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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>
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	<updated>2026-06-12T20:27:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<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>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Combat_Primer&amp;diff=2028</id>
		<title>Combat Primer</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Combat_Primer&amp;diff=2028"/>
		<updated>2026-06-09T22:15:40Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
===Initiative===&lt;br /&gt;
Initiative is the determining factor in turn order with higher rolls going first. Your initiative is determined by a d20+DEX modifier. (Including any additional modifiers such as [[Gloomstalker]] WIS to initiative or the [[Feats#Alert|Alert]] Feat) &lt;br /&gt;
&lt;br /&gt;
===Your Turn===&lt;br /&gt;
Every turn of combat you start with an action, a bonus action and reaction. &lt;br /&gt;
====Actions==== &lt;br /&gt;
When it is your turn, you can take an action. An action can be used for many things such as Attack, Spellcasting, Disengaging, Dodge, Dash or other actions. If you use the Attack action, some classes have an extra attack which allows for more than a single attack per turn.&lt;br /&gt;
====Bonus Actions====&lt;br /&gt;
Certain spells, class features and other abilities allow you to use a bonus action. Anything with the time of a bonus action requires one remaining to be used, by default characters only have one bonus action per turn.&lt;br /&gt;
====Reactions====&lt;br /&gt;
Certain spells, abilities and situations allow for the use of a reaction. They are instant responses to a trigger that is given like an Opportunity Attack. When a reaction is used you may not take another one until the start of your next turn.&lt;br /&gt;
====Movement====&lt;br /&gt;
On your turn, movement can be split up between your actions. Your movement is represented in tiles under the RPR tab, for more information see the [[Movement]] page.&lt;br /&gt;
&lt;br /&gt;
==Attacks==&lt;br /&gt;
When you make an attack action you spend your action to use the number of attacks that are available to your character with a default of one unless your class provides an extra attack. The attack roll is a 1d20 + 4 (Proficiency bonus) + Ability modifier. When making a melee attack the ability modifier is Strength and for Ranged weapons it is Dexterity. The exception for this is when the weapon has the finesse property, allowing dexterity to be used.&lt;br /&gt;
&lt;br /&gt;
Some spells are also attacks and they use the casting attribute of the class as the ability modifier instead.&lt;br /&gt;
&lt;br /&gt;
On a rolled 20 weapon attacks will become a critical hit, rolling the weapon dice again and adding it to the value. EX: A shortsword that critically hits is a 2d6 instead of just 1d6.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
Spells are gained via being a class, subclass or race with access to Spellcasting. &lt;br /&gt;
===Casting Time===&lt;br /&gt;
Most spells can be casted using your main action, some however are reactions. If a spell has a casting time of a bonus action, you cannot cast another spell during the same turn, except for a cantrip that uses an action.&lt;br /&gt;
===Components===&lt;br /&gt;
====Verbal====&lt;br /&gt;
Most spells require a chanting of words. If the spell requires a verbal component, then when you are silenced, they cannot be used.&lt;br /&gt;
====Somatic====&lt;br /&gt;
Some spells require gestures. If the spell requires a somatic component, you must have the ability to perform these gestures.&lt;br /&gt;
===Concentration===&lt;br /&gt;
Some spells require you to maintain concentration to keep them active. If concentration is lost, then the spell ends.&lt;br /&gt;
* If you cast another spell that requires concentration, you will lose concentration on the previous spell as it can only be maintained on one at a time. &lt;br /&gt;
* When you take damage a concentration check must be done. This is based off of your Constitution saving throw and the default DC is 10 or half damage, whichever is higher.&lt;br /&gt;
* Upon incapacitation in combat you lose concentration.&lt;br /&gt;
&lt;br /&gt;
===Spell Level===&lt;br /&gt;
Spells are divided into Levels 1 to 5 (Excluding Cantrips), with higher levels containing more powerful spells. In order to cast a spell of a certain level, your character must have an available spell slot of that level or higher.&lt;br /&gt;
&lt;br /&gt;
===Upcasting===&lt;br /&gt;
[[File:StatusBar.png|thumb|The Status Bar]]&lt;br /&gt;
Upcasting is the act of casting a spell using a higher-level spell slot than the spell requires. Some spells when upcasting such as [[False Life]] have additional benefits for upcasting. To upcast use the knowledge section (The upper left icon that looks like a book) on the status bar.&lt;br /&gt;
&lt;br /&gt;
Note: This does not apply to all spells. Some spells will have no benefits to upcasting.&lt;br /&gt;
&lt;br /&gt;
===Status Effects===&lt;br /&gt;
section about [[Status_Effects|Statuses]]&lt;br /&gt;
&lt;br /&gt;
===Class Resources===&lt;br /&gt;
section about class stuff&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Reborn&amp;diff=2027</id>
		<title>Reborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Reborn&amp;diff=2027"/>
		<updated>2026-06-09T14:23:33Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Reborn&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:reborn&lt;br /&gt;
| frwiki = Reborn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings. Whatever their origins, reborn know a new life and seek experiences and answers all their own.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; All parts of your body have to be made of flesh of some form, and all reborn are living creatures as well.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
===Deathless Neature===&lt;br /&gt;
You have escaped death, a fact represented by the following benefits:&lt;br /&gt;
:You don’t need to sleep, and magic can’t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
:You don’t need to eat, drink, or breathe.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2026</id>
		<title>Dhampir</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2026"/>
		<updated>2026-06-09T14:23:09Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&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;
&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=Hexblood&amp;diff=2025</id>
		<title>Hexblood</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hexblood&amp;diff=2025"/>
		<updated>2026-06-09T14:22:51Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&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;
==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=Dhampir&amp;diff=2024</id>
		<title>Dhampir</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Dhampir&amp;diff=2024"/>
		<updated>2026-06-09T14:22:29Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&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 = 170cm&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;
&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=Orc&amp;diff=2023</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Orc&amp;diff=2023"/>
		<updated>2026-06-09T14:04:32Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: orc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Orc&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-50&lt;br /&gt;
| height = 195cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:orc&lt;br /&gt;
| frwiki = Orc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Languages===&lt;br /&gt;
Orcish&lt;br /&gt;
===Relentless Endurance===&lt;br /&gt;
When you are reduced to 0 hit points you can drop to 1 hit point. You cannot use this feature again until you finish a long rest.&lt;br /&gt;
===Savage Attack===&lt;br /&gt;
When you score a critical hit with a melee weapon attack, you add 1d6 damage to the hit.&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=Shifter&amp;diff=2022</id>
		<title>Shifter</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shifter&amp;diff=2022"/>
		<updated>2026-06-09T14:02:08Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&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, but they can temporarily enhance their animalistic features by entering a state they call shifting.&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=Yuan-Ti&amp;diff=2021</id>
		<title>Yuan-Ti</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=2021"/>
		<updated>2026-06-09T14:00:37Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Yuan-Ti&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-80&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:yuan-ti&lt;br /&gt;
| frwiki = Yuan-ti_pureblood&lt;br /&gt;
}}&lt;br /&gt;
[[File:Yuan-ti Pureblood-5e.png|200px|thumb|right]]&lt;br /&gt;
&#039;&#039;&#039;Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Character Design:&#039;&#039; Yuan-ti on Avardon are Purebloods only and they have snakelike appearances such as eyes and scales.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
===Languages===&lt;br /&gt;
Abyssal&lt;br /&gt;
&lt;br /&gt;
===Dark Vision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game. &lt;br /&gt;
&lt;br /&gt;
===Magic Resistance ===&lt;br /&gt;
Yuan-Ti roll advantage on AoE spell saving throws.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2020</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2020"/>
		<updated>2026-06-09T13:59:01Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Tiefling&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-80&lt;br /&gt;
| height = 175cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:tiefling&lt;br /&gt;
| frwiki = Tiefling&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children&#039;s children will always be held accountable.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Tiefiings have horns that take any of a variety of shapes and they have thick tails that are four to five feet long. All Tieflings are of infernal lineage only.&lt;br /&gt;
[[File:Tiefling.png|right|frameless]]&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Fire      &lt;br /&gt;
===Languages===&lt;br /&gt;
Infernal&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=Satyr&amp;diff=2019</id>
		<title>Satyr</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Satyr&amp;diff=2019"/>
		<updated>2026-06-09T13:58:24Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Satyr&lt;br /&gt;
| image =Satyr.png &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-80&lt;br /&gt;
| height = 175cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:satyr&lt;br /&gt;
| frwiki = Satyr&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originating in the Feywild — a realm of pure emotion-satyrs thrive on the energy of merriment. They resemble elves but have goatlike legs, cloven hooves, and ram or goat horns. The magic of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Mirthful Leaps===&lt;br /&gt;
You have +1 tile to your jump distance and half&#039;s the movement required to jump&lt;br /&gt;
===Languages===&lt;br /&gt;
Sylvan&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Human&amp;diff=2018</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Human&amp;diff=2018"/>
		<updated>2026-06-09T13:56:37Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Human&lt;br /&gt;
| image =HumanArcherFem.jpg &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-80&lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:human&lt;br /&gt;
| frwiki = Human&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that&#039;s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;sub&amp;gt;Half Vistani and Half Darklings may be represented by this race and do not have any special abilities.&amp;lt;/sub&amp;gt;&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Light Armor&lt;br /&gt;
* Pikes&lt;br /&gt;
* Spears&lt;br /&gt;
* Halberds&lt;br /&gt;
* Glaives&lt;br /&gt;
===Quick to Master===&lt;br /&gt;
Gain an additional feat.&lt;br /&gt;
===Languages===&lt;br /&gt;
One additional language of your choice&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Half-Orc&amp;diff=2017</id>
		<title>Half-Orc</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Half-Orc&amp;diff=2017"/>
		<updated>2026-06-09T13:56:18Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Half-Orc&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-75&lt;br /&gt;
| height = 180cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:half-orc&lt;br /&gt;
| frwiki = Half-orc&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When alliances between humans and orcs are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.&#039;&#039;&#039;&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Languages===&lt;br /&gt;
Orcish&lt;br /&gt;
===Relentless Endurance===&lt;br /&gt;
When you are reduced to 0 hit points you can drop to 1 hit point. You cannot use this feature again until you finish a long rest.&lt;br /&gt;
===Savage Attacks===&lt;br /&gt;
When you score a critical hit with a melee weapon attack, you add 1d6 damage to the hit.&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=Half-Elf&amp;diff=2016</id>
		<title>Half-Elf</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Half-Elf&amp;diff=2016"/>
		<updated>2026-06-09T13:55:35Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Half-Elf&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-180&lt;br /&gt;
| height = 170cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:half-elf&lt;br /&gt;
| frwiki = Half-elf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Pikes&lt;br /&gt;
* Spears&lt;br /&gt;
* Halberds&lt;br /&gt;
* Glaives&lt;br /&gt;
* Light Armor&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Elvish &lt;br /&gt;
&lt;br /&gt;
===Fey Ancestry===&lt;br /&gt;
You have advantage on saving throws against being charmed, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
===Half-Elf Versatility===&lt;br /&gt;
You may pick the heritage of your elven side, and in doing so gain one of the following&lt;br /&gt;
:You know one cantrip of your choice from the [[Wizard Spell List]] (High Elf Heritage)&lt;br /&gt;
:Fleet of Foot (Wood Elf Heritage)&lt;br /&gt;
:[[Faerie Fire]] and [[Darkness]] (Drow Heritage)&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=Goliath&amp;diff=2015</id>
		<title>Goliath</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Goliath&amp;diff=2015"/>
		<updated>2026-06-09T13:54:50Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Goliath&lt;br /&gt;
| image =Goliath.png &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-80&lt;br /&gt;
| height = 218cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:goliath&lt;br /&gt;
| frwiki = Goliath&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The first goliaths lived on the highest mountain peaks — far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Design:&#039;&#039;&#039; Males have no hair on their head, nor facial hair. Females can have coarse hair. This means dreaded hair, braided hair, or something similar. No fine hair.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Cold&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Giant&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Goblin&amp;diff=2014</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Goblin&amp;diff=2014"/>
		<updated>2026-06-09T13:53:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Goblin&lt;br /&gt;
| image =goblin.png &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-60&lt;br /&gt;
| height = 117cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:goblin&lt;br /&gt;
| frwiki = Goblin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Languages===&lt;br /&gt;
Goblin&lt;br /&gt;
&lt;br /&gt;
===Nimble Escape===&lt;br /&gt;
Disengage using a bonus action to avoid opportunity attacks.&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=Dwarf&amp;diff=2013</id>
		<title>Dwarf</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Dwarf&amp;diff=2013"/>
		<updated>2026-06-09T13:48:37Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Dwarf&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 50-350&lt;br /&gt;
| height = 132cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:dwarf&lt;br /&gt;
| frwiki = Dwarf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs – these common threads unite all dwarves.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Battleaxes&lt;br /&gt;
* Handaxes&lt;br /&gt;
* Light Hammers&lt;br /&gt;
* Warhammers&lt;br /&gt;
&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
Dwarvish&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=Aasimar&amp;diff=2012</id>
		<title>Aasimar</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Aasimar&amp;diff=2012"/>
		<updated>2026-06-09T13:46:29Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Aasimar&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 20-160&lt;br /&gt;
| height = 173cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:aasimar&lt;br /&gt;
| frwiki = Aasimar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aasimar are the descendants of humans or half-elves and some good out-sider, such as a Deva, Solar, Planetar, or some other type of celestial being.  While elves, dwarves, gnomes, and halflings with good outsider ancestry are reputed to exist, those crossbreeds are not true aasimar.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aasimar can arise among any population of humans or half-elves and can fan that divine spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Dark Vision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
===Languages===&lt;br /&gt;
Celestial&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Aasimar&amp;diff=2011</id>
		<title>Aasimar</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Aasimar&amp;diff=2011"/>
		<updated>2026-06-09T13:45:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Aasimar&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 18-160&lt;br /&gt;
| height = 173cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:aasimar&lt;br /&gt;
| frwiki = Aasimar&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aasimar are the descendants of humans or half-elves and some good out-sider, such as a Deva, Solar, Planetar, or some other type of celestial being.  While elves, dwarves, gnomes, and halflings with good outsider ancestry are reputed to exist, those crossbreeds are not true aasimar.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aasimar can arise among any population of humans or half-elves and can fan that divine spark to bring light, ease wounds, and unleash the fury of the heavens. They resemble their parents, but they live for up to 160 years and often have features that hint at their celestial heritage. These often begin subtle and become more obvious when the aasimar gains the ability to reveal their full celestial nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Dark Vision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game.&lt;br /&gt;
===Languages===&lt;br /&gt;
Celestial&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Drow&amp;diff=2010</id>
		<title>Drow</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Drow&amp;diff=2010"/>
		<updated>2026-06-09T13:44:34Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &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;
&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=Drow&amp;diff=2009</id>
		<title>Drow</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Drow&amp;diff=2009"/>
		<updated>2026-06-09T13:43:47Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: age&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 = &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;
&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=Shadar-Kai&amp;diff=2008</id>
		<title>Shadar-Kai</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shadar-Kai&amp;diff=2008"/>
		<updated>2026-06-09T13:41:48Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Shadar-Kai&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 100-750&lt;br /&gt;
| height = 168cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:shadar-kai&lt;br /&gt;
| frwiki = Shadar-kai_(elf)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.&lt;br /&gt;
&lt;br /&gt;
Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.&lt;br /&gt;
&lt;br /&gt;
Shadar-kai have ashen skin tones and black eyes, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.&#039;&#039;&#039;&lt;br /&gt;
[[File:Shadar-kai.png|right|frameless]]&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Necrotic&lt;br /&gt;
===Languages===&lt;br /&gt;
Elvish&lt;br /&gt;
===Trance===&lt;br /&gt;
You don’t need to sleep, and magic can’t put you to sleep.&lt;br /&gt;
===Fey Ancestry===&lt;br /&gt;
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.&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=Eladrin&amp;diff=2007</id>
		<title>Eladrin</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Eladrin&amp;diff=2007"/>
		<updated>2026-06-09T13:41:27Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Eladrin&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 100-750&lt;br /&gt;
| height = 170cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:eladrin&lt;br /&gt;
| frwiki = Fey_eladrin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons — affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Eladrin may shift their season when they take a Long Rest.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Like other elves, eladrin can live to be over 750 years old.&lt;br /&gt;
&lt;br /&gt;
==Racial Featrues==&lt;br /&gt;
===Languages===&lt;br /&gt;
* Elvish&lt;br /&gt;
* Sylvan&lt;br /&gt;
&lt;br /&gt;
===Fey Ancestry===&lt;br /&gt;
You have advantage on saving throws you would make to avoid or end the charmed condition on yourself.&lt;br /&gt;
&lt;br /&gt;
===Trance===&lt;br /&gt;
 You don’t need to sleep, and magic can’t put you to sleep.&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;br /&gt;
&lt;br /&gt;
===Fey step===&lt;br /&gt;
Magically teleport to an unoccupied space you can see within 3 tiles. Can be used once per combat.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Elf&amp;diff=2006</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Elf&amp;diff=2006"/>
		<updated>2026-06-09T13:41:12Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Elf&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = 100-750&lt;br /&gt;
| height = 168cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:elf&lt;br /&gt;
| frwiki = Elf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
Shortswords&lt;br /&gt;
===Languages===&lt;br /&gt;
Elvish&lt;br /&gt;
===Fey Ancestry===&lt;br /&gt;
You have advantage on saving throws you would make to avoid or end the charmed condition on yourself&lt;br /&gt;
===Trance===&lt;br /&gt;
You don’t need to sleep, and magic can’t put you to sleep.&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=Status_Effects&amp;diff=1999</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=1999"/>
		<updated>2026-06-06T22:59:08Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: poisoned&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&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;
|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&lt;br /&gt;
|— &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;
|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&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. &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;
|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=Status_Effects&amp;diff=1998</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=1998"/>
		<updated>2026-06-06T21:12:02Z</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&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;
|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&lt;br /&gt;
|— &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;
|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&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. &lt;br /&gt;
|DEX/STR&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;
|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=Sleep&amp;diff=1997</id>
		<title>Sleep</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Sleep&amp;diff=1997"/>
		<updated>2026-06-06T21:10:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
|image=Sleep.png&lt;br /&gt;
|type=Spell&lt;br /&gt;
|level=1&lt;br /&gt;
|school=Enchantment&lt;br /&gt;
|target=Single Target&lt;br /&gt;
|range=6&lt;br /&gt;
|radius=None&lt;br /&gt;
|cost=Action&lt;br /&gt;
|duration=Until Save or disrupted&lt;br /&gt;
|save=wis&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You send a creature within &#039;&#039;&#039;6 tiles&#039;&#039;&#039; into a magical slumber if their HP is at 24 or less. The target remains unconscious &#039;&#039;&#039;until it succeeds on a Constitution saving throw or takes damage&#039;&#039;&#039;. Only &#039;&#039;&#039;one creature&#039;&#039;&#039; can be affected per casting.&lt;br /&gt;
&lt;br /&gt;
* Intended for &#039;&#039;&#039;combat or non-combat use&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Monk&amp;diff=1996</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Monk&amp;diff=1996"/>
		<updated>2026-06-06T14:52:26Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: martial arts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monk-of-the-Open-Hand-AFR.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Monk&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st = Strength, Dexterity&lt;br /&gt;
| cr = 11 SR or LR&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = Monk&lt;br /&gt;
| frwiki = Monk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.&#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;
* Shortswords&lt;br /&gt;
* Simple Weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All Monks receive an extra attack action per turn.&lt;br /&gt;
&lt;br /&gt;
=== Martial Arts ===&lt;br /&gt;
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.&lt;br /&gt;
&lt;br /&gt;
=== Unarmored Defense ===&lt;br /&gt;
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Unarmored Movement ===&lt;br /&gt;
Your speed increases by 1 tile while not wearing armor or a shield.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Unarmed Strike ===&lt;br /&gt;
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes and they count as magical weapons for the purposes of resistances.&lt;br /&gt;
&lt;br /&gt;
=== Deflect Missile ===&lt;br /&gt;
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.&lt;br /&gt;
&lt;br /&gt;
=== Slow Fall ===&lt;br /&gt;
Using your reaction, reduce fall damage by up to 50 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.&lt;br /&gt;
&lt;br /&gt;
=== Patient Defense ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Step of the Wind ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.&lt;br /&gt;
&lt;br /&gt;
=== Stillness of Mind ===&lt;br /&gt;
At the cost of an Action, remove Charmed or Frightened statuses.&lt;br /&gt;
&lt;br /&gt;
=== Stunning Strike ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Purity of Body ===&lt;br /&gt;
Resistance to poison in combat and immunity to the Poisoned condition.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Way of the Kensei]]&lt;br /&gt;
&lt;br /&gt;
[[Way of the Open Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Way of Shadow]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Rogue&amp;diff=1995</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Rogue&amp;diff=1995"/>
		<updated>2026-06-06T14:51:10Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grim Hireling.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Rogue&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Dexterity, Intelligence&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = Rogue&lt;br /&gt;
| frwiki = Rogue&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Rogues rely on skill, stealth, and their foes&#039; vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.&#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;
* Light Armour&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Shortswords&lt;br /&gt;
* Hand Crossbows&lt;br /&gt;
* Longswords&lt;br /&gt;
* Rapiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Dagger (x2)&lt;br /&gt;
&lt;br /&gt;
=== Extra Feat ===&lt;br /&gt;
You gain an extra feat at character creation.&lt;br /&gt;
&lt;br /&gt;
=== Steady Aim===&lt;br /&gt;
Give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven&#039;t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack ===&lt;br /&gt;
{{:Sneak Attack}}&lt;br /&gt;
&lt;br /&gt;
=== Uncanny  Dodge ===&lt;br /&gt;
{{:Uncanny Dodge}}&lt;br /&gt;
&lt;br /&gt;
=== Cunning Action ===&lt;br /&gt;
{{:Cunning Action}}&lt;br /&gt;
&lt;br /&gt;
=== Thieves Cant ===&lt;br /&gt;
{{:Thieves Cant}}&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
{{:Evasion}}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Arcane Trickster]]&lt;br /&gt;
&lt;br /&gt;
[[Soulknife]]&lt;br /&gt;
&lt;br /&gt;
[[Swashbuckler]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1994</id>
		<title>Yuan-Ti</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1994"/>
		<updated>2026-06-06T14:50:03Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Yuan-Ti&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = &lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:yuan-ti&lt;br /&gt;
| frwiki = Yuan-ti_pureblood&lt;br /&gt;
}}&lt;br /&gt;
[[File:Yuan-ti Pureblood-5e.png|200px|thumb|right]]&lt;br /&gt;
&#039;&#039;&#039;Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Character Design:&#039;&#039; Yuan-ti on Avardon are Purebloods only and they have snakelike appearances such as eyes and scales.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
===Languages===&lt;br /&gt;
Abyssal&lt;br /&gt;
&lt;br /&gt;
===Dark Vision===&lt;br /&gt;
Gives access to the darkvision kit and allows usage of the item in-game. &lt;br /&gt;
&lt;br /&gt;
===Magic Resistance ===&lt;br /&gt;
Yuan-Ti roll advantage on AoE spell saving throws.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=File:Yuan-ti_Pureblood-5e.png&amp;diff=1993</id>
		<title>File:Yuan-ti Pureblood-5e.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=File:Yuan-ti_Pureblood-5e.png&amp;diff=1993"/>
		<updated>2026-06-06T14:47:50Z</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 wotc}}&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_the_Kensei&amp;diff=1984</id>
		<title>Way of the Kensei</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_the_Kensei&amp;diff=1984"/>
		<updated>2026-06-03T20:39:57Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Class Features */ kensei wep dex/str&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A [[Monk]] of the Way of the Kensei trains relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Kensei&#039;s Shot ===&lt;br /&gt;
At the cost of a bonus action, make your ranged attacks with a Kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a Kensei weapon takes an additional 1d4 damage of the weapon&#039;s type.&lt;br /&gt;
&lt;br /&gt;
=== Deft Strike ===&lt;br /&gt;
When you hit a target with a Kensei weapon, you can spend 1 ki point to cause the weapon to deal extra 1d6 damage. You can use this feature only once on each of your turns.&lt;br /&gt;
&lt;br /&gt;
=== Sharpen the Blade ===&lt;br /&gt;
Augment your melee weapon using your Ki, granting it bonus to attack rolls and damage equal to the amount of Ki points spent. This bonus will last for the duration of 10 turns or until you use this feature again.&lt;br /&gt;
&lt;br /&gt;
=== Agile Parry === &lt;br /&gt;
If you make an unarmed strike as part of the Attack action on your turn and are holding a Kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.&lt;br /&gt;
&lt;br /&gt;
=== Kensei Weapons ===&lt;br /&gt;
You may choose 3 weapons to have proficiency with from the following list and your attacks with your Kensei weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Kensei melee weapons will use your Dex or STR, whichever is higher.&lt;br /&gt;
* Shortsword&lt;br /&gt;
* Longsword&lt;br /&gt;
* Scimitar&lt;br /&gt;
* Rapier&lt;br /&gt;
* Spear&lt;br /&gt;
* Mace&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
* Shortbow&lt;br /&gt;
* Longbow&lt;br /&gt;
* Hand Crossbow&lt;br /&gt;
* Javelin&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Classes&amp;diff=1941</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Classes&amp;diff=1941"/>
		<updated>2026-05-20T03:20:04Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &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;
** [[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=Light_Domain&amp;diff=1940</id>
		<title>Light Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Light_Domain&amp;diff=1940"/>
		<updated>2026-05-20T03:19:11Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods&amp;#039; discerning vision, charged with chasing away lies and burning away darkness.&amp;#039;&amp;#039;&amp;#039; ==Subclass Features== ===Warding Flare=== Passive toggle feature, Reaction with 4 uses per Short Rest. When a foe within 3 tiles of you attempts to make an attack, you wil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods&#039; discerning vision, charged with chasing away lies and burning away darkness.&#039;&#039;&#039;&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Warding Flare===&lt;br /&gt;
Passive toggle feature, Reaction with 4 uses per Short Rest.&lt;br /&gt;
When a foe within 3 tiles of you attempts to make an attack, you will impose disadvantage on said attack.&lt;br /&gt;
&lt;br /&gt;
===Channel Divinity: Radiance of the Dawn===&lt;br /&gt;
Twice per Short Rest, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.&lt;br /&gt;
As an action, you present your holy symbol, and any magical darkness within 3 tiles of you is dispelled. Additionally, each hostile creature within 3 tiles of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + 10 on a failed saving throw, and half as much damage on a successful one.&lt;br /&gt;
&lt;br /&gt;
===Potent Spellcasting===&lt;br /&gt;
Your Wisdom modifier is added to the damage of your Cleric cantrips (Sacred Flame, Toll the Dead).&lt;br /&gt;
&lt;br /&gt;
===Light Domain Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
*[[Burning Hands]] &lt;br /&gt;
*[[Faerie Fire]] &lt;br /&gt;
===2nd Level Spells===&lt;br /&gt;
*[[Scorching Ray]] &lt;br /&gt;
===3rd Level Spells===&lt;br /&gt;
*[[Fireball]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Cleric&amp;diff=1939</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Cleric&amp;diff=1939"/>
		<updated>2026-05-20T03:13:22Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Subclasses */  light&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;
=== &#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=Monk&amp;diff=1938</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Monk&amp;diff=1938"/>
		<updated>2026-05-20T00:15:22Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: profs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Monk-of-the-Open-Hand-AFR.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Monk&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st = Strength, Dexterity&lt;br /&gt;
| cr = 11 SR or LR&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = Monk&lt;br /&gt;
| frwiki = Monk&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks use rigorous combat training and mental discipline to align themselves with the multiverse and focus their internal reservoirs of power. Different Monks conceptualize this power in various ways: as breath, energy, life force, essence, or self, for example. Whether channeled as a striking display of martial prowess or as a subtler manifestation of defense and speed, this power infuses all that a Monk does.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks focus their internal power to create extraordinary, even supernatural, effects. They channel uncanny speed and strength into their attacks, with or without the use of weapons. In a Monk’s hands, even the most basic weapons can become sophisticated implements of combat mastery.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many Monks find that a structured life of ascetic withdrawal helps them cultivate the physical and mental focus they need to harness their power. Other Monks believe that immersing themselves in the vibrant confusion of life helps to fuel their determination and discipline.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks generally view adventures as tests of their physical and mental development. They are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering treasure; they strive to turn themselves into living weapons.&#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;
* Shortswords&lt;br /&gt;
* Simple Weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
All Monks receive an extra attack action per turn.&lt;br /&gt;
&lt;br /&gt;
=== Unarmored Defense ===&lt;br /&gt;
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
=== Unarmored Movement ===&lt;br /&gt;
Your speed increases by 1 tile while not wearing armor or a shield.&lt;br /&gt;
&lt;br /&gt;
=== Bonus Unarmed Strike ===&lt;br /&gt;
Monks deal 1d8 + STR/DEX (Bludgeoning) damage with unarmed strikes and they count as magical weapons for the purposes of resistances.&lt;br /&gt;
=== Deflect Missile ===&lt;br /&gt;
Using your reaction, deflect up to 10+1d10 damage from a ranged weapon attack.&lt;br /&gt;
&lt;br /&gt;
=== Slow Fall ===&lt;br /&gt;
Using your reaction, reduce fall damage by up to 50 Hit Points.&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attack twice, dealing 2d8 + STR/DEX (Bludgeoning) damage. Any Damage Riders will also apply twice.&lt;br /&gt;
&lt;br /&gt;
=== Patient Defense ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, Attack Rolls against you will have Disadvantage, and you gain Advantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Step of the Wind ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, you can either double your movement OR disengage, avoiding opportunity attacks when you move.&lt;br /&gt;
&lt;br /&gt;
=== Stillness of Mind ===&lt;br /&gt;
At the cost of an Action, remove Charmed or Frightened statuses.&lt;br /&gt;
&lt;br /&gt;
=== Stunning Strike ===&lt;br /&gt;
At the cost of a Bonus Action and a Class Resource, attempt to Stun a creature (CON save). Deals 1d8 + STR/DEX (Bludgeoning) when unarmed, or your weapon damage if using a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Purity of Body ===&lt;br /&gt;
Resistance to poison in combat and immunity to the Poisoned condition.&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Way of the Kensei]]&lt;br /&gt;
&lt;br /&gt;
[[Way of the Open Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Way of Shadow]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Sorcerer&amp;diff=1937</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Sorcerer&amp;diff=1937"/>
		<updated>2026-05-20T00:14:35Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Class Features */  profs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sorcerer PHB5e2024.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 69&lt;br /&gt;
| st = Constitution, Charisma&lt;br /&gt;
| cr = 10 LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Sorcerer 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 = Sorcerer&lt;br /&gt;
| frwiki = Sorcerer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Somewhere in your bloodline there was a powerful, magical being. A creature of immense power. The same blood that ran through your ancestor, now runs through you, granting you magical powers.&#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;
* 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;
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Charisma modifier + Proficiency Bonus (4)&lt;br /&gt;
Spell attack modifier = Charisma modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may memorize 11 spells and 6 cantrips to call upon from the [[Sorcerer Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Metamagic ===&lt;br /&gt;
You gain the ability to twist your spells to suit your needs. You gain the following Metamagic options of your choice. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Careful Spell&#039;&#039;&#039;: Allies caught in your spell automatically succeed on their saving throw&lt;br /&gt;
* &#039;&#039;&#039;Distant Spell&#039;&#039;&#039;: Doubles the cast range of your next AOE Spell&lt;br /&gt;
* &#039;&#039;&#039;Quickened Spell&#039;&#039;&#039;: Refunds the Action it has cost to cast a spell in exchange for a bonus action.&lt;br /&gt;
* &#039;&#039;&#039;Subtle Spell&#039;&#039;&#039;: Allows you to cast a spell without the use of Somatic or verbal components.&lt;br /&gt;
&lt;br /&gt;
=== Create Spell Slot ===&lt;br /&gt;
Convert Sorcery points into spell slots.&lt;br /&gt;
&lt;br /&gt;
* Level 1 (2 Sorcery Points)&lt;br /&gt;
* Level 2 (3 Sorcery Points)&lt;br /&gt;
* Level 3 (5 Sorcery Points)&lt;br /&gt;
* Level 4 (6 Sorcery Points)&lt;br /&gt;
* Level 5 (7 Sorcery Points)&lt;br /&gt;
&lt;br /&gt;
=== Create Sorcery Points ===&lt;br /&gt;
Convert Spell Slots into Sorcery points.&lt;br /&gt;
&lt;br /&gt;
* Level 1 (1 Sorcery Point)&lt;br /&gt;
* Level 2 (2 Sorcery Points)&lt;br /&gt;
* Level 3 (3 Sorcery Points)&lt;br /&gt;
* Level 4 (4 Sorcery Points)&lt;br /&gt;
* Level 5 (5 Sorcery Points)&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Divine Soul]]&lt;br /&gt;
&lt;br /&gt;
[[Shadow Magic]]&lt;br /&gt;
&lt;br /&gt;
[[Storm Sorcery]]&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor Spells#Dancing Lights|Dancing Lights]]&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#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Major_Image|Major Image]]&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;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Warlock&amp;diff=1936</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Warlock&amp;diff=1936"/>
		<updated>2026-05-20T00:13:46Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Class Features */ profs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e warlock.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Warlock&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st = Wisdom, Charisma&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Warlock Spell List]]&lt;br /&gt;
* 5th Level Pact slots: 2&lt;br /&gt;
| 5ewiki = Warlock&lt;br /&gt;
| frwiki = Warlock&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies:&#039;&#039;&#039;===&lt;br /&gt;
* Light Armour&lt;br /&gt;
* Simple weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Shortsword&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. &lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Charisma modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
Spell attack modifier = Charisma modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may memorize 10 spells and 4 cantrips to call upon from the [[Warlock Spell List]].&lt;br /&gt;
=== [[Eldritch Invocations]] ===&lt;br /&gt;
You gain five invocations you can choose from at character creation. These invocations range from changing the way some of your spells behave to gaining entirely new abilities, or ways you can interact with your abilities.&lt;br /&gt;
=== Pact Boon ===&lt;br /&gt;
Choose one of the following pact boons:&lt;br /&gt;
==== Pact of the Blade ====&lt;br /&gt;
You can now bind your currently equipped weapon, gaining the following benefits for doing so:&lt;br /&gt;
* As long as the weapon is bound in this way you are always considered proficient in it.&lt;br /&gt;
* For the purposes of overcoming resistances, your weapon is considered magical.&lt;br /&gt;
* You can dismiss your weapon into a harmless demiplane from which you can later summon it again afterwards.&lt;br /&gt;
* You cannot be disarmed of your bound weapon.&lt;br /&gt;
==== Pact of the Tome ====&lt;br /&gt;
* Gain three new cantrips of your choosing which you can now cast as warlock cantrips. (NOTE: You cannot change these after whitelisting so make sure your choice is final before you commit to them!)&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[The Fiend]]&lt;br /&gt;
&lt;br /&gt;
[[The Great Old One]]&lt;br /&gt;
&lt;br /&gt;
[[The Hexblade]]&lt;br /&gt;
&lt;br /&gt;
== Warlock Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Illusory_Script|Illusory Script]]&lt;br /&gt;
* [[Flavor_Spells#Mage_Hand|Mage Hand]]&lt;br /&gt;
* [[Flavor_Spells#Major_Image|Major Image]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Unseen_Servant|Unseen Servant]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Rogue&amp;diff=1935</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Rogue&amp;diff=1935"/>
		<updated>2026-05-20T00:12:53Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Class Features */  profs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Grim Hireling.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Rogue&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Dexterity, Intelligence&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = Rogue&lt;br /&gt;
| frwiki = Rogue&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Rogues rely on skill, stealth, and their foes&#039; vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.&#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;
* Light Armour&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Shortswords&lt;br /&gt;
* Hand Crossbows&lt;br /&gt;
* Longswords&lt;br /&gt;
* Rapiers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Dagger (x2)&lt;br /&gt;
&lt;br /&gt;
=== Steady Aim===&lt;br /&gt;
Give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven&#039;t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.&lt;br /&gt;
&lt;br /&gt;
=== Sneak Attack ===&lt;br /&gt;
{{:Sneak Attack}}&lt;br /&gt;
&lt;br /&gt;
=== Uncanny  Dodge ===&lt;br /&gt;
{{:Uncanny Dodge}}&lt;br /&gt;
&lt;br /&gt;
=== Cunning Action ===&lt;br /&gt;
{{:Cunning Action}}&lt;br /&gt;
&lt;br /&gt;
=== Thieves Cant ===&lt;br /&gt;
{{:Thieves Cant}}&lt;br /&gt;
&lt;br /&gt;
=== Evasion ===&lt;br /&gt;
{{:Evasion}}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Arcane Trickster]]&lt;br /&gt;
&lt;br /&gt;
[[Soulknife]]&lt;br /&gt;
&lt;br /&gt;
[[Swashbuckler]]&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Goblin&amp;diff=1934</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Goblin&amp;diff=1934"/>
		<updated>2026-05-20T00:04:48Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: darkvision added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Goblin&lt;br /&gt;
| image =goblin.png &lt;br /&gt;
| caption = &lt;br /&gt;
| age = &lt;br /&gt;
| height = 117cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:goblin&lt;br /&gt;
| frwiki = Goblin&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they inhabited before Maglubiyet’s rise. Now many goblins pursue their own destinies, escaping the plots of both archfey and gods.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Languages===&lt;br /&gt;
Goblin&lt;br /&gt;
&lt;br /&gt;
===Nimble Escape===&lt;br /&gt;
Disengage using a bonus action to avoid opportunity attacks.&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=Flavor_Spells&amp;diff=1933</id>
		<title>Flavor Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Flavor_Spells&amp;diff=1933"/>
		<updated>2026-05-19T23:58:31Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Minor Illusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flavor spells may be used to enhance your roleplay and give it flavor. You may not use a flavor spell to provide yourself a mechanical advantage in any fashion, in particular in relation to PvP. To be affected by a flavor spell is based on consent, you cannot force the effects of a flavor spell on another player. You should not roleplay using multiple flavor spells that require concentration. Be mindful of component requirements, range, and duration when casting flavor spells. Your use of flavor spells in roleplay should be limited to their spell description on this wiki.  &lt;br /&gt;
&lt;br /&gt;
=== Continual Flame ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, S, M&lt;br /&gt;
* Duration: Until dispelled&lt;br /&gt;
&lt;br /&gt;
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.&lt;br /&gt;
&lt;br /&gt;
=== Control Flames ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose an existing non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     You instantaneously extinguish the flames within the cube.&lt;br /&gt;
*     You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.&lt;br /&gt;
*     You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour or until dismissed.&lt;br /&gt;
&lt;br /&gt;
=== Create Water ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
You either create or destroy water.&lt;br /&gt;
&lt;br /&gt;
Create Water. You create up to 2 litres of clean water within range in an open container. Alternatively, the water falls as rain in a 5-foot cube within range, extinguishing exposed flames in the area.&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
&lt;br /&gt;
* Range: 12 tiles&lt;br /&gt;
* Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)&lt;br /&gt;
* Duration: Concentration, up to 1 minute&lt;br /&gt;
&lt;br /&gt;
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.&lt;br /&gt;
&lt;br /&gt;
=== Druidcraft ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Whispering to the spirits of nature, you create one of the following effects within range:&lt;br /&gt;
&lt;br /&gt;
*     You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.&lt;br /&gt;
*     You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.&lt;br /&gt;
*     You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.&lt;br /&gt;
*     You instantly light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
&lt;br /&gt;
=== Illusory Script ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)&lt;br /&gt;
* Duration: 10 days&lt;br /&gt;
&lt;br /&gt;
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.&lt;br /&gt;
&lt;br /&gt;
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.&lt;br /&gt;
&lt;br /&gt;
Should the spell be dispelled, the original script and the illusion both disappear.&lt;br /&gt;
&lt;br /&gt;
=== Levitate ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
One creature or loose object of your choice that you can see within range rises vertically, up to 5 feet from the original point of casting, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature cannot be affected. &lt;br /&gt;
&lt;br /&gt;
The target can move only by pushing or pulling against a fixed object or surface within reach. The affected creature cannot freely move around without such leverage. The effect can be dismissed at any time by the affected creature to safely float back down. If the affected creature inadvertently finds themselves more than 5 feet of the ground after being displaced, the creature will fall and the levitation spell will not cushion their fall. &lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, M (a firefly or phosphorescent moss)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.&lt;br /&gt;
&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: 1 minute&lt;br /&gt;
&lt;br /&gt;
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.&lt;br /&gt;
&lt;br /&gt;
You can use your action to control the hand. You can use the hand for things such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial or bottle. You can move the hand up to 30 feet away from your location.&lt;br /&gt;
&lt;br /&gt;
The hand can’t attack, activate magical items, or carry more than 10 pounds.&lt;br /&gt;
&lt;br /&gt;
=== Major Image ===&lt;br /&gt;
&lt;br /&gt;
* Range: 12 tiles&lt;br /&gt;
* Components: V, S, M (a bit of fleece)&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal damage or deafen a creature, or a smell that might sicken a creature.&lt;br /&gt;
&lt;br /&gt;
While the image can be animated, the image itself cannot change location. Specifically it cannot move along with your character. If you leave the range of the image it disappears. &lt;br /&gt;
&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.&lt;br /&gt;
&lt;br /&gt;
=== Mending ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, S, M (two lodestones)&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 0.5 foot in any dimension, you mend it, leaving no trace of the former damage.&lt;br /&gt;
&lt;br /&gt;
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.&lt;br /&gt;
&lt;br /&gt;
=== Minor Illusion ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S, M (a bit of fleece)&lt;br /&gt;
* Duration: 1 minute&lt;br /&gt;
&lt;br /&gt;
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.&lt;br /&gt;
&lt;br /&gt;
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.&lt;br /&gt;
&lt;br /&gt;
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.&lt;br /&gt;
&lt;br /&gt;
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may not impersonate the voice of other characters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mold Earth ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*     You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.&lt;br /&gt;
&lt;br /&gt;
=== Plant Growth ===&lt;br /&gt;
&lt;br /&gt;
* Range: 15 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
This spell channels vitality into plants within a specific area. It causes plants to grow rapidly and increases their vitality over a longer period of time, causing them to blossom, grow fruit, and for fruit to ripen. This spell can be cast on individual plants or multiple plants within a small area. &lt;br /&gt;
&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
&lt;br /&gt;
* Range: 1 tile&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Up to 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:&lt;br /&gt;
&lt;br /&gt;
*     You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.&lt;br /&gt;
*     You instantaneously light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
*     You instantaneously clean or soil an object no larger than 1 cubic foot.&lt;br /&gt;
*     You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.&lt;br /&gt;
*     You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.&lt;br /&gt;
*     You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Purify Food and Drink ===&lt;br /&gt;
&lt;br /&gt;
* Range: 1 tile&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. The spell cannot undo the natural rotting process of food.&lt;br /&gt;
&lt;br /&gt;
=== Shape Water ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*     You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.&lt;br /&gt;
*     You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.&lt;br /&gt;
*     You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.&lt;br /&gt;
&lt;br /&gt;
=== Silent Image ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M (a bit of fleece)&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.&lt;br /&gt;
&lt;br /&gt;
While the image can be animated, the image itself cannot change location. Specifically it cannot move along with your character. If you leave the range of the image it disappears. &lt;br /&gt;
&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.&lt;br /&gt;
&lt;br /&gt;
=== Thaumaturgy ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V&lt;br /&gt;
* Duration: Up to 1 minute&lt;br /&gt;
&lt;br /&gt;
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:&lt;br /&gt;
&lt;br /&gt;
*     Your voice booms up to three times as loud as normal for 1 minute.&lt;br /&gt;
*     You cause flames to flicker, brighten, dim, or change color for 1 minute.&lt;br /&gt;
*     You cause harmless tremors in the ground for 1 minute.&lt;br /&gt;
*     You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.&lt;br /&gt;
*     You instantaneously cause an unlocked door or window to fly open or slam shut.&lt;br /&gt;
&lt;br /&gt;
=== Tenser&#039;s Floating Disk ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S, M (a drop of mercury)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.&lt;br /&gt;
&lt;br /&gt;
The disk is immobile while you are within 20 feet of it. If you move more than 15 feet away from it, the disk follows you so that it remains within 15 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 5 feet or more. For example, the disk can’t move across a 5-foot-deep pit, nor could it leave such a pit if it were created at the bottom.&lt;br /&gt;
&lt;br /&gt;
If you move more than 50 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.&lt;br /&gt;
&lt;br /&gt;
A creature cannot stand on the disk, directly or indirectly, and the disk cannot be moved in any other way than described above.&lt;br /&gt;
&lt;br /&gt;
=== Unseen Servant ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M (a piece of string and a bit of wood)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. &lt;br /&gt;
&lt;br /&gt;
You can mentally command the servant to move up and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.&lt;br /&gt;
&lt;br /&gt;
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. The servant cannot damage other entities.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Flavor_Spells&amp;diff=1932</id>
		<title>Flavor Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Flavor_Spells&amp;diff=1932"/>
		<updated>2026-05-19T23:52:52Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Minor Illusion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flavor spells may be used to enhance your roleplay and give it flavor. You may not use a flavor spell to provide yourself a mechanical advantage in any fashion, in particular in relation to PvP. To be affected by a flavor spell is based on consent, you cannot force the effects of a flavor spell on another player. You should not roleplay using multiple flavor spells that require concentration. Be mindful of component requirements, range, and duration when casting flavor spells. Your use of flavor spells in roleplay should be limited to their spell description on this wiki.  &lt;br /&gt;
&lt;br /&gt;
=== Continual Flame ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, S, M&lt;br /&gt;
* Duration: Until dispelled&lt;br /&gt;
&lt;br /&gt;
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.&lt;br /&gt;
&lt;br /&gt;
=== Control Flames ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose an existing non-magical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     You instantaneously extinguish the flames within the cube.&lt;br /&gt;
*     You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.&lt;br /&gt;
*     You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour or until dismissed.&lt;br /&gt;
&lt;br /&gt;
=== Create Water ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
You either create or destroy water.&lt;br /&gt;
&lt;br /&gt;
Create Water. You create up to 2 litres of clean water within range in an open container. Alternatively, the water falls as rain in a 5-foot cube within range, extinguishing exposed flames in the area.&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
&lt;br /&gt;
* Range: 12 tiles&lt;br /&gt;
* Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)&lt;br /&gt;
* Duration: Concentration, up to 1 minute&lt;br /&gt;
&lt;br /&gt;
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.&lt;br /&gt;
&lt;br /&gt;
=== Druidcraft ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Whispering to the spirits of nature, you create one of the following effects within range:&lt;br /&gt;
&lt;br /&gt;
*     You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.&lt;br /&gt;
*     You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.&lt;br /&gt;
*     You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.&lt;br /&gt;
*     You instantly light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
&lt;br /&gt;
=== Illusory Script ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)&lt;br /&gt;
* Duration: 10 days&lt;br /&gt;
&lt;br /&gt;
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.&lt;br /&gt;
&lt;br /&gt;
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.&lt;br /&gt;
&lt;br /&gt;
Should the spell be dispelled, the original script and the illusion both disappear.&lt;br /&gt;
&lt;br /&gt;
=== Levitate ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
One creature or loose object of your choice that you can see within range rises vertically, up to 5 feet from the original point of casting, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature cannot be affected. &lt;br /&gt;
&lt;br /&gt;
The target can move only by pushing or pulling against a fixed object or surface within reach. The affected creature cannot freely move around without such leverage. The effect can be dismissed at any time by the affected creature to safely float back down. If the affected creature inadvertently finds themselves more than 5 feet of the ground after being displaced, the creature will fall and the levitation spell will not cushion their fall. &lt;br /&gt;
&lt;br /&gt;
=== Light ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, M (a firefly or phosphorescent moss)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.&lt;br /&gt;
&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: 1 minute&lt;br /&gt;
&lt;br /&gt;
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.&lt;br /&gt;
&lt;br /&gt;
You can use your action to control the hand. You can use the hand for things such as manipulating an object, opening an unlocked door or container, stowing or retrieving an item from an open container, or pouring the contents out of a vial or bottle. You can move the hand up to 30 feet away from your location.&lt;br /&gt;
&lt;br /&gt;
The hand can’t attack, activate magical items, or carry more than 10 pounds.&lt;br /&gt;
&lt;br /&gt;
=== Major Image ===&lt;br /&gt;
&lt;br /&gt;
* Range: 12 tiles&lt;br /&gt;
* Components: V, S, M (a bit of fleece)&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal damage or deafen a creature, or a smell that might sicken a creature.&lt;br /&gt;
&lt;br /&gt;
While the image can be animated, the image itself cannot change location. Specifically it cannot move along with your character. If you leave the range of the image it disappears. &lt;br /&gt;
&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.&lt;br /&gt;
&lt;br /&gt;
=== Mending ===&lt;br /&gt;
&lt;br /&gt;
* Range: Touch&lt;br /&gt;
* Components: V, S, M (two lodestones)&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 0.5 foot in any dimension, you mend it, leaving no trace of the former damage.&lt;br /&gt;
&lt;br /&gt;
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.&lt;br /&gt;
&lt;br /&gt;
=== Minor Illusion ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S, M (a bit of fleece)&lt;br /&gt;
* Duration: 1 minute&lt;br /&gt;
&lt;br /&gt;
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.&lt;br /&gt;
&lt;br /&gt;
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.&lt;br /&gt;
&lt;br /&gt;
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.&lt;br /&gt;
&lt;br /&gt;
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You may not impersonate voice of other characters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mold Earth ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*     You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.&lt;br /&gt;
&lt;br /&gt;
=== Plant Growth ===&lt;br /&gt;
&lt;br /&gt;
* Range: 15 tiles&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
This spell channels vitality into plants within a specific area. It causes plants to grow rapidly and increases their vitality over a longer period of time, causing them to blossom, grow fruit, and for fruit to ripen. This spell can be cast on individual plants or multiple plants within a small area. &lt;br /&gt;
&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
&lt;br /&gt;
* Range: 1 tile&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Up to 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:&lt;br /&gt;
&lt;br /&gt;
*     You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.&lt;br /&gt;
*     You instantaneously light or snuff out a candle, a torch, or a small campfire.&lt;br /&gt;
*     You instantaneously clean or soil an object no larger than 1 cubic foot.&lt;br /&gt;
*     You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.&lt;br /&gt;
*     You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.&lt;br /&gt;
*     You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Purify Food and Drink ===&lt;br /&gt;
&lt;br /&gt;
* Range: 1 tile&lt;br /&gt;
* Components: V, S&lt;br /&gt;
* Duration: Instantaneous&lt;br /&gt;
&lt;br /&gt;
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. The spell cannot undo the natural rotting process of food.&lt;br /&gt;
&lt;br /&gt;
=== Shape Water ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: S&lt;br /&gt;
* Duration: Instantaneous or 1 hour&lt;br /&gt;
&lt;br /&gt;
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:&lt;br /&gt;
&lt;br /&gt;
*     You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.&lt;br /&gt;
*     You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.&lt;br /&gt;
*     You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.&lt;br /&gt;
*     You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.&lt;br /&gt;
&lt;br /&gt;
=== Silent Image ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M (a bit of fleece)&lt;br /&gt;
* Duration: Concentration, up to 10 minutes&lt;br /&gt;
&lt;br /&gt;
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.&lt;br /&gt;
&lt;br /&gt;
While the image can be animated, the image itself cannot change location. Specifically it cannot move along with your character. If you leave the range of the image it disappears. &lt;br /&gt;
&lt;br /&gt;
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.&lt;br /&gt;
&lt;br /&gt;
=== Thaumaturgy ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V&lt;br /&gt;
* Duration: Up to 1 minute&lt;br /&gt;
&lt;br /&gt;
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:&lt;br /&gt;
&lt;br /&gt;
*     Your voice booms up to three times as loud as normal for 1 minute.&lt;br /&gt;
*     You cause flames to flicker, brighten, dim, or change color for 1 minute.&lt;br /&gt;
*     You cause harmless tremors in the ground for 1 minute.&lt;br /&gt;
*     You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.&lt;br /&gt;
*     You instantaneously cause an unlocked door or window to fly open or slam shut.&lt;br /&gt;
&lt;br /&gt;
=== Tenser&#039;s Floating Disk ===&lt;br /&gt;
&lt;br /&gt;
* Range: 3 tiles&lt;br /&gt;
* Components: V, S, M (a drop of mercury)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.&lt;br /&gt;
&lt;br /&gt;
The disk is immobile while you are within 20 feet of it. If you move more than 15 feet away from it, the disk follows you so that it remains within 15 feet of you. It can move across uneven terrain, up or down stairs, slopes, and the like, but it can’t cross an elevation change of 5 feet or more. For example, the disk can’t move across a 5-foot-deep pit, nor could it leave such a pit if it were created at the bottom.&lt;br /&gt;
&lt;br /&gt;
If you move more than 50 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.&lt;br /&gt;
&lt;br /&gt;
A creature cannot stand on the disk, directly or indirectly, and the disk cannot be moved in any other way than described above.&lt;br /&gt;
&lt;br /&gt;
=== Unseen Servant ===&lt;br /&gt;
&lt;br /&gt;
* Range: 6 tiles&lt;br /&gt;
* Components: V, S, M (a piece of string and a bit of wood)&lt;br /&gt;
* Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. &lt;br /&gt;
&lt;br /&gt;
You can mentally command the servant to move up and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.&lt;br /&gt;
&lt;br /&gt;
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. The servant cannot damage other entities.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bladesinging&amp;diff=1931</id>
		<title>Bladesinging</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bladesinging&amp;diff=1931"/>
		<updated>2026-05-19T22:39:49Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: /* Song of Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
* Light Armor&lt;br /&gt;
* Rapiers&lt;br /&gt;
* Longswords&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Sickles&lt;br /&gt;
* Shortswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Extra Attack ===&lt;br /&gt;
You can attack twice, instead of once, whenever you take the Attack action on your turn.&lt;br /&gt;
&lt;br /&gt;
=== Song of Defense ===&lt;br /&gt;
When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell&#039;s slot level.&lt;br /&gt;
&lt;br /&gt;
=== Bladesong ===&lt;br /&gt;
Using a bonus action, you can invoke an elven magic called the Bladesong. It graces you with supernatural speed, agility, and focus. While your Bladesong is active, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You gain +1 movement.&lt;br /&gt;
* Your Intelligence modifier is added to your AC (minimum of +1, maximum of +2).&lt;br /&gt;
* Your intelligence modifier is added to your concentration saves.&lt;br /&gt;
&lt;br /&gt;
The following cases will not allow and/or end Bladesong.&lt;br /&gt;
* You may not wear medium, heavy armor or a shield.&lt;br /&gt;
* You may not be wielding a two-handed weapon.&lt;br /&gt;
* If you are disarmed, Bladesong is removed.&lt;br /&gt;
&lt;br /&gt;
Bladesong can be used &#039;&#039;&#039;4&#039;&#039;&#039; times per short rest.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1930</id>
		<title>Yuan-Ti</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1930"/>
		<updated>2026-05-19T20:49:11Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Yuan-Ti&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = &lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:yuan-ti&lt;br /&gt;
| frwiki = Yuan-ti&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
===Languages===&lt;br /&gt;
Abyssal&lt;br /&gt;
===Magic Resistance ===&lt;br /&gt;
Yuan-Ti roll advantage on AoE spell saving throws.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1929</id>
		<title>Yuan-Ti</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Yuan-Ti&amp;diff=1929"/>
		<updated>2026-05-19T20:48:55Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race&lt;br /&gt;
| name = Yuan-Ti&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| age = &lt;br /&gt;
| height = 172cm&lt;br /&gt;
| description = &lt;br /&gt;
| 5ewiki = lineage:yuan-ti&lt;br /&gt;
| frwiki = Yuan-ti&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new people who mix characteristics of humans and snakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
===Resistances===&lt;br /&gt;
Poison&lt;br /&gt;
===Languages===&lt;br /&gt;
Abyssal&lt;br /&gt;
==Magic Resistance ==&lt;br /&gt;
Yuan-Ti roll advantage on AoE spell saving throws.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=1928</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=1928"/>
		<updated>2026-05-17T20:51:40Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: bloodless&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&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;
|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&lt;br /&gt;
|— &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;
|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&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. Spend half movement to stand up. &lt;br /&gt;
|Use Stand Up ability during turn, spending half movement&lt;br /&gt;
|DEX/STR&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;
|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=Status_Effects&amp;diff=1927</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Status_Effects&amp;diff=1927"/>
		<updated>2026-05-17T20:49:51Z</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&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;
|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&lt;br /&gt;
|— &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;
|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&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. Spend half movement to stand up. &lt;br /&gt;
|Use Stand Up ability during turn, spending half movement&lt;br /&gt;
|DEX/STR&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;
|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=Shocking_Grasp&amp;diff=1926</id>
		<title>Shocking Grasp</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Shocking_Grasp&amp;diff=1926"/>
		<updated>2026-05-15T22:15:58Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
|image=Shocking_Grasp.png&lt;br /&gt;
|type=Spell&lt;br /&gt;
|level=0&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|target=Single Target&lt;br /&gt;
|cost=Action&lt;br /&gt;
|range=1&lt;br /&gt;
|radius=None&lt;br /&gt;
|damage=2d8 (Lightning)&lt;br /&gt;
|saves=AC&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target and on a success remove their reaction. You have advantage on the attack roll if the target is wearing armor made of metal. &lt;br /&gt;
&lt;br /&gt;
* Intended for &#039;&#039;&#039;combat use only&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Durana_Gate&amp;diff=1925</id>
		<title>Durana Gate</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Durana_Gate&amp;diff=1925"/>
		<updated>2026-05-15T22:14:59Z</updated>

		<summary type="html">&lt;p&gt;Bulltrup: Created page with &amp;quot;==The Lawless City==  What used to be a lively center of trade and a gate to Anauroch desert, is now a well-preserved piece of history. Durana Gate is mostly deserted city, yet also the largest one.  There are barely any rules and even those are hardly enforced. Thieves, misfits and outcasts thrive in this environment, and so do any sorts of shady merchants, trading with blood, poisons, body parts, or even slaves.  &amp;#039;&amp;#039;Conflict and PvP is allowed in Durana Gate. It is also...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Lawless City==&lt;br /&gt;
&lt;br /&gt;
What used to be a lively center of trade and a gate to Anauroch desert, is now a well-preserved piece of history. Durana Gate is mostly deserted city, yet also the largest one.&lt;br /&gt;
&lt;br /&gt;
There are barely any rules and even those are hardly enforced. Thieves, misfits and outcasts thrive in this environment, and so do any sorts of shady merchants, trading with blood, poisons, body parts, or even slaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Conflict and PvP is allowed in Durana Gate. It is also allowed to put up a tent in there and a few related deco pieces - you can live there, but do not claim the land (no building pieces).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The best paying job is guarding Durana Gate, protecting it from monsters at a rate of 6 silver coins, but with two downsides. You have to stay near the city for 45 minutes and you are putting yourself in danger. After all, PvP is allowed in Durana Gate.&lt;/div&gt;</summary>
		<author><name>Bulltrup</name></author>
	</entry>
</feed>