /&gt;
The following is checked automatically:&lt;br /&gt;
* If the character is inside Heavily Obscured area (Cloudkill, Darkness, Fog Cloud, Hunger of Hadar), they can hide.&lt;br /&gt;
* If the character is invisible, they can hide.&lt;br /&gt;
* If the character is hidden behind an obstacle (out of Line of Sight of all non-defeated, non-blinded, hostile creatures), they can hide.&lt;br /&gt;
&lt;br /&gt;
In all other cases, the character may not hide.&lt;br /&gt;
&lt;br /&gt;
Foes may use Spot free action only on their turn to reveal a character they can see.&lt;br /&gt;
That means that inside Heavily Obscured areas, or if you are Blinded, or if they are Invisible, you cannot use the Spot ability.&lt;br /&gt;
&lt;br /&gt;
==== Where do I get invisible weapons? ====&lt;br /&gt;
&lt;br /&gt;
* Weapon Runes actually also function as invisible weapons! &lt;br /&gt;
&lt;br /&gt;
==== What are the chat commands for emoting? ====&lt;br /&gt;
&lt;br /&gt;
* /me adds character name at the beginning: Bonks made this wonderful guide! &lt;br /&gt;
* /do adds it at the end; This wonderful survival guide was made by Bonks! &lt;br /&gt;
* /tell does not include character name. &amp;quot;The sound of a giant space hamster &#039;pon the iron wheel doth herald our shared dream.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous, Errata, and FAQ! ==&lt;br /&gt;
&lt;br /&gt;
==== Can players tweak their character appearance after whitelisting? ====&lt;br /&gt;
&lt;br /&gt;
* To a point! Character height should not change. Minor tweaks are fine otherwise, hair, warpaints, scars, makeup, and the like may be changed freely! Proportions may be tweaked to an extent ( we&#039;re all familiar with clipping demons! ) but for significant alterations, please open a ticket and provide before-and-after screenshots at the height board again!&lt;br /&gt;
&lt;br /&gt;
==== On the tabletop, characters who are reduced to 0 hit points can be revived with any healing. Is that the case here? ====&lt;br /&gt;
&lt;br /&gt;
* Nope, if you get to 0 HP in a fight (unless Death Ward or similar) then you&#039;re out. Once it gives you Defeated above your head, you can&#039;t continue in that fight, you are defeated.&lt;br /&gt;
&lt;br /&gt;
==== Do Swords bards get Shields? ====&lt;br /&gt;
&lt;br /&gt;
* No. Valor bards, do, however!&lt;br /&gt;
&lt;br /&gt;
==== Does Savage Attacker apply only to the weapon&#039;s die or dice, and not any riders or effects like Sneak Attack? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, only weapon&#039;s dice!&lt;br /&gt;
&lt;br /&gt;
==== Question: Does a successful sneak / stealth confer advantage in combat? ====&lt;br /&gt;
&lt;br /&gt;
* They get +10 to initiative roll automatically when hiding and not spotted.&lt;br /&gt;
&lt;br /&gt;
==== Do buffs or concentration spells persist when druids shapeshift? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, they do, as in source material! However, once shapeshifted, you will be unable to cast spells. If you lose concentration, you won&#039;t be able to cast it again until you&#039;re two-footed again!&lt;br /&gt;
&lt;br /&gt;
==== What are the rules governing Disguise Self? ====&lt;br /&gt;
&lt;br /&gt;
* You must follow the rules of the disguise self spell. When it doubt, check the source material limitations! You can whip up whatever you like as long as you follow the instructions of the spell! You cannot change what your disguise is mid-spell, for example. You can have one disguise Monday, and another for Chewsday. You do not need to register your disguises with staff!&lt;br /&gt;
&lt;br /&gt;
==== Can observers declare PvP intent on one another? ====&lt;br /&gt;
&lt;br /&gt;
* No, Once a PvP intent has been declared, all those not leaving the radius are Observing. No more players may enter the lock. No size of any group in combat may exceed 5. The total cap for any PvP is always 10 players.&lt;br /&gt;
&lt;br /&gt;
====== What about Attacks of Opportunity in Darkness, or when Blinded? ======&lt;br /&gt;
&lt;br /&gt;
* Melee attacks of opportunity can be attempted even without the ability to see; however, this will be automatically disadvantaged!&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2223</id>
		<title>Bonk&#039;s Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2223"/>
		<updated>2026-07-14T03:35:00Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Can observers declare PvP intent on one another? */  fixing left behind stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BonksDeclassified.png|thumb|353x353px|Image courtesy of The Changer of Ways!]]&lt;br /&gt;
&lt;br /&gt;
=== Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&#039; Declassified Server Survival Guide! ===&lt;br /&gt;
&lt;br /&gt;
==== How do I get professions? ====&lt;br /&gt;
&lt;br /&gt;
* Talk to the NPC in the Library in the Town Hub, and spend a Profession Energy to get your first five levels in the profession (Ten if you&#039;re Fast Learner trait)&lt;br /&gt;
&lt;br /&gt;
==== How do I craft? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have a crafting profession, Hit Tab to open up inventory. At the bar at the top is the Crafting tab. Click that. Crafting professions are accessed through there. Select the item you can and want to craft, and click &#039;Prepare Materials&#039; on the right. The materials for the item will be consumed, and you&#039;ll get an Unfinished Product in your inventory. Put that on your hotbar and use it. Crafting consumes a Profession Energy and makes a crafting roll on the Product. Some might take more than one attempt to finish crafting.&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession (Mining), go to the marked Mine on the west side of the map. Enter the mine, find glowing rocks, mouse over them to see the type of resource, and hit E on them to gather from them for one profession energy&lt;br /&gt;
&lt;br /&gt;
[[File:Profsmap (Custom).png|thumb|645x645px]]&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Not Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession, go to the relevant nodes marked on the map. When you&#039;re in the general area, hit Shift+R to open RPR abilities and find the Economy section for the gathering ability. [[https://avardon.com/map Avardon Interactive Map]]&lt;br /&gt;
&lt;br /&gt;
==== Do gathering nodes of the same type give different items or pull from the same table? ====&lt;br /&gt;
&lt;br /&gt;
* Pull from the same table. Herbs can give any of the herbs. Mushrooms can give any of the mushroom. Iron ore gives Iron ore.&lt;br /&gt;
&lt;br /&gt;
==== How does restoring Profession Energy work? ====&lt;br /&gt;
&lt;br /&gt;
* Every twenty hours, Profession Energy is restored by two points (Non-commoner) or four points (commoner class) . The server checks usually within 30 minutes of when you get online for how long it has been since the last daily Economy Reset that you gained profession energy from, and then restores your energy appropriately. It can restore up to three days worth of energy, so you don&#039;t need to have logged in every day. It will also only restore energy you have room for. So if it has been three days, and you log in, but you have 1/6 profession energy, you&#039;ll need to use that one before it will restore the 6 you would normally get from three days of resets.&lt;br /&gt;
&lt;br /&gt;
==== How does PVP start? ====&lt;br /&gt;
&lt;br /&gt;
* The Roll Initiative or Roll Initiative (Spar). Select all those involved, and it will roll initiative for all of them.&lt;br /&gt;
&lt;br /&gt;
===== What&#039;s the diff- =====&lt;br /&gt;
&lt;br /&gt;
* Roll Initiative (Spar) starts a spar. Spars are (supposed) to restore any health lost or spellslots or class resources expended during the spar, so that all return to how they were before the fight. Roll Initiative (The normal one) starts a standard PVP.  In a standard PVP, for every 10% of your health you lose in a battle rounded down, you accrue 1 wound after exiting combat despite winning or losing. The loser of the PVP will have the Awaiting Consequences status after exiting combat.&lt;br /&gt;
&lt;br /&gt;
==== How do you do Consequences? ====&lt;br /&gt;
&lt;br /&gt;
* Hold E on the other player and select Avardon RP to open the Consequence rules. Make sure to familiarize yourself with the [[Consequences|Consqeuence rules here.]]&lt;br /&gt;
&lt;br /&gt;
==== How do wounds work? ====&lt;br /&gt;
&lt;br /&gt;
* As mentioned above, you gain 1 wound per 10% HP lost. This means a lost fight should give you 10 wounds.  If you have any form of healing or self-healing, this can end up giving you extra wounds, with a cap of 15 wounds gainable from HP loss in combat only. A consequence from the page above can then leave you with even more wounds. At ten wounds, you are down -10 HP, and -1 to all saves. At 20 wounds total, it is max healthed reduces by 20 HP, with a -2 to all saves. So on and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Can I get wounds healed? ====&lt;br /&gt;
&lt;br /&gt;
* Yes! Wounds can be healed by a number of spells and abilities. Primarily, Life Clerics and Divine Souls are the best wound healers without profession investment... and Chirurgery (Profession) has several wound healing abilities. You also heal 1d4 Wounds on a Long Rest, and can only have up to 10 wounds healed from other sources per long rest.&lt;br /&gt;
&lt;br /&gt;
==== How does hiding in combat work? ====&lt;br /&gt;
Please see the [[Combat Rulings]] or [[Hide]] pages for more information: &lt;br /&gt;
&lt;br /&gt;
Any character may hide on their turn as long as no hostile creature can see them. Rogues can hide using a bonus action.&lt;br /&gt;
&lt;br /&gt;
The following is checked automatically:&lt;br /&gt;
* If the character is inside Heavily Obscured area (Cloudkill, Darkness, Fog Cloud, Hunger of Hadar), they can hide.&lt;br /&gt;
* If the character is invisible, they can hide.&lt;br /&gt;
* If the character is hidden behind an obstacle (out of Line of Sight of all non-defeated, non-blinded, hostile creatures), they can hide.&lt;br /&gt;
&lt;br /&gt;
In all other cases, the character may not hide.&lt;br /&gt;
&lt;br /&gt;
Foes may use Spot free action only on their turn to reveal a character they can see.&lt;br /&gt;
That means that inside Heavily Obscured areas, or if you are Blinded, or if they are Invisible, you cannot use the Spot ability.&lt;br /&gt;
&lt;br /&gt;
==== Where do I get invisible weapons? ====&lt;br /&gt;
&lt;br /&gt;
* Weapon Runes actually also function as invisible weapons! &lt;br /&gt;
&lt;br /&gt;
==== What are the chat commands for emoting? ====&lt;br /&gt;
&lt;br /&gt;
* /me adds character name at the beginning: Bonks made this wonderful guide! &lt;br /&gt;
* /do adds it at the end; This wonderful survival guide was made by Bonks! &lt;br /&gt;
* /tell does not include character name. &amp;quot;The sound of a giant space hamster &#039;pon the iron wheel doth herald our shared dream.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous, Errata, and FAQ! ==&lt;br /&gt;
&lt;br /&gt;
==== Can players tweak their character appearance after whitelisting? ====&lt;br /&gt;
&lt;br /&gt;
* To a point! Character height should not change. Minor tweaks are fine otherwise, hair, warpaints, scars, makeup, and the like may be changed freely! Proportions may be tweaked to an extent ( we&#039;re all familiar with clipping demons! ) but for significant alterations, please open a ticket and provide before-and-after screenshots at the height board again!&lt;br /&gt;
&lt;br /&gt;
==== On the tabletop, characters who are reduced to 0 hit points can be revived with any healing. Is that the case here? ====&lt;br /&gt;
&lt;br /&gt;
* Nope, if you get to 0 HP in a fight (unless Death Ward or similar) then you&#039;re out. Once it gives you Defeated above your head, you can&#039;t continue in that fight, you are defeated.&lt;br /&gt;
&lt;br /&gt;
==== Do Swords bards get Shields? ====&lt;br /&gt;
&lt;br /&gt;
* No. Valor bards, do, however!&lt;br /&gt;
&lt;br /&gt;
==== Does Savage Attacker apply only to the weapon&#039;s die or dice, and not any riders or effects like Sneak Attack? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, only weapon&#039;s dice!&lt;br /&gt;
&lt;br /&gt;
==== Question: Does a successful sneak / stealth confer advantage in combat? ====&lt;br /&gt;
&lt;br /&gt;
* They get +10 to initiative roll automatically when hiding and not spotted.&lt;br /&gt;
&lt;br /&gt;
==== Do buffs or concentration spells persist when druids shapeshift? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, they do, as in source material! However, once shapeshifted, you will be unable to cast spells. If you lose concentration, you won&#039;t be able to cast it again until you&#039;re two-footed again!&lt;br /&gt;
&lt;br /&gt;
==== What are the rules governing Disguise Self? ====&lt;br /&gt;
&lt;br /&gt;
* You must follow the rules of the disguise self spell. When it doubt, check the source material limitations! You can whip up whatever you like as long as you follow the instructions of the spell! You cannot change what your disguise is mid-spell, for example. You can have one disguise Monday, and another for Chewsday. You do not need to register your disguises with staff!&lt;br /&gt;
&lt;br /&gt;
==== Can observers declare PvP intent on one another? ====&lt;br /&gt;
&lt;br /&gt;
* No, Once a PvP intent has been declared, all those not leaving the radius are Observing. No more players may enter the lock. No size of any group in combat may exceed 5. The total cap for any PvP is always 10 players.&lt;br /&gt;
&lt;br /&gt;
====== What about Attacks of Opportunity in Darkness, or when Blinded? ======&lt;br /&gt;
&lt;br /&gt;
* Melee attacks of opportunity can be attempted even without the ability to see; however, this will be automatically disadvantaged!&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2222</id>
		<title>Bonk&#039;s Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2222"/>
		<updated>2026-07-14T03:07:48Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* What&amp;#039;s the diff- */  wound changing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BonksDeclassified.png|thumb|353x353px|Image courtesy of The Changer of Ways!]]&lt;br /&gt;
&lt;br /&gt;
=== Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&#039; Declassified Server Survival Guide! ===&lt;br /&gt;
&lt;br /&gt;
==== How do I get professions? ====&lt;br /&gt;
&lt;br /&gt;
* Talk to the NPC in the Library in the Town Hub, and spend a Profession Energy to get your first five levels in the profession (Ten if you&#039;re Fast Learner trait)&lt;br /&gt;
&lt;br /&gt;
==== How do I craft? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have a crafting profession, Hit Tab to open up inventory. At the bar at the top is the Crafting tab. Click that. Crafting professions are accessed through there. Select the item you can and want to craft, and click &#039;Prepare Materials&#039; on the right. The materials for the item will be consumed, and you&#039;ll get an Unfinished Product in your inventory. Put that on your hotbar and use it. Crafting consumes a Profession Energy and makes a crafting roll on the Product. Some might take more than one attempt to finish crafting.&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession (Mining), go to the marked Mine on the west side of the map. Enter the mine, find glowing rocks, mouse over them to see the type of resource, and hit E on them to gather from them for one profession energy&lt;br /&gt;
&lt;br /&gt;
[[File:Profsmap (Custom).png|thumb|645x645px]]&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Not Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession, go to the relevant nodes marked on the map. When you&#039;re in the general area, hit Shift+R to open RPR abilities and find the Economy section for the gathering ability. [[https://avardon.com/map Avardon Interactive Map]]&lt;br /&gt;
&lt;br /&gt;
==== Do gathering nodes of the same type give different items or pull from the same table? ====&lt;br /&gt;
&lt;br /&gt;
* Pull from the same table. Herbs can give any of the herbs. Mushrooms can give any of the mushroom. Iron ore gives Iron ore.&lt;br /&gt;
&lt;br /&gt;
==== How does restoring Profession Energy work? ====&lt;br /&gt;
&lt;br /&gt;
* Every twenty hours, Profession Energy is restored by two points (Non-commoner) or four points (commoner class) . The server checks usually within 30 minutes of when you get online for how long it has been since the last daily Economy Reset that you gained profession energy from, and then restores your energy appropriately. It can restore up to three days worth of energy, so you don&#039;t need to have logged in every day. It will also only restore energy you have room for. So if it has been three days, and you log in, but you have 1/6 profession energy, you&#039;ll need to use that one before it will restore the 6 you would normally get from three days of resets.&lt;br /&gt;
&lt;br /&gt;
==== How does PVP start? ====&lt;br /&gt;
&lt;br /&gt;
* The Roll Initiative or Roll Initiative (Spar). Select all those involved, and it will roll initiative for all of them.&lt;br /&gt;
&lt;br /&gt;
===== What&#039;s the diff- =====&lt;br /&gt;
&lt;br /&gt;
* Roll Initiative (Spar) starts a spar. Spars are (supposed) to restore any health lost or spellslots or class resources expended during the spar, so that all return to how they were before the fight. Roll Initiative (The normal one) starts a standard PVP.  In a standard PVP, for every 10% of your health you lose in a battle rounded down, you accrue 1 wound after exiting combat despite winning or losing. The loser of the PVP will have the Awaiting Consequences status after exiting combat.&lt;br /&gt;
&lt;br /&gt;
==== How do you do Consequences? ====&lt;br /&gt;
&lt;br /&gt;
* Hold E on the other player and select Avardon RP to open the Consequence rules. Make sure to familiarize yourself with the [[Consequences|Consqeuence rules here.]]&lt;br /&gt;
&lt;br /&gt;
==== How do wounds work? ====&lt;br /&gt;
&lt;br /&gt;
* As mentioned above, you gain 1 wound per 10% HP lost. This means a lost fight should give you 10 wounds.  If you have any form of healing or self-healing, this can end up giving you extra wounds, with a cap of 15 wounds gainable from HP loss in combat only. A consequence from the page above can then leave you with even more wounds. At ten wounds, you are down -10 HP, and -1 to all saves. At 20 wounds total, it is max healthed reduces by 20 HP, with a -2 to all saves. So on and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Can I get wounds healed? ====&lt;br /&gt;
&lt;br /&gt;
* Yes! Wounds can be healed by a number of spells and abilities. Primarily, Life Clerics and Divine Souls are the best wound healers without profession investment... and Chirurgery (Profession) has several wound healing abilities. You also heal 1d4 Wounds on a Long Rest, and can only have up to 10 wounds healed from other sources per long rest.&lt;br /&gt;
&lt;br /&gt;
==== How does hiding in combat work? ====&lt;br /&gt;
Please see the [[Combat Rulings]] or [[Hide]] pages for more information: &lt;br /&gt;
&lt;br /&gt;
Any character may hide on their turn as long as no hostile creature can see them. Rogues can hide using a bonus action.&lt;br /&gt;
&lt;br /&gt;
The following is checked automatically:&lt;br /&gt;
* If the character is inside Heavily Obscured area (Cloudkill, Darkness, Fog Cloud, Hunger of Hadar), they can hide.&lt;br /&gt;
* If the character is invisible, they can hide.&lt;br /&gt;
* If the character is hidden behind an obstacle (out of Line of Sight of all non-defeated, non-blinded, hostile creatures), they can hide.&lt;br /&gt;
&lt;br /&gt;
In all other cases, the character may not hide.&lt;br /&gt;
&lt;br /&gt;
Foes may use Spot free action only on their turn to reveal a character they can see.&lt;br /&gt;
That means that inside Heavily Obscured areas, or if you are Blinded, or if they are Invisible, you cannot use the Spot ability.&lt;br /&gt;
&lt;br /&gt;
==== Where do I get invisible weapons? ====&lt;br /&gt;
&lt;br /&gt;
* Weapon Runes actually also function as invisible weapons! &lt;br /&gt;
&lt;br /&gt;
==== What are the chat commands for emoting? ====&lt;br /&gt;
&lt;br /&gt;
* /me adds character name at the beginning: Bonks made this wonderful guide! &lt;br /&gt;
* /do adds it at the end; This wonderful survival guide was made by Bonks! &lt;br /&gt;
* /tell does not include character name. &amp;quot;The sound of a giant space hamster &#039;pon the iron wheel doth herald our shared dream.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous, Errata, and FAQ! ==&lt;br /&gt;
&lt;br /&gt;
==== Can players tweak their character appearance after whitelisting? ====&lt;br /&gt;
&lt;br /&gt;
* To a point! Character height should not change. Minor tweaks are fine otherwise, hair, warpaints, scars, makeup, and the like may be changed freely! Proportions may be tweaked to an extent ( we&#039;re all familiar with clipping demons! ) but for significant alterations, please open a ticket and provide before-and-after screenshots at the height board again!&lt;br /&gt;
&lt;br /&gt;
==== On the tabletop, characters who are reduced to 0 hit points can be revived with any healing. Is that the case here? ====&lt;br /&gt;
&lt;br /&gt;
* Nope, if you get to 0 HP in a fight (unless Death Ward or similar) then you&#039;re out. Once it gives you Defeated above your head, you can&#039;t continue in that fight, you are defeated.&lt;br /&gt;
&lt;br /&gt;
==== Do Swords bards get Shields? ====&lt;br /&gt;
&lt;br /&gt;
* No. Valor bards, do, however!&lt;br /&gt;
&lt;br /&gt;
==== Does Savage Attacker apply only to the weapon&#039;s die or dice, and not any riders or effects like Sneak Attack? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, only weapon&#039;s dice!&lt;br /&gt;
&lt;br /&gt;
==== Question: Does a successful sneak / stealth confer advantage in combat? ====&lt;br /&gt;
&lt;br /&gt;
* They get +10 to initiative roll automatically when hiding and not spotted.&lt;br /&gt;
&lt;br /&gt;
==== Do buffs or concentration spells persist when druids shapeshift? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, they do, as in source material! However, once shapeshifted, you will be unable to cast spells. If you lose concentration, you won&#039;t be able to cast it again until you&#039;re two-footed again!&lt;br /&gt;
&lt;br /&gt;
==== What are the rules governing Disguise Self? ====&lt;br /&gt;
&lt;br /&gt;
* You must follow the rules of the disguise self spell. When it doubt, check the source material limitations! You can whip up whatever you like as long as you follow the instructions of the spell! You cannot change what your disguise is mid-spell, for example. You can have one disguise Monday, and another for Chewsday. You do not need to register your disguises with staff!&lt;br /&gt;
&lt;br /&gt;
==== Can observers declare PvP intent on one another? ====&lt;br /&gt;
&lt;br /&gt;
* Once a PvP intent has been declared, all those not leaving the radius are Observing. No more players may enter the lock. In the case of a 5v5 and a 5v1, the 5v1 would be limited to the lightest level of cons, as an example.&lt;br /&gt;
&lt;br /&gt;
====== What about Attacks of Opportunity in Darkness, or when Blinded? ======&lt;br /&gt;
&lt;br /&gt;
* Melee attacks of opportunity can be attempted even without the ability to see; however, this will be automatically disadvantaged!&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2221</id>
		<title>Bonk&#039;s Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2221"/>
		<updated>2026-07-14T03:06:00Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Can observers declare PvP intent on one another? */ updated to match rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BonksDeclassified.png|thumb|353x353px|Image courtesy of The Changer of Ways!]]&lt;br /&gt;
&lt;br /&gt;
=== Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&#039; Declassified Server Survival Guide! ===&lt;br /&gt;
&lt;br /&gt;
==== How do I get professions? ====&lt;br /&gt;
&lt;br /&gt;
* Talk to the NPC in the Library in the Town Hub, and spend a Profession Energy to get your first five levels in the profession (Ten if you&#039;re Fast Learner trait)&lt;br /&gt;
&lt;br /&gt;
==== How do I craft? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have a crafting profession, Hit Tab to open up inventory. At the bar at the top is the Crafting tab. Click that. Crafting professions are accessed through there. Select the item you can and want to craft, and click &#039;Prepare Materials&#039; on the right. The materials for the item will be consumed, and you&#039;ll get an Unfinished Product in your inventory. Put that on your hotbar and use it. Crafting consumes a Profession Energy and makes a crafting roll on the Product. Some might take more than one attempt to finish crafting.&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession (Mining), go to the marked Mine on the west side of the map. Enter the mine, find glowing rocks, mouse over them to see the type of resource, and hit E on them to gather from them for one profession energy&lt;br /&gt;
&lt;br /&gt;
[[File:Profsmap (Custom).png|thumb|645x645px]]&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Not Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession, go to the relevant nodes marked on the map. When you&#039;re in the general area, hit Shift+R to open RPR abilities and find the Economy section for the gathering ability. [[https://avardon.com/map Avardon Interactive Map]]&lt;br /&gt;
&lt;br /&gt;
==== Do gathering nodes of the same type give different items or pull from the same table? ====&lt;br /&gt;
&lt;br /&gt;
* Pull from the same table. Herbs can give any of the herbs. Mushrooms can give any of the mushroom. Iron ore gives Iron ore.&lt;br /&gt;
&lt;br /&gt;
==== How does restoring Profession Energy work? ====&lt;br /&gt;
&lt;br /&gt;
* Every twenty hours, Profession Energy is restored by two points (Non-commoner) or four points (commoner class) . The server checks usually within 30 minutes of when you get online for how long it has been since the last daily Economy Reset that you gained profession energy from, and then restores your energy appropriately. It can restore up to three days worth of energy, so you don&#039;t need to have logged in every day. It will also only restore energy you have room for. So if it has been three days, and you log in, but you have 1/6 profession energy, you&#039;ll need to use that one before it will restore the 6 you would normally get from three days of resets.&lt;br /&gt;
&lt;br /&gt;
==== How does PVP start? ====&lt;br /&gt;
&lt;br /&gt;
* The Roll Initiative or Roll Initiative (Spar). Select all those involved, and it will roll initiative for all of them.&lt;br /&gt;
&lt;br /&gt;
===== What&#039;s the diff- =====&lt;br /&gt;
&lt;br /&gt;
* Roll Initiative (Spar) starts a spar. Spars are (supposed) to restore any health lost or spellslots or class resources expended during the spar, so that all return to how they were before the fight. Roll Initiative (The normal one) starts a standard PVP.  In a standard PVP, every 10 HP lost by either side will become 1 wound per 10 HP at the end of combat. The loser of the PVP will have the Awaiting Consequences status after exiting combat.&lt;br /&gt;
&lt;br /&gt;
==== How do you do Consequences? ====&lt;br /&gt;
&lt;br /&gt;
* Hold E on the other player and select Avardon RP to open the Consequence rules. Make sure to familiarize yourself with the [[Consequences|Consqeuence rules here.]]&lt;br /&gt;
&lt;br /&gt;
==== How do wounds work? ====&lt;br /&gt;
&lt;br /&gt;
* As mentioned above, you gain 1 wound per 10% HP lost. This means a lost fight should give you 10 wounds.  If you have any form of healing or self-healing, this can end up giving you extra wounds, with a cap of 15 wounds gainable from HP loss in combat only. A consequence from the page above can then leave you with even more wounds. At ten wounds, you are down -10 HP, and -1 to all saves. At 20 wounds total, it is max healthed reduces by 20 HP, with a -2 to all saves. So on and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Can I get wounds healed? ====&lt;br /&gt;
&lt;br /&gt;
* Yes! Wounds can be healed by a number of spells and abilities. Primarily, Life Clerics and Divine Souls are the best wound healers without profession investment... and Chirurgery (Profession) has several wound healing abilities. You also heal 1d4 Wounds on a Long Rest, and can only have up to 10 wounds healed from other sources per long rest.&lt;br /&gt;
&lt;br /&gt;
==== How does hiding in combat work? ====&lt;br /&gt;
Please see the [[Combat Rulings]] or [[Hide]] pages for more information: &lt;br /&gt;
&lt;br /&gt;
Any character may hide on their turn as long as no hostile creature can see them. Rogues can hide using a bonus action.&lt;br /&gt;
&lt;br /&gt;
The following is checked automatically:&lt;br /&gt;
* If the character is inside Heavily Obscured area (Cloudkill, Darkness, Fog Cloud, Hunger of Hadar), they can hide.&lt;br /&gt;
* If the character is invisible, they can hide.&lt;br /&gt;
* If the character is hidden behind an obstacle (out of Line of Sight of all non-defeated, non-blinded, hostile creatures), they can hide.&lt;br /&gt;
&lt;br /&gt;
In all other cases, the character may not hide.&lt;br /&gt;
&lt;br /&gt;
Foes may use Spot free action only on their turn to reveal a character they can see.&lt;br /&gt;
That means that inside Heavily Obscured areas, or if you are Blinded, or if they are Invisible, you cannot use the Spot ability.&lt;br /&gt;
&lt;br /&gt;
==== Where do I get invisible weapons? ====&lt;br /&gt;
&lt;br /&gt;
* Weapon Runes actually also function as invisible weapons! &lt;br /&gt;
&lt;br /&gt;
==== What are the chat commands for emoting? ====&lt;br /&gt;
&lt;br /&gt;
* /me adds character name at the beginning: Bonks made this wonderful guide! &lt;br /&gt;
* /do adds it at the end; This wonderful survival guide was made by Bonks! &lt;br /&gt;
* /tell does not include character name. &amp;quot;The sound of a giant space hamster &#039;pon the iron wheel doth herald our shared dream.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous, Errata, and FAQ! ==&lt;br /&gt;
&lt;br /&gt;
==== Can players tweak their character appearance after whitelisting? ====&lt;br /&gt;
&lt;br /&gt;
* To a point! Character height should not change. Minor tweaks are fine otherwise, hair, warpaints, scars, makeup, and the like may be changed freely! Proportions may be tweaked to an extent ( we&#039;re all familiar with clipping demons! ) but for significant alterations, please open a ticket and provide before-and-after screenshots at the height board again!&lt;br /&gt;
&lt;br /&gt;
==== On the tabletop, characters who are reduced to 0 hit points can be revived with any healing. Is that the case here? ====&lt;br /&gt;
&lt;br /&gt;
* Nope, if you get to 0 HP in a fight (unless Death Ward or similar) then you&#039;re out. Once it gives you Defeated above your head, you can&#039;t continue in that fight, you are defeated.&lt;br /&gt;
&lt;br /&gt;
==== Do Swords bards get Shields? ====&lt;br /&gt;
&lt;br /&gt;
* No. Valor bards, do, however!&lt;br /&gt;
&lt;br /&gt;
==== Does Savage Attacker apply only to the weapon&#039;s die or dice, and not any riders or effects like Sneak Attack? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, only weapon&#039;s dice!&lt;br /&gt;
&lt;br /&gt;
==== Question: Does a successful sneak / stealth confer advantage in combat? ====&lt;br /&gt;
&lt;br /&gt;
* They get +10 to initiative roll automatically when hiding and not spotted.&lt;br /&gt;
&lt;br /&gt;
==== Do buffs or concentration spells persist when druids shapeshift? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, they do, as in source material! However, once shapeshifted, you will be unable to cast spells. If you lose concentration, you won&#039;t be able to cast it again until you&#039;re two-footed again!&lt;br /&gt;
&lt;br /&gt;
==== What are the rules governing Disguise Self? ====&lt;br /&gt;
&lt;br /&gt;
* You must follow the rules of the disguise self spell. When it doubt, check the source material limitations! You can whip up whatever you like as long as you follow the instructions of the spell! You cannot change what your disguise is mid-spell, for example. You can have one disguise Monday, and another for Chewsday. You do not need to register your disguises with staff!&lt;br /&gt;
&lt;br /&gt;
==== Can observers declare PvP intent on one another? ====&lt;br /&gt;
&lt;br /&gt;
* Once a PvP intent has been declared, all those not leaving the radius are Observing. No more players may enter the lock. In the case of a 5v5 and a 5v1, the 5v1 would be limited to the lightest level of cons, as an example.&lt;br /&gt;
&lt;br /&gt;
====== What about Attacks of Opportunity in Darkness, or when Blinded? ======&lt;br /&gt;
&lt;br /&gt;
* Melee attacks of opportunity can be attempted even without the ability to see; however, this will be automatically disadvantaged!&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Cleric&amp;diff=2219</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Cleric&amp;diff=2219"/>
		<updated>2026-07-12T14:49:15Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Subclasses */ reorder aolphabetical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cleric PHB5e2024.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Cleric&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st = Wisdom, Charisma&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Cleric Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Cleric&lt;br /&gt;
| frwiki = Cleric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armour&lt;br /&gt;
* Medium Armour&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Flails&lt;br /&gt;
* Morningstars&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Mace&lt;br /&gt;
* Shield&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Wisdom is your spellcasting ability for your cleric spells. Though most deities cannot reach Avardon, the power lent to you yet lingers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC&#039;&#039;&#039; = 8 + Wisdom Modifier + proficiency bonus (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier&#039;&#039;&#039; = Wisdom modifier + proficiency bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 5 cantrips to call upon from the [[Cleric Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
You gain the ability to channel divine energy, An effect determined by your domain. This costs a class resource to use.&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
{{:Lesser Wound Regeneration}}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Death Domain]]&lt;br /&gt;
&lt;br /&gt;
[[Life Domain]]&lt;br /&gt;
&lt;br /&gt;
[[Light Domain]]&lt;br /&gt;
&lt;br /&gt;
[[Nature Domain]]&lt;br /&gt;
&lt;br /&gt;
[[War Domain]]&lt;br /&gt;
&lt;br /&gt;
== Cleric Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Continual_Flame|Continual Flame]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Thaumaturgy|Thaumaturgy]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Classes&amp;diff=2218</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Classes&amp;diff=2218"/>
		<updated>2026-07-12T14:48:59Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: nature domain&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Barbarian]]&lt;br /&gt;
** [[Berserker]]&lt;br /&gt;
** [[Storm Herald]]&lt;br /&gt;
** [[Totem Warrior]]&lt;br /&gt;
* [[Bard]]&lt;br /&gt;
** [[College of Lore]]&lt;br /&gt;
** [[College of Swords]]&lt;br /&gt;
** [[College of Valor]]&lt;br /&gt;
* [[Cleric]]&lt;br /&gt;
** [[Death Domain]]&lt;br /&gt;
** [[Life Domain]]&lt;br /&gt;
** [[Light Domain]]&lt;br /&gt;
** [[Nature Domain]]&lt;br /&gt;
** [[War Domain]]&lt;br /&gt;
* [[Druid]]&lt;br /&gt;
** [[Circle of the Land]]&lt;br /&gt;
** [[Circle of the Moon]]&lt;br /&gt;
** [[Circle of the Spores]]&lt;br /&gt;
* [[Fighter]]&lt;br /&gt;
** [[Battle Master]]&lt;br /&gt;
** [[Champion]]&lt;br /&gt;
** [[Eldritch Knight]]&lt;br /&gt;
* [[Monk]]&lt;br /&gt;
** [[Way of the Kensei]]&lt;br /&gt;
** [[Way of the Open Hand]]&lt;br /&gt;
** [[Way of Shadow]]&lt;br /&gt;
* [[Paladin]]&lt;br /&gt;
** [[Oath of Devotion]]&lt;br /&gt;
** [[Oath of the Crown]]&lt;br /&gt;
** [[Oath of Vengeance]]&lt;br /&gt;
* [[Ranger]]&lt;br /&gt;
** [[Gloom Stalker]]&lt;br /&gt;
** [[Hunter]]&lt;br /&gt;
** [[Swarmkeeper]]&lt;br /&gt;
* [[Rogue]]&lt;br /&gt;
** [[Arcane Trickster]]&lt;br /&gt;
** [[Soulknife]]&lt;br /&gt;
** [[Swashbuckler]]&lt;br /&gt;
* [[Sorcerer]]&lt;br /&gt;
** [[Divine Soul]]&lt;br /&gt;
** [[Shadow Magic]]&lt;br /&gt;
** [[Storm Sorcery]]&lt;br /&gt;
* [[Warlock]]&lt;br /&gt;
** [[The Fiend]]&lt;br /&gt;
** [[The Great Old One]]&lt;br /&gt;
** [[The Hexblade]]&lt;br /&gt;
* [[Wizard]]&lt;br /&gt;
** [[Abjuration School]]&lt;br /&gt;
** [[Bladesinging]]&lt;br /&gt;
** [[Evocation School]]&lt;br /&gt;
* [[Commoner]]&lt;br /&gt;
** [[Artisan]]&lt;br /&gt;
** [[Laborer]]&lt;br /&gt;
** [[Militia]]&lt;br /&gt;
** [[Scholar]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Disguise_Self&amp;diff=2217</id>
		<title>Disguise Self</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Disguise_Self&amp;diff=2217"/>
		<updated>2026-07-12T14:46:11Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
| name = Disguise Self&lt;br /&gt;
| image = disguise_self.png&lt;br /&gt;
| caption = &lt;br /&gt;
| target = Self&lt;br /&gt;
| cost = 1 Action&lt;br /&gt;
| duration = 6 hours&lt;br /&gt;
| damage = &lt;br /&gt;
| saves = Investigation (Intelligence)&lt;br /&gt;
| level = 1&lt;br /&gt;
| school = Illusion&lt;br /&gt;
| description = &lt;br /&gt;
}}&lt;br /&gt;
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can&#039;t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Weapons can only take on the illusion of similar weapons; a one handed sword cannot take on the appearance of something other than a one-handed sword, for example. Otherwise, the extent of the illusion is up to you.&lt;br /&gt;
&lt;br /&gt;
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.&lt;br /&gt;
&lt;br /&gt;
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC using the Inspect ability. &amp;lt;br&amp;gt;&amp;lt;small&amp;gt;A failed Inspect roll will apply a global 20 minute cooldown, causing any follow-up attempts at discerning that you are disguised to fail automatically.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: You can only assume a form of a playable race on Avardon and you may not impersonate other characters.&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2216</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2216"/>
		<updated>2026-07-11T18:27:21Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits. To gather, move into the territory or circle of the node and open up the rpr sheet under Economy. &lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas. &lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2215</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2215"/>
		<updated>2026-07-11T18:26:14Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: crafting quota&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits. To gather, move into the territory or circle of the node and open up the rpr sheet under Economy. &lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas. &lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include tenth of your profession level and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=MediaWiki:Sidebar&amp;diff=2204</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=MediaWiki:Sidebar&amp;diff=2204"/>
		<updated>2026-07-09T18:23:43Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: survival guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
* Featured Articles&lt;br /&gt;
** Lore_Introduction|Lore Introduction&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Ravenloft|Ravenloft&lt;br /&gt;
** Count_Farkas|Count Farkas&lt;br /&gt;
** Avardon:Mission|Our Mission &amp;amp; Values&lt;br /&gt;
** Notable_Locations|Notable Locations&lt;br /&gt;
** Monster_Slots|Monster Slots&lt;br /&gt;
* Guides&lt;br /&gt;
** Rules|Server Rules&lt;br /&gt;
** New_Players_Guide|New Players Guide&lt;br /&gt;
** Reroll|Reroll&lt;br /&gt;
** Combat_Primer|Combat Primer&lt;br /&gt;
** Movement|Movement&lt;br /&gt;
** Chat_Commands|Chat Commands&lt;br /&gt;
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** Combat_Rulings|Combat Rulings&lt;br /&gt;
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** Feats|Feats&lt;br /&gt;
** traits|Traits&lt;br /&gt;
** Spell_Lists|Spell Lists&lt;br /&gt;
** Equipment_List|Equipment List&lt;br /&gt;
** Status_Effects|Status Effects&lt;br /&gt;
* Wiki&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
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* SEARCH&lt;br /&gt;
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* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=MediaWiki:Sidebar&amp;diff=2203</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=MediaWiki:Sidebar&amp;diff=2203"/>
		<updated>2026-07-09T18:22:42Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: survival guide and monster slots added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
* Featured Articles&lt;br /&gt;
** Lore_Introduction|Lore Introduction&lt;br /&gt;
** Timeline|Timeline&lt;br /&gt;
** Ravenloft|Ravenloft&lt;br /&gt;
** Count_Farkas|Count Farkas&lt;br /&gt;
** Avardon:Mission|Our Mission &amp;amp; Values&lt;br /&gt;
** Bonk%27s_Survival_Guide|Bonk&#039;s Survival Guide&lt;br /&gt;
** Notable_Locations|Notable Locations&lt;br /&gt;
** Monster_Slots|Monster Slots&lt;br /&gt;
* Guides&lt;br /&gt;
** Rules|Server Rules&lt;br /&gt;
** New_Players_Guide|New Players Guide&lt;br /&gt;
** Reroll|Reroll&lt;br /&gt;
** Combat_Primer|Combat Primer&lt;br /&gt;
** Movement|Movement&lt;br /&gt;
** Chat_Commands|Chat Commands&lt;br /&gt;
** Consequences|Consequences&lt;br /&gt;
** Combat_Rulings|Combat Rulings&lt;br /&gt;
* Lists&lt;br /&gt;
** Races|Races&lt;br /&gt;
** Classes|Classes&lt;br /&gt;
** Professions|Professions&lt;br /&gt;
** Feats|Feats&lt;br /&gt;
** traits|Traits&lt;br /&gt;
** Spell_Lists|Spell Lists&lt;br /&gt;
** Equipment_List|Equipment List&lt;br /&gt;
** Status_Effects|Status Effects&lt;br /&gt;
* Wiki&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** specialpages-url|specialpages&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Eldritch_Invocations&amp;diff=2133</id>
		<title>Eldritch Invocations</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Eldritch_Invocations&amp;diff=2133"/>
		<updated>2026-07-02T03:53:20Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Improved Pact Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Armor of Shadows ==&lt;br /&gt;
* You can cast [[Mage Armor]] on yourself at will, without expending a spell slot.&lt;br /&gt;
&lt;br /&gt;
== Agonizing Blast ==&lt;br /&gt;
* When you cast [[Eldritch Blast]], add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
&lt;br /&gt;
== Devil&#039;s Sight ==&lt;br /&gt;
* You are able to see through areas of magical Darkness.&lt;br /&gt;
&lt;br /&gt;
== Eldritch Mind ==&lt;br /&gt;
* You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.&lt;br /&gt;
&lt;br /&gt;
== Eldritch Smite==&lt;br /&gt;
* Expend a pact slot when you hit a target to deal additional 5d8 damage.&lt;br /&gt;
&lt;br /&gt;
== Grasp of Hadar ==&lt;br /&gt;
* Once on each of your turns when you hit a creature with your [[Eldritch Blast]], you can move that creature in a straight line 1 tile closer to yourself.&lt;br /&gt;
&lt;br /&gt;
== Improved Pact Weapon ==&lt;br /&gt;
*You can bind to ranged weapons, and it additionally adds +1 to attack roll and +1 to damage.&lt;br /&gt;
&amp;lt;small&amp;gt;Note: The above does not affect Weapon Abilities. Those will still use STR or DEX in their damage calculation.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lance of Lethargy ==&lt;br /&gt;
* Once on each of your turns when you hit a creature with your [[Eldritch Blast]], you can reduce that creature&#039;s speed by 1 tile until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
== Maddening Hex ==&lt;br /&gt;
* As a bonus action, you cause a psychic disturbance around the target cursed by your [[Hex]] spell or by a warlock feature. The target and every hostile creature to you within range of 1 tile around them take damage equal to your Charisma modifier (minimum of 1). You must see the target.&lt;br /&gt;
&lt;br /&gt;
== Relentless Hex ==&lt;br /&gt;
* As a bonus action, you can magically teleport up to 3 tiles to an unoccupied space you can see within 1 tile of the target cursed by your [[Hex]] spell or by a warlock feature. You must see the target.&lt;br /&gt;
&lt;br /&gt;
== Repelling Blast ==&lt;br /&gt;
* When you hit a creature with [[Eldritch Blast]], you can push the creature up to 1 tile away from you in a straight line.&lt;br /&gt;
&lt;br /&gt;
== Thirsting Blade ==&lt;br /&gt;
* Provides an extra attack&lt;br /&gt;
== Aspect of the Moon ==&lt;br /&gt;
* You are immune to [[Sleep]].&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=2132</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=2132"/>
		<updated>2026-07-02T03:39:15Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Status Effects&lt;br /&gt;
!Status&lt;br /&gt;
!In-Combat Effect&lt;br /&gt;
!Means of Clearing&lt;br /&gt;
!Saving Throw&lt;br /&gt;
|-&lt;br /&gt;
|Aid ♣&lt;br /&gt;
|Affected creatures have their maximum Hit Points increased for the duration of the spell. (+2 HP per spell level upcasted)&lt;br /&gt;
|End of Combat or Long Rest or 16 hours&lt;br /&gt;
|— &lt;br /&gt;
|-&lt;br /&gt;
|Baned&lt;br /&gt;
|Up to 3 creatures receive a 1d4 penalty to attack rolls and saving throws.&lt;br /&gt;
|Disrupt or cancel concentration (10 turns)&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Bladesong&lt;br /&gt;
|Has +1 tile of movement, +1-2 AC, bonus to concentration saving throws.&lt;br /&gt;
&amp;lt;small&amp;gt;Bonus depends on the caster&#039;s INT modifier.&amp;lt;/small&amp;gt;&lt;br /&gt;
|Disarming&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Blessed&lt;br /&gt;
|Up to 3 creatures receive a 1d4 bonus to attack rolls and saving throws.&lt;br /&gt;
|Disrupt or cancel concentration (10 turns)&lt;br /&gt;
|— &lt;br /&gt;
|-&lt;br /&gt;
|Bleeding&lt;br /&gt;
| -2 slashing damage at start of each turn and disadvantage(?) on CON saving throws.&lt;br /&gt;
|Removed by any healing&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Blinded&lt;br /&gt;
|Disadvantage on Attack Rolls. Unable to target others with &#039;&#039;&#039;ranged&#039;&#039;&#039; spells or attacks. Attack rolls against affected have advantage.&lt;br /&gt;
|Remedial Potion, Lesser Restoration &lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Bloodless&lt;br /&gt;
| -1 to all saving throws&lt;br /&gt;
|Debuff lasts for 8 hours.&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Burning&lt;br /&gt;
|Burning for 1dX each turn. &lt;br /&gt;
&amp;lt;small&amp;gt;X depends on source(?).&amp;lt;/small&amp;gt;&lt;br /&gt;
|Saving throw roll at turn start, Help, Teamwork&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Charmed&lt;br /&gt;
|Cannot attack or negatively impact the spellcaster. &lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;Effect ends early if the spellcaster or the spellcaster&#039;s ally hurts or negatively affects the target.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
|Stillness of Mind, Greater Restoration, Countercharm&lt;br /&gt;
|WIS&lt;br /&gt;
|-&lt;br /&gt;
|Chest Trauma&lt;br /&gt;
|Cannot perform an action&lt;br /&gt;
|On your next turn&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Dazed&lt;br /&gt;
|Has disadvantage on WIS Saving Throws, no reactions, and loses dexterity bonus to their AC.&lt;br /&gt;
|Teamwork, Help, Remedial Potion&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Death Ward †&lt;br /&gt;
|Protects a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.&lt;br /&gt;
|End of Combat or Long Rest or 16 hours&lt;br /&gt;
|— &lt;br /&gt;
|-&lt;br /&gt;
|Entangled&lt;br /&gt;
|May not move and rolls disadvantage to DEX saves, attack rolls, and gives enemies advantage on attack rolls against you.&lt;br /&gt;
|Help, Teamwork&lt;br /&gt;
|-&lt;br /&gt;
|Ensnared&lt;br /&gt;
|Deals Damage and May not move, rolls disadvantage to DEX saves, attack rolls, and gives enemies advantage on attack rolls against you.&lt;br /&gt;
|Help, Teamwork&lt;br /&gt;
|-&lt;br /&gt;
|False Life ❤︎&lt;br /&gt;
|Bolstered with a necromantic facsimile of life for +7 Hit Points. (+3 HP per spell level upcasted)&lt;br /&gt;
|End of Combat or Long Rest&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied Strain&lt;br /&gt;
|Frenzied Strike adds a stack of Frenzied Strain. The barbarian takes a &#039;&#039;&#039;-1&#039;&#039;&#039; penalty on Attack Rolls for every stack.&lt;br /&gt;
|End of Combat&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Freedom of Movement &#039;&#039;&#039;≈&#039;&#039;&#039;&lt;br /&gt;
|Remove any Stunned or Entangled effects from a target and prevent them from getting Entangled or being affected by Difficult Terrain. The target also has a Swim Speed equal to its Speed.&lt;br /&gt;
|End of Combat&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Frightened&lt;br /&gt;
|May not move any closer to the caster and rolls disadvantage on ability checks and attack rolls. &lt;br /&gt;
|Saving throw roll at turn start, advantage if LOS from caster(?), removed by Heroism &amp;amp; Countercharm&lt;br /&gt;
|WIS&lt;br /&gt;
|-&lt;br /&gt;
|Gaping Wounds&lt;br /&gt;
|Successful attacks against the creature deal an additional 2⁠⁠ piercing damage.&lt;br /&gt;
|Removed by healing. &lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Hasted&lt;br /&gt;
|Target gets +2 AC and +3 tiles of movement. &lt;br /&gt;
|Disrupt or cancel concentration (5 turns) unless from Potion of Speed&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Lethargic&lt;br /&gt;
|No movement or reaction.&lt;br /&gt;
|Greater Restoration or wait 1 turn&lt;br /&gt;
|—&lt;br /&gt;
|-&lt;br /&gt;
|Mage Armor ◆&lt;br /&gt;
|Surround an unarmored creature in a protective magical force. Its  AC increases to 13 + DEX.&lt;br /&gt;
|Long Rest or End of Combat or 16 hours&lt;br /&gt;
|— &lt;br /&gt;
|-&lt;br /&gt;
|Off Balance&lt;br /&gt;
|Disadvantage on STR and DEX Ability Checks, and  Attack Rolls against the entity have  Advantage.&lt;br /&gt;
|Taking damage, Help, Teamwork&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Prone&lt;br /&gt;
|Attacks against a prone creature have advantage within 1 tile, also disadvantage on STR/DEX saving throws. Ranged attacks are at disadvantage. Spend half movement to stand up. &lt;br /&gt;
|Use Stand Up ability during turn, spending half movement, Help &lt;br /&gt;
|DEX/STR&lt;br /&gt;
|-&lt;br /&gt;
|Poisoned&lt;br /&gt;
|A poisoned creature has disadvantage on attack rolls and ability checks.&lt;br /&gt;
|Lesser Restoration&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Rage&lt;br /&gt;
|Deal +3 damage with Melee weapons, gain Resistance to physical damage, and Advantage on STR saving throws.&lt;br /&gt;
|Ends early if you don&#039;t attack an enemy or take damage by end of turn&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Slowed&lt;br /&gt;
|Movement is halved, AC and DEX saves are lowered by 2 and cannot use reactions.&lt;br /&gt;
|Remedial Potion, disrupt or cancel concentration (10 turns)&lt;br /&gt;
|WIS&lt;br /&gt;
|-&lt;br /&gt;
|Stunned&lt;br /&gt;
|Cannot take Actions, Bonus Actions or Reactions. Affected creature loses all movement. STR and DEX saving throws are made at disadvantage. Attack rolls against affected creature have advantage.&lt;br /&gt;
|Greater Restoration, Freedom of Movement or wait 1 turn&lt;br /&gt;
|CON&lt;br /&gt;
|-&lt;br /&gt;
|Weak Grip&lt;br /&gt;
|Disadvantage on  Attack Rolls and STR  Saving Throws.&lt;br /&gt;
|Help, Teamwork&lt;br /&gt;
|STR/DEX(?)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ [[Maims]]&lt;br /&gt;
|-&lt;br /&gt;
! Maimed Part!! RPR Effects !! Additional Effects&lt;br /&gt;
|-&lt;br /&gt;
| Left or Right Arm ||-10 Hit Points|| Unable to use two handed weapons. If both arms are maimed then unable to cast spells with Somatic components.&lt;br /&gt;
|-&lt;br /&gt;
| Left or Right Leg||-10 Hit Points &amp;lt;br&amp;gt; -2 Movement|| Movement Penalty is cumulative.&lt;br /&gt;
|-&lt;br /&gt;
| Left or Right Eye|| -5 Perception|| If both eyes are maimed, the character is blind and cannot do anything requiring LoS.&lt;br /&gt;
|-&lt;br /&gt;
| Tongue|| -5 Deception &amp;lt;br&amp;gt; -5 Persuasion|| Unable to cast any spells with Verbal Components.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Consequences&amp;diff=2131</id>
		<title>Consequences</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Consequences&amp;diff=2131"/>
		<updated>2026-07-02T03:38:10Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: maim sublink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minor Consequences ==&lt;br /&gt;
Minor consequences are mechanical consequences that may be applied at any time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Petty Theft&#039;&#039;&#039; - You may rob the target of up to 20 silver coins.&lt;br /&gt;
* &#039;&#039;&#039;Beating&#039;&#039;&#039; - Equivalent of throwing in some additional punches or kicks to the defeated. Dealing 1d4 wounds.&lt;br /&gt;
&lt;br /&gt;
== Major Consequences ==&lt;br /&gt;
Major consequences are mechanical consequences that may only be applied if the winning party had at max +1 advantage in numbers (i.e. in 1v1 or 3v2, but not in 3v1 or 6v3).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039; - You may rob the target of up to 50 silver coins.&lt;br /&gt;
* &#039;&#039;&#039;Battering&#039;&#039;&#039; - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d8 wounds.&lt;br /&gt;
* &#039;&#039;&#039;Blood Letting&#039;&#039;&#039; - Filling a vial with blood of the defeated. Dealing 2 wounds and Bloodless condition for 8 hours.&lt;br /&gt;
&lt;br /&gt;
== Escalated Consequences ==&lt;br /&gt;
Escalated consequences are mechanical consequences that may only be applied if the previous level of escalated consequence was already applied at least once by one of the victors against the defeated or by the defeated on one of the victors in previous fights (and at least one major consequence has to precede even the first escalated one) while also fulfilling the conditions for a major consequence.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that some of these consequences are drastic in nature and shall not be roleplayed in graphical detail without consent of everyone present in the scene. Use &#039;&#039;fade-to-black&#039;&#039; (FTB) when needed.&lt;br /&gt;
&lt;br /&gt;
Escalated consequences are divided into levels, which must occur sequentially between the two parties over multiple instances of combat.&lt;br /&gt;
&lt;br /&gt;
These levels are:&lt;br /&gt;
# &#039;&#039;&#039;Grievous Harm&#039;&#039;&#039; - Very serious beating of the defeated, leaving them severely injured. Dealing 5d6 wounds.&lt;br /&gt;
# &#039;&#039;&#039;Permanent Injury&#039;&#039;&#039; or &#039;&#039;&#039;Curse&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;&#039;Maiming&#039;&#039;&#039; - Mutilation, or disabling of a limb or an eye. Causing permanent [[Status_Effects#Maims|Maimed status]].  The victim has the right to choose disabling over removal. The victim will also get a Bloody Bundle item, that has to be handed over to the victor if requested. &amp;lt;br&amp;gt;&amp;lt;small&amp;gt;[[maims|More information on healing maims]]&amp;lt;/small&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
#* &#039;&#039;&#039;Hexing&#039;&#039;&#039; - Putting the victim under one of available [[Curses]] (Work in progress, currently unavailable).&lt;br /&gt;
# &#039;&#039;&#039;Life Threatening Injury&#039;&#039;&#039; - Seriously harming the defeated, leaving them to possibly die (they won&#039;t, but the victors show intention of leaving them to fate). Dealing 10d6+10 wounds.&lt;br /&gt;
# &#039;&#039;&#039;Execution&#039;&#039;&#039; - &#039;&#039;Character Kill&#039;&#039; (CK), end of story. Only possible with staff approval after having proven escalations from both sides, or when the victim repeatedly showed signs of &#039;&#039;No Value of Life&#039;&#039; (NVL) when other escalated consequences were enacted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Example:&#039;&#039;&#039; To be able to apply Maim (2nd Level) to a character, I must have previously used Grievous Harm (1st Level) on that character in one of our past encounters or my target must have done that to me. Even prior to the first escalated consequence, one of us must have applied a major consequence on the other.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consented Consequences ==&lt;br /&gt;
Consented consequences are non-mechanical consequences that may be applied only if the losing party actively consents to such consequences.&lt;br /&gt;
&lt;br /&gt;
This can be any roleplay consequence as long as the losing party actively consents.&lt;br /&gt;
Most common example would be holding the losing party hostage or interrogating them.&lt;br /&gt;
Keep in mind that consent can be withdrawn at any time, which ends the scene.&lt;br /&gt;
&lt;br /&gt;
== Free Consequences ==&lt;br /&gt;
These consequences may be applied by the winning party and do not prevent another consequence from being applied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unmasking&#039;&#039;&#039; - Removing an item of clothing, helmet, mask or other similar garment or item that obscures the face of the defeated character.&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EscalatedConsFlowchart1.png|Part 1&lt;br /&gt;
EscalatedConsFlowchart2.png|Part 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Consequences&amp;diff=2130</id>
		<title>Consequences</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Consequences&amp;diff=2130"/>
		<updated>2026-07-02T03:10:53Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Escalated Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Minor Consequences ==&lt;br /&gt;
Minor consequences are mechanical consequences that may be applied at any time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Petty Theft&#039;&#039;&#039; - You may rob the target of up to 20 silver coins.&lt;br /&gt;
* &#039;&#039;&#039;Beating&#039;&#039;&#039; - Equivalent of throwing in some additional punches or kicks to the defeated. Dealing 1d4 wounds.&lt;br /&gt;
&lt;br /&gt;
== Major Consequences ==&lt;br /&gt;
Major consequences are mechanical consequences that may only be applied if the winning party had at max +1 advantage in numbers (i.e. in 1v1 or 3v2, but not in 3v1 or 6v3).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theft&#039;&#039;&#039; - You may rob the target of up to 50 silver coins.&lt;br /&gt;
* &#039;&#039;&#039;Battering&#039;&#039;&#039; - Equivalent of dealing some heavy blows to the defeated with intention to seriously harm. Dealing 2d8 wounds.&lt;br /&gt;
* &#039;&#039;&#039;Blood Letting&#039;&#039;&#039; - Filling a vial with blood of the defeated. Dealing 2 wounds and Bloodless condition for 8 hours.&lt;br /&gt;
&lt;br /&gt;
== Escalated Consequences ==&lt;br /&gt;
Escalated consequences are mechanical consequences that may only be applied if the previous level of escalated consequence was already applied at least once by one of the victors against the defeated or by the defeated on one of the victors in previous fights (and at least one major consequence has to precede even the first escalated one) while also fulfilling the conditions for a major consequence.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that some of these consequences are drastic in nature and shall not be roleplayed in graphical detail without consent of everyone present in the scene. Use &#039;&#039;fade-to-black&#039;&#039; (FTB) when needed.&lt;br /&gt;
&lt;br /&gt;
Escalated consequences are divided into levels, which must occur sequentially between the two parties over multiple instances of combat.&lt;br /&gt;
&lt;br /&gt;
These levels are:&lt;br /&gt;
# &#039;&#039;&#039;Grievous Harm&#039;&#039;&#039; - Very serious beating of the defeated, leaving them severely injured. Dealing 5d6 wounds.&lt;br /&gt;
# &#039;&#039;&#039;Permanent Injury&#039;&#039;&#039; or &#039;&#039;&#039;Curse&#039;&#039;&#039;&lt;br /&gt;
#* &#039;&#039;&#039;Maiming&#039;&#039;&#039; - Mutilation, or disabling of a limb or an eye. Causing permanent [[Maims|Maimed]] status. The victim has the right to choose disabling over removal. The victim will also get a Bloody Bundle item, that has to be handed over to the victor if requested.&lt;br /&gt;
#* &#039;&#039;&#039;Hexing&#039;&#039;&#039; - Putting the victim under one of available [[Curses]] (Work in progress, currently unavailable).&lt;br /&gt;
# &#039;&#039;&#039;Life Threatening Injury&#039;&#039;&#039; - Seriously harming the defeated, leaving them to possibly die (they won&#039;t, but the victors show intention of leaving them to fate). Dealing 10d6+10 wounds.&lt;br /&gt;
# &#039;&#039;&#039;Execution&#039;&#039;&#039; - &#039;&#039;Character Kill&#039;&#039; (CK), end of story. Only possible with staff approval after having proven escalations from both sides, or when the victim repeatedly showed signs of &#039;&#039;No Value of Life&#039;&#039; (NVL) when other escalated consequences were enacted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Example:&#039;&#039;&#039; To be able to apply Maim (2nd Level) to a character, I must have previously used Grievous Harm (1st Level) on that character in one of our past encounters or my target must have done that to me. Even prior to the first escalated consequence, one of us must have applied a major consequence on the other.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Consented Consequences ==&lt;br /&gt;
Consented consequences are non-mechanical consequences that may be applied only if the losing party actively consents to such consequences.&lt;br /&gt;
&lt;br /&gt;
This can be any roleplay consequence as long as the losing party actively consents.&lt;br /&gt;
Most common example would be holding the losing party hostage or interrogating them.&lt;br /&gt;
Keep in mind that consent can be withdrawn at any time, which ends the scene.&lt;br /&gt;
&lt;br /&gt;
== Free Consequences ==&lt;br /&gt;
These consequences may be applied by the winning party and do not prevent another consequence from being applied.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unmasking&#039;&#039;&#039; - Removing an item of clothing, helmet, mask or other similar garment or item that obscures the face of the defeated character.&lt;br /&gt;
&lt;br /&gt;
== Flowchart ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
EscalatedConsFlowchart1.png|Part 1&lt;br /&gt;
EscalatedConsFlowchart2.png|Part 2&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Paladin&amp;diff=2127</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Paladin&amp;diff=2127"/>
		<updated>2026-07-01T00:20:48Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Divine Smite php5e revised.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Paladin&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 91&lt;br /&gt;
| st = Charisma, Wisdom&lt;br /&gt;
| cr = 5 LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Paladin Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 2&lt;br /&gt;
| 5ewiki = Paladin&lt;br /&gt;
| frwiki = Paladin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether sworn before a god&#039;s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin&#039;s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor&lt;br /&gt;
* Medium Armor&lt;br /&gt;
* Heavy Armor&lt;br /&gt;
* Simple Weapons&lt;br /&gt;
* Martial Weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Shortsword&lt;br /&gt;
* Shield&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All Paladins have two attack actions per turn.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. &lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Charisma modifier + 4&lt;br /&gt;
Spell attack modifier = Charisma modifier + 4&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells from the [[Paladin Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
===Aura of Protection===&lt;br /&gt;
Whenever you or a friendly creature within 1 tile of you must make a saving throw in combat, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).&lt;br /&gt;
&lt;br /&gt;
=== Aura of Courage ===&lt;br /&gt;
You and friendly creatures within 1 tile of you can&#039;t be frightened while you are conscious.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[[Lay on Hands]]&#039;&#039;&#039; ===&lt;br /&gt;
Using one or more of your lay on hands charges, your blessed touch can heal wounds or cure Diseased and Poisoned conditions.&lt;br /&gt;
&lt;br /&gt;
* [[Lay on Hands: Lesser Healing]] (1 LR)&lt;br /&gt;
* [[Lay on Hands: Greater Healing]] (2 LR)&lt;br /&gt;
* [[Lay on Hands: Cure]] (2 LR)&lt;br /&gt;
&lt;br /&gt;
=== [[Divine Sense]] ===&lt;br /&gt;
{{:Divine_Sense}}&lt;br /&gt;
&lt;br /&gt;
=== [[Divine Smite]] ===&lt;br /&gt;
{{:Divine_Smite}}&lt;br /&gt;
&lt;br /&gt;
=== [[Searing Smite]] ===&lt;br /&gt;
{{:Searing_Smite}}&lt;br /&gt;
&lt;br /&gt;
=== [[Thunderous Smite]] ===&lt;br /&gt;
{{:Thunderous_Smite}}&lt;br /&gt;
&lt;br /&gt;
=== [[Wrathful Smite]] ===&lt;br /&gt;
{{:Wrathful_Smite}}&lt;br /&gt;
&lt;br /&gt;
=== [[Branding Smite]] ===&lt;br /&gt;
{{:Branding_Smite}}&lt;br /&gt;
&lt;br /&gt;
=== [[Blinding Smite]] ===&lt;br /&gt;
{{:Blinding_Smite}}&lt;br /&gt;
&lt;br /&gt;
===Fighting Styles===&lt;br /&gt;
You may choose the following from the [[Fighting Styles]] list.&lt;br /&gt;
&lt;br /&gt;
* Blind Fighting&lt;br /&gt;
* Defense&lt;br /&gt;
* Dueling&lt;br /&gt;
* Great Weapon Fighting&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Oath of Devotion]]&lt;br /&gt;
&lt;br /&gt;
[[Oath of the Crown]]&lt;br /&gt;
&lt;br /&gt;
[[Oath of Vengeance]]&lt;br /&gt;
&lt;br /&gt;
== Paladin Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=2126</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=2126"/>
		<updated>2026-07-01T00:20:24Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Druid PHB5e.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Druid&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Intelligence, Wisdom&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Druid Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Druid&lt;br /&gt;
| frwiki = Druid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Guide ===&lt;br /&gt;
Druids are aligned with the natural world and to some degree distance themselves from that which civilisation has wrought. They make a conscious choice to wear materials and garments that reflect their connection to the natural world, such as leather, bone, hide wood and other natural materials. Druids do not wear metal such as armour, nor do they use shields made of metal. Though for practical reasons druids may wear small metal items such as buckles or small items of jewellery like necklaces. &lt;br /&gt;
&lt;br /&gt;
On Avardon, players are expected to correctly depict their characters as per the Ravenloft and Forgotten Realms lore. Wearing metal armour or using a metal shield is considered a breach of our rules regarding character depiction.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor*&lt;br /&gt;
* Medium Armor*&lt;br /&gt;
* Clubs&lt;br /&gt;
* Daggers&lt;br /&gt;
* Javelins&lt;br /&gt;
* Maces&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
* Sickles&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Spears&lt;br /&gt;
* &#039;&#039;&#039;*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Extra Language===&lt;br /&gt;
Druidic&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus&lt;br /&gt;
Spell attack modifier = Wisdom modifier + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 4 cantrips to call upon from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== [[Wild Shape]] ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest.&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Wolf&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Bear&lt;br /&gt;
&lt;br /&gt;
Wild Shape: Panther&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying in Wild Shape ====&lt;br /&gt;
Druids have a unique and deep connection to the natural and untamed world that few others may even attempt to understand. Their powers derive from this bond and as such they have an innate respect for untamed wildlife which forms the foundation for their ability to Wild Shape. &lt;br /&gt;
&lt;br /&gt;
On Avardon, we expect players to properly reflect this deep and respectful bond. This means that a druid would not ever use their Wild Shape ability in a manner that demeans the untamed wildlife whose form they take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids do not in any situation act as domestic animals or pets. Engaging in such behaviour is considered a breach of our rules regarding character depiction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Circle of the Land]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Moon]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Spores]]&lt;br /&gt;
&lt;br /&gt;
== Druid Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Druidcraft|Druidcraft]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Cleric&amp;diff=2125</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Cleric&amp;diff=2125"/>
		<updated>2026-07-01T00:19:59Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Cleric PHB5e2024.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Cleric&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st = Wisdom, Charisma&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Cleric Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Cleric&lt;br /&gt;
| frwiki = Cleric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armour&lt;br /&gt;
* Medium Armour&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Flails&lt;br /&gt;
* Morningstars&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Mace&lt;br /&gt;
* Shield&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Wisdom is your spellcasting ability for your cleric spells. Though most deities cannot reach Avardon, the power lent to you yet lingers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC&#039;&#039;&#039; = 8 + Wisdom Modifier + proficiency bonus (4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Modifier&#039;&#039;&#039; = Wisdom modifier + proficiency bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 5 cantrips to call upon from the [[Cleric Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Channel Divinity&#039;&#039;&#039; ===&lt;br /&gt;
You gain the ability to channel divine energy, An effect determined by your domain. This costs a class resource to use.&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
{{:Lesser Wound Regeneration}}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Death Domain]]&lt;br /&gt;
&lt;br /&gt;
[[Life Domain]]&lt;br /&gt;
&lt;br /&gt;
[[Light Domain]]&lt;br /&gt;
&lt;br /&gt;
[[War Domain]]&lt;br /&gt;
&lt;br /&gt;
== Cleric Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Continual_Flame|Continual Flame]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Thaumaturgy|Thaumaturgy]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Wizard&amp;diff=2124</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Wizard&amp;diff=2124"/>
		<updated>2026-07-01T00:19:35Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: prepared caster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wizard-2024.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Wizard&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 69&lt;br /&gt;
| st = Intelligence, Wisdom&lt;br /&gt;
| cr = 5 LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Wizard Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Wizard&lt;br /&gt;
| frwiki = Wizard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards are supreme magic-users, defined by their careful and exhaustive study of magic’s inner workings. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors from the sky, or open portals to other worlds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
=== Proficiencies===&lt;br /&gt;
* Light Crossbows&lt;br /&gt;
* Daggers&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Intelligence is your spellcasting ability for your wizard spells, since you learn your wizard spells through dedicated study and memorization.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
Spell attack modifier = Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 5 cantrips to call upon from the [[Wizard Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Recovery ===&lt;br /&gt;
At the cost of 1 class resource per spell level, regain a spell slot of your choice.&lt;br /&gt;
&lt;br /&gt;
== Wizard Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Continual_Flame|Continual Flame]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Dancing_Lights|Dancing Lights]]&lt;br /&gt;
* [[Flavor_Spells#Illusory_Script|Illusory Script]]&lt;br /&gt;
* [[Flavor_Spells#Levitate|Levitate]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;br /&gt;
* [[Flavor_Spells#Mage_Hand|Mage Hand]]&lt;br /&gt;
* [[Flavor_Spells#Major_Image|Major Image]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;br /&gt;
* [[Flavor_Spells#Silent_Image|Silent Image]]&lt;br /&gt;
* [[Flavor_Spells#Tenser&#039;s_Floating_Disk|Tenser&#039;s Floating Disk]]&lt;br /&gt;
* [[Flavor_Spells#Unseen_Servant|Unseen Servant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Abjuration School]]&lt;br /&gt;
&lt;br /&gt;
[[Bladesinging]]&lt;br /&gt;
&lt;br /&gt;
[[Evocation School]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2105</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2105"/>
		<updated>2026-06-25T20:37:25Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: shifter don&amp;#039;t shift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Shifter&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-70&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:shifter&lt;br /&gt;
| frwiki = Shifter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters cannot change shape and are stuck in a middle ground between human and bestial form.&lt;br /&gt;
&lt;br /&gt;
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subraces==&lt;br /&gt;
===[[Beasthide]]===&lt;br /&gt;
===[[Longtooth]]===&lt;br /&gt;
===[[Swiftstride]]===&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Longtooth&amp;diff=2104</id>
		<title>Longtooth</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Longtooth&amp;diff=2104"/>
		<updated>2026-06-25T20:36:39Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Longtooth */ also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebeast Phenotypes:&#039;&#039;&#039; Werehyena, Werejackal, Wereleopard, Werelion, Werepanther, Weretiger, Werewolf, Werewolverine.&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Longtooth===&lt;br /&gt;
You use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, also causing your target to bleed for one turn.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Swiftstride&amp;diff=2103</id>
		<title>Swiftstride</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Swiftstride&amp;diff=2103"/>
		<updated>2026-06-25T20:36:11Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: shifter don&amp;#039;t shift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Swiftstride shifters are graceful and quick. Typically feline in nature, swiftstride shifters are often aloof and difficult to pin down physically or socially.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebeast Phenotypes:&#039;&#039;&#039; Werebat, Werecat, Werecougar, Werefox, Werehare, Werejaguar, Werepanther, Wererat, Wereraven.&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Swiftstride===&lt;br /&gt;
When an enemy ends their turn within 1 tile of you, you can use this Reaction to get +1 Movement on your next turn, you also avoid Opportunity Attacks.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Beasthide&amp;diff=2102</id>
		<title>Beasthide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Beasthide&amp;diff=2102"/>
		<updated>2026-06-25T20:35:41Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: shifter don&amp;#039;t shift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stoic and solid, a beasthide shifter draws strength and stability from the beast within. Beasthide shifters are typically tied to the bear or the boar, but this subrace could embody any creature known for its toughness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebeast Phenotypes:&#039;&#039;&#039; Wereape, Werebadger, Werebear, Wereboar, Wereleopard, Werelion, Werewalrus.&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Beasthide===&lt;br /&gt;
You have a +1 bonus to your Armor Class.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2101</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2101"/>
		<updated>2026-06-25T20:35:15Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: shifter don&amp;#039;t shift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Shifter&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-70&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:shifter&lt;br /&gt;
| frwiki = Shifter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape and are stuck in a middle ground between human and bestial form.&lt;br /&gt;
&lt;br /&gt;
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subraces==&lt;br /&gt;
===[[Beasthide]]===&lt;br /&gt;
===[[Longtooth]]===&lt;br /&gt;
===[[Swiftstride]]===&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Longtooth&amp;diff=2100</id>
		<title>Longtooth</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Longtooth&amp;diff=2100"/>
		<updated>2026-06-25T20:33:49Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Shifting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Longtooth shifters are fierce and aggressive, but they form deep bonds with their friends. Many longtooth shifters have canine traits that become more pronounced as they shift, but they might instead draw on tigers, hyenas, or other predators. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebeast Phenotypes:&#039;&#039;&#039; Werehyena, Werejackal, Wereleopard, Werelion, Werepanther, Weretiger, Werewolf, Werewolverine.&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Longtooth===&lt;br /&gt;
You use your elongated fangs to make an unarmed strike as a bonus action. If you hit with your fangs, you can deal piercing damage equal to 1d6 + your Strength modifier, causing your target to bleed for one turn.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid_Spell_List&amp;diff=2069</id>
		<title>Druid Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid_Spell_List&amp;diff=2069"/>
		<updated>2026-06-19T02:39:48Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Cantrips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Cantrips ===&lt;br /&gt;
[[Guidance]]&lt;br /&gt;
&lt;br /&gt;
[[Poison Spray]]&lt;br /&gt;
&lt;br /&gt;
[[Resistance]]&lt;br /&gt;
&lt;br /&gt;
[[Thorn Whip]]&lt;br /&gt;
&lt;br /&gt;
[[Shillelagh]]&lt;br /&gt;
&lt;br /&gt;
=== 1st Level Spells ===&lt;br /&gt;
[[Absorb Elements]]&lt;br /&gt;
&lt;br /&gt;
[[Charm Person]]&lt;br /&gt;
&lt;br /&gt;
[[Cure Wounds]]&lt;br /&gt;
&lt;br /&gt;
[[Entangle]]&lt;br /&gt;
&lt;br /&gt;
[[Faerie Fire]]&lt;br /&gt;
&lt;br /&gt;
[[Fog Cloud]]&lt;br /&gt;
&lt;br /&gt;
[[Healing Word]]&lt;br /&gt;
&lt;br /&gt;
[[Longstrider]]&lt;br /&gt;
&lt;br /&gt;
[[Thunderwave]]&lt;br /&gt;
&lt;br /&gt;
=== 2nd Level Spells ===&lt;br /&gt;
[[Barkskin]]&lt;br /&gt;
&lt;br /&gt;
[[Gust of Wind]]&lt;br /&gt;
&lt;br /&gt;
[[Lesser Restoration]]&lt;br /&gt;
&lt;br /&gt;
[[Moonbeam]]&lt;br /&gt;
&lt;br /&gt;
[[Pass Without Trace]]&lt;br /&gt;
&lt;br /&gt;
[[Spike Growth]]&lt;br /&gt;
&lt;br /&gt;
=== 3rd Level Spells ===&lt;br /&gt;
[[Daylight]]&lt;br /&gt;
&lt;br /&gt;
[[Dispel Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Protection from Energy]]&lt;br /&gt;
&lt;br /&gt;
[[Sleet Storm]]&lt;br /&gt;
&lt;br /&gt;
=== 4th Level Spells ===&lt;br /&gt;
[[Blight]]&lt;br /&gt;
&lt;br /&gt;
[[Freedom of Movement]]&lt;br /&gt;
&lt;br /&gt;
[[Ice Storm]]&lt;br /&gt;
&lt;br /&gt;
[[Polymorph]]&lt;br /&gt;
&lt;br /&gt;
[[Stoneskin]]&lt;br /&gt;
&lt;br /&gt;
=== 5th Level Spells ===&lt;br /&gt;
&lt;br /&gt;
[[Greater Restoration]]&lt;br /&gt;
&lt;br /&gt;
[[Insect Plague]]&lt;br /&gt;
&lt;br /&gt;
[[Mass Cure Wounds]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shillelagh&amp;diff=2068</id>
		<title>Shillelagh</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shillelagh&amp;diff=2068"/>
		<updated>2026-06-19T02:38:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
|image=Shillelagh.png&lt;br /&gt;
|type=&lt;br /&gt;
|level=0&lt;br /&gt;
|school=Transmutation&lt;br /&gt;
|target=Club or Quarterstaff&lt;br /&gt;
|cost=Bonus Action&lt;br /&gt;
|radius=None&lt;br /&gt;
|damage=None&lt;br /&gt;
|save=None&lt;br /&gt;
}}&lt;br /&gt;
Imbue the wood of a club or a quarterstaff you are holding with nature&#039;s power.&lt;br /&gt;
&lt;br /&gt;
For the duration of 10 turns, you may use your spellcasting modifier instead of Strength for attack and damage rolls and the weapon&#039;s damage die becomes d8. The weapon also becomes magical for the purposes of breaking through damage resistance.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Shillelagh&amp;diff=2067</id>
		<title>Shillelagh</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shillelagh&amp;diff=2067"/>
		<updated>2026-06-19T02:37:52Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: Created page with &amp;quot;{{Infobox Ability |image=Shillelagh.png |type= |level=0 |school=Transmutation |target=Club or Quarterstaff |cost=Bonus Action |range=1 |radius=None |damage=None |save=None }} Imbue the wood of a club or a quarterstaff you are holding with nature&amp;#039;s power.  For the duration of 10 turns, you may use your spellcasting modifier instead of Strength for attack and damage rolls and the weapon&amp;#039;s damage die becomes d8. The weapon also becomes magical for the purposes of breaking t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
|image=Shillelagh.png&lt;br /&gt;
|type=&lt;br /&gt;
|level=0&lt;br /&gt;
|school=Transmutation&lt;br /&gt;
|target=Club or Quarterstaff&lt;br /&gt;
|cost=Bonus Action&lt;br /&gt;
|range=1&lt;br /&gt;
|radius=None&lt;br /&gt;
|damage=None&lt;br /&gt;
|save=None&lt;br /&gt;
}}&lt;br /&gt;
Imbue the wood of a club or a quarterstaff you are holding with nature&#039;s power.&lt;br /&gt;
&lt;br /&gt;
For the duration of 10 turns, you may use your spellcasting modifier instead of Strength for attack and damage rolls and the weapon&#039;s damage die becomes d8. The weapon also becomes magical for the purposes of breaking through damage resistance.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=File:Shillelagh.png&amp;diff=2066</id>
		<title>File:Shillelagh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=File:Shillelagh.png&amp;diff=2066"/>
		<updated>2026-06-19T02:37:05Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{license larian}}&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Storm_Sorcery&amp;diff=2065</id>
		<title>Storm Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Storm_Sorcery&amp;diff=2065"/>
		<updated>2026-06-19T02:08:29Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Sorcerer]] sub-class available on Avardon.&lt;br /&gt;
&lt;br /&gt;
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.&lt;br /&gt;
&lt;br /&gt;
Storm sorcerers are invaluable members of a ship&#039;s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.&lt;br /&gt;
&lt;br /&gt;
* You might be from a crew that got into a storm during wich you tragically got taken by the mist.&lt;br /&gt;
&lt;br /&gt;
* You might seek out high mountains and stormy coasts to be more attuned to your heritage.&lt;br /&gt;
&lt;br /&gt;
* Maybe you use your powers to help people with foretelling the weather or saving the harvest by averting forces of nature.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
=== Heart of the Storm ===&lt;br /&gt;
You gain resistance to lightning and thunder damage.&lt;br /&gt;
=== Tempestuous Magic ===&lt;br /&gt;
You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you. After casting a leveled spell you may use your bonus action to fly without receiving attacks of opportunity.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2056</id>
		<title>Bonk&#039;s Survival Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bonk%27s_Survival_Guide&amp;diff=2056"/>
		<updated>2026-06-17T22:32:23Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* How does hiding in combat work? */ edited due to hide changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BonksDeclassified.png|thumb|353x353px|Image courtesy of The Changer of Ways!]]&lt;br /&gt;
&lt;br /&gt;
=== Bonks has compiled a wonderful guide from her own personal experience as a new player on the server. Brought to the wiki, this is Bonks&#039; Declassified Server Survival Guide! ===&lt;br /&gt;
&lt;br /&gt;
==== How do I get professions? ====&lt;br /&gt;
&lt;br /&gt;
* Talk to the NPC in the Library in the Town Hub, and spend a Profession Energy to get your first five levels in the profession (Ten if you&#039;re Fast Learner trait)&lt;br /&gt;
&lt;br /&gt;
==== How do I craft? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have a crafting profession, Hit Tab to open up inventory. At the bar at the top is the Crafting tab. Click that. Crafting professions are accessed through there. Select the item you can and want to craft, and click &#039;Prepare Materials&#039; on the right. The materials for the item will be consumed, and you&#039;ll get an Unfinished Product in your inventory. Put that on your hotbar and use it. Crafting consumes a Profession Energy and makes a crafting roll on the Product. Some might take more than one attempt to finish crafting.&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession (Mining), go to the marked Mine on the west side of the map. Enter the mine, find glowing rocks, mouse over them to see the type of resource, and hit E on them to gather from them for one profession energy&lt;br /&gt;
&lt;br /&gt;
[[File:Profsmap (Custom).png|thumb|645x645px]]&lt;br /&gt;
&lt;br /&gt;
==== How do I gather (Not Mining)? ====&lt;br /&gt;
&lt;br /&gt;
* Once you have your gathering profession, go to the relevant nodes marked on the map. When you&#039;re in the general area, hit Shift+R to open RPR abilities and find the Economy section for the gathering ability. [[https://avardon.com/map Avardon Interactive Map]]&lt;br /&gt;
&lt;br /&gt;
==== Do gathering nodes of the same type give different items or pull from the same table? ====&lt;br /&gt;
&lt;br /&gt;
* Pull from the same table. Herbs can give any of the herbs. Mushrooms can give any of the mushroom. Iron ore gives Iron ore.&lt;br /&gt;
&lt;br /&gt;
==== How does restoring Profession Energy work? ====&lt;br /&gt;
&lt;br /&gt;
* Every twenty hours, Profession Energy is restored by two points (Non-commoner) or four points (commoner class) . The server checks usually within 30 minutes of when you get online for how long it has been since the last daily Economy Reset that you gained profession energy from, and then restores your energy appropriately. It can restore up to three days worth of energy, so you don&#039;t need to have logged in every day. It will also only restore energy you have room for. So if it has been three days, and you log in, but you have 1/6 profession energy, you&#039;ll need to use that one before it will restore the 6 you would normally get from three days of resets.&lt;br /&gt;
&lt;br /&gt;
==== How does PVP start? ====&lt;br /&gt;
&lt;br /&gt;
* The Roll Initiative or Roll Initiative (Spar). Select all those involved, and it will roll initiative for all of them.&lt;br /&gt;
&lt;br /&gt;
===== What&#039;s the diff- =====&lt;br /&gt;
&lt;br /&gt;
* Roll Initiative (Spar) starts a spar. Spars are (supposed) to restore any health lost or spellslots or class resources expended during the spar, so that all return to how they were before the fight. Roll Initiative (The normal one) starts a standard PVP.  In a standard PVP, every 10 HP lost by either side will become 1 wound per 10 HP at the end of combat. The loser of the PVP will have the Awaiting Consequences status after exiting combat.&lt;br /&gt;
&lt;br /&gt;
==== How do you do Consequences? ====&lt;br /&gt;
&lt;br /&gt;
* Hold E on the other player and select Avardon RP to open the Consequence rules. Make sure to familiarize yourself with the [[Consequences|Consqeuence rules here.]]&lt;br /&gt;
&lt;br /&gt;
==== How do wounds work? ====&lt;br /&gt;
&lt;br /&gt;
* As mentioned above, you gain 1 wound per 10% HP lost. This means a lost fight should give you 10 wounds.  If you have any form of healing or self-healing, this can end up giving you extra wounds, with a cap of 15 wounds gainable from HP loss in combat only. A consequence from the page above can then leave you with even more wounds. At ten wounds, you are down -10 HP, and -1 to all saves. At 20 wounds total, it is max healthed reduces by 20 HP, with a -2 to all saves. So on and so forth.&lt;br /&gt;
&lt;br /&gt;
==== Can I get wounds healed? ====&lt;br /&gt;
&lt;br /&gt;
* Yes! Wounds can be healed by a number of spells and abilities. Primarily, Life Clerics and Divine Souls are the best wound healers without profession investment... and Chirurgery (Profession) has several wound healing abilities. You also heal 1d4 Wounds on a Long Rest, and can only have up to 10 wounds healed from other sources per long rest.&lt;br /&gt;
&lt;br /&gt;
==== How does hiding in combat work? ====&lt;br /&gt;
Please see the [[Combat Rulings]] or [[Hide]] pages for more information: &lt;br /&gt;
&lt;br /&gt;
Any character may hide on their turn as long as no hostile creature can see them. Rogues can hide using a bonus action.&lt;br /&gt;
&lt;br /&gt;
The following is checked automatically:&lt;br /&gt;
* If the character is inside Heavily Obscured area (Cloudkill, Darkness, Fog Cloud, Hunger of Hadar), they can hide.&lt;br /&gt;
* If the character is invisible, they can hide.&lt;br /&gt;
* If the character is hidden behind an obstacle (out of Line of Sight of all non-defeated, non-blinded, hostile creatures), they can hide.&lt;br /&gt;
&lt;br /&gt;
In all other cases, the character may not hide.&lt;br /&gt;
&lt;br /&gt;
Foes may use Spot free action only on their turn to reveal a character they can see.&lt;br /&gt;
That means that inside Heavily Obscured areas, or if you are Blinded, or if they are Invisible, you cannot use the Spot ability.&lt;br /&gt;
&lt;br /&gt;
==== Where do I get invisible weapons? ====&lt;br /&gt;
&lt;br /&gt;
* Weapon Runes actually also function as invisible weapons! &lt;br /&gt;
&lt;br /&gt;
==== What are the chat commands for emoting? ====&lt;br /&gt;
&lt;br /&gt;
* /me adds character name at the beginning: Bonks made this wonderful guide! &lt;br /&gt;
* /do adds it at the end; This wonderful survival guide was made by Bonks! &lt;br /&gt;
* /tell does not include character name. &amp;quot;The sound of a giant space hamster &#039;pon the iron wheel doth herald our shared dream.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
== Miscellaneous, Errata, and FAQ! ==&lt;br /&gt;
&lt;br /&gt;
==== Can players tweak their character appearance after whitelisting? ====&lt;br /&gt;
&lt;br /&gt;
* To a point! Character height should not change. Minor tweaks are fine otherwise, hair, warpaints, scars, makeup, and the like may be changed freely! Proportions may be tweaked to an extent ( we&#039;re all familiar with clipping demons! ) but for significant alterations, please open a ticket and provide before-and-after screenshots at the height board again!&lt;br /&gt;
&lt;br /&gt;
==== On the tabletop, characters who are reduced to 0 hit points can be revived with any healing. Is that the case here? ====&lt;br /&gt;
&lt;br /&gt;
* Nope, if you get to 0 HP in a fight (unless Death Ward or similar) then you&#039;re out. Once it gives you Defeated above your head, you can&#039;t continue in that fight, you are defeated.&lt;br /&gt;
&lt;br /&gt;
==== Do Swords bards get Shields? ====&lt;br /&gt;
&lt;br /&gt;
* No. Valor bards, do, however!&lt;br /&gt;
&lt;br /&gt;
==== Does Savage Attacker apply only to the weapon&#039;s die or dice, and not any riders or effects like Sneak Attack? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, only weapon&#039;s dice!&lt;br /&gt;
&lt;br /&gt;
==== Question: Does a successful sneak / stealth confer advantage in combat? ====&lt;br /&gt;
&lt;br /&gt;
* They get +10 to initiative roll automatically when hiding and not spotted.&lt;br /&gt;
&lt;br /&gt;
==== Do buffs or concentration spells persist when druids shapeshift? ====&lt;br /&gt;
&lt;br /&gt;
* Yes, they do, as in source material! However, once shapeshifted, you will be unable to cast spells. If you lose concentration, you won&#039;t be able to cast it again until you&#039;re two-footed again!&lt;br /&gt;
&lt;br /&gt;
==== What are the rules governing Disguise Self? ====&lt;br /&gt;
&lt;br /&gt;
* You must follow the rules of the disguise self spell. When it doubt, check the source material limitations! You can whip up whatever you like as long as you follow the instructions of the spell! You cannot change what your disguise is mid-spell, for example. You can have one disguise Monday, and another for Chewsday. You do not need to register your disguises with staff!&lt;br /&gt;
&lt;br /&gt;
==== Can observers declare PvP intent on one another? ====&lt;br /&gt;
&lt;br /&gt;
* Once a PvP intent has been declared, all those not leaving the radius are Observing. No more players may enter the lock. Observers within the lock may initiate additional instances of PvP with other observers in that lock. These instances can not interact with one another, both instances must fully resolve and characters move on independently of one another. In the case of a 5v5 and a 5v1, the 5v1 would be limited to the lightest level of cons, as an example.&lt;br /&gt;
&lt;br /&gt;
====== What about Attacks of Opportunity in Darkness, or when Blinded? ======&lt;br /&gt;
&lt;br /&gt;
* Melee attacks of opportunity can be attempted even without the ability to see; however, this will be automatically disadvantaged!&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Combat_Rulings&amp;diff=2055</id>
		<title>Combat Rulings</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Combat_Rulings&amp;diff=2055"/>
		<updated>2026-06-17T22:30:10Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Hiding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a collection of various rulings and clarifications regarding combat encounters. It is an extension to the rules with more detailed and in-depth explanations to bring some light into niche situations that might arise.&lt;br /&gt;
&lt;br /&gt;
=== Line of Sight ===&lt;br /&gt;
Some abilities such as ranged attacks, or spells that mention &amp;quot;point you can see&amp;quot; or &amp;quot;target you can see&amp;quot; in their description, require sight.&lt;br /&gt;
&lt;br /&gt;
You cannot target character if:&lt;br /&gt;
* You don&#039;t see at least 50% of their body or the entirety of their head from your first person view.&lt;br /&gt;
* Selector (such as with Magic Missile or Eldritch Blast) doesn&#039;t let you use it due to missing Line of Sight.&lt;br /&gt;
* You are Blinded or have both of your eyes Maimed.&lt;br /&gt;
* There is an area effect that restricts vision in between you and the target or at least one of you stands in it without being able to see through with special abilities.&lt;br /&gt;
* The target is Invisible and you lack the ability to see invisible creatures.&lt;br /&gt;
&lt;br /&gt;
Additionally, AoE spells that target a point cannot be placed into areas that limit visibility, such as area of Darkness. You may only target the edge of such area, as that&#039;s as far as you can see.&lt;br /&gt;
&lt;br /&gt;
==== Crouching ====&lt;br /&gt;
&lt;br /&gt;
Conan mechanical crouch or other animations may not be used to avoid Line of Sight. You can still use animations and poses during combat, just not in a way to restrict LoS or when there&#039;s a discussion whether someone has LoS. The visibility rules apply for a standing character. The only exception is being Prone, in which case you should have a suitable animation even for purposes of determining LoS.&lt;br /&gt;
&lt;br /&gt;
=== Observers ===&lt;br /&gt;
When a player chooses to observe a fight (having been present for its declaration and using &amp;lt;code&amp;gt;/pvp observe&amp;lt;/code&amp;gt;), they are basically communicating to the other players upfront that their character either doesn&#039;t want to be involved with either side of the combat, or they are too scared to fight, or for any other reason refuse to fight. Observers are IC, and they chose NOT to fight under any change of circumstance. If they could ever possibly have a reason to join the fight, they have to either join it as an participant at the very beginning of the encounter, or leave the scene entirely. They cannot join into an ongoing fight or participate in the consequence phase or engage in another fight with the winning or losing party after the fight is concluded.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind, that any participant of the fight may void your decision to observe and include you as a target of their intent even and especially if they were the party being subject to a PvP intent, as per rule C.1:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Everyone within the range of a PvP intent is locked into the scene unless they are not targeted by anyone else within the scene lock&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
No player shall interact with doors during combat outside of using the Interact ability in RPR.&lt;br /&gt;
&lt;br /&gt;
It takes an action to lock/unlock a door, a bonus action to open/close it, and an action with DC 15 to breach it, after which it becomes unusable for the duration of combat.&lt;br /&gt;
&lt;br /&gt;
Breaching of a door in combat (and only in combat) is done using Breaching or Lockpicking skill (whichever is higher) or using the Spellcasting modifier in case of casters (if higher than the skills).&lt;br /&gt;
&lt;br /&gt;
=== Hiding ===&lt;br /&gt;
Players may [[Hide]] in combat as long as none of their foes have Line of Sight on them - this is checked automatically but good etiquette is expected in case it wouldn&#039;t work reliably in all cases.&lt;br /&gt;
&lt;br /&gt;
To reveal a player that is hiding during combat, players may use the Spot free action &#039;&#039;&#039;on their turn&#039;&#039;&#039;, if they see the target.&lt;br /&gt;
&lt;br /&gt;
Players may follow hidden or invisible foes, they still know of their approximate location and it is not considered metagaming.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Cunning_Action&amp;diff=2054</id>
		<title>Cunning Action</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Cunning_Action&amp;diff=2054"/>
		<updated>2026-06-17T22:29:36Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: hide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or [[Hide]] action.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2036</id>
		<title>Dhampir</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2036"/>
		<updated>2026-06-10T20:16:26Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: italic to bold&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Dhampir&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = As per original race&lt;br /&gt;
| height = As per original race&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:dhampir&lt;br /&gt;
| frwiki = Dhampir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.&lt;br /&gt;
&lt;br /&gt;
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Dhampirs must have Red eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
===Vampiric Bite===&lt;br /&gt;
Damage: 1d4 (1~4) + CON (Piercing)&lt;br /&gt;
&lt;br /&gt;
While you are missing half or more of your HP, you have advantage on attack rolls you make with this bite.&lt;br /&gt;
&lt;br /&gt;
When you attack a creature that isn&#039;t Undead, you regain the same amount of HP as the damage you dealt.&lt;br /&gt;
&lt;br /&gt;
This is an attack action.&lt;br /&gt;
&lt;br /&gt;
===Spider Climb===&lt;br /&gt;
You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings. This does not free your hands.&lt;br /&gt;
&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2035</id>
		<title>Dhampir</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2035"/>
		<updated>2026-06-10T20:15:23Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Dhampir&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = As per original race&lt;br /&gt;
| height = As per original race&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:dhampir&lt;br /&gt;
| frwiki = Dhampir&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.&lt;br /&gt;
&lt;br /&gt;
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Character Design:&#039;&#039; Dhampirs must have Red eyes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
===Vampiric Bite===&lt;br /&gt;
Damage: 1d4 (1~4) + CON (Piercing)&lt;br /&gt;
&lt;br /&gt;
While you are missing half or more of your HP, you have advantage on attack rolls you make with this bite.&lt;br /&gt;
&lt;br /&gt;
When you attack a creature that isn&#039;t Undead, you regain the same amount of HP as the damage you dealt.&lt;br /&gt;
&lt;br /&gt;
This is an attack action.&lt;br /&gt;
&lt;br /&gt;
===Spider Climb===&lt;br /&gt;
You have a climbing speed equal to your walking speed. In addition, you can move up, down, and across vertical surfaces and upside down along ceilings. This does not free your hands.&lt;br /&gt;
&lt;br /&gt;
===Darkvision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
</feed>