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	<id>https://wiki.avardon.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Littlestar</id>
	<title>Avardon - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.avardon.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Littlestar"/>
	<link rel="alternate" type="text/html" href="https://wiki.avardon.com/Special:Contributions/Littlestar"/>
	<updated>2026-10-28T10:23:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2617</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2617"/>
		<updated>2026-10-27T17:55:07Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Wrath of the Wild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hollow_Warden_Ravenloft_THW.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and during each of your turns, you may use a Bonus Action to make foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Wrath of the Wild form expectations:&amp;lt;sub&amp;gt;&lt;br /&gt;
* You may not change your body/hair/face&lt;br /&gt;
* You may not change your height&lt;br /&gt;
* You may not change your full skin colour&lt;br /&gt;
* You may not change your armour/transform it&lt;br /&gt;
* You may not grow additional limbs, like a tail or extra arms&lt;br /&gt;
* You may not change to hooves or paws if you had none prior&lt;br /&gt;
&lt;br /&gt;
* You may have antlers/animal skull on your head, in a pale green, blue or red to make it look unnatural, spectral, temporary&lt;br /&gt;
* You may have body spikes, claws and fangs in the same colour&lt;br /&gt;
* You may add body paint to change arms or legs to look dark or like bark, to imply the transformation&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Receiving the [[Status Effects|Stunned status effect]] will end the transformation prematurely.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2616</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2616"/>
		<updated>2026-10-27T17:43:57Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hollow_Warden_Ravenloft_THW.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and during each of your turns, you may use a Bonus Action to make foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Wrath of the Wild form expectations.&amp;lt;sub&amp;gt;&lt;br /&gt;
* You may not change your body/hair/face&lt;br /&gt;
* You may not change your height&lt;br /&gt;
* You may not change your full skin colour&lt;br /&gt;
* You may not change your armour/transform it&lt;br /&gt;
* You may not grow additional limbs, like a tail or extra arms&lt;br /&gt;
* You may not change to hooves or paws if you had none prior&lt;br /&gt;
&lt;br /&gt;
* You may have antlers/animal skull on your head, in a pale green, blue or red to make it look unnatural, spectral, temporary&lt;br /&gt;
* You may have body spikes, claws and fangs in the same colour&lt;br /&gt;
* You may add body paint to change arms or legs to look dark or like bark, to imply the transformation&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Receiving the [[Status Effects|Stunned status effect]] will end the transformation prematurely.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=File:Hollow_Warden_Ravenloft_THW.png&amp;diff=2615</id>
		<title>File:Hollow Warden Ravenloft THW.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=File:Hollow_Warden_Ravenloft_THW.png&amp;diff=2615"/>
		<updated>2026-10-27T17:42:25Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{license wotc}}&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2614</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2614"/>
		<updated>2026-10-27T17:29:35Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Wrath of the Wild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and during each of your turns, you may use a Bonus Action to make foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Wrath of the Wild form expectations.&amp;lt;sub&amp;gt;&lt;br /&gt;
* You may not change your body/hair/face&lt;br /&gt;
* You may not change your height&lt;br /&gt;
* You may not change your full skin colour&lt;br /&gt;
* You may not change your armour/transform it&lt;br /&gt;
* You may not grow additional limbs, like a tail or extra arms&lt;br /&gt;
* You may not change to hooves or paws if you had none prior&lt;br /&gt;
&lt;br /&gt;
* You may have antlers/animal skull on your head, in a pale green, blue or red to make it look unnatural, spectral, temporary&lt;br /&gt;
* You may have body spikes, claws and fangs in the same colour&lt;br /&gt;
* You may add body paint to change arms or legs to look dark or like bark, to imply the transformation&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Receiving the [[Status Effects|Stunned status effect]] will end the transformation prematurely.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2605</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2605"/>
		<updated>2026-10-21T09:59:03Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &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 and may only be born on the Material Plane, or in one of the Domains of Dread.&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>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2604</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Tiefling&amp;diff=2604"/>
		<updated>2026-10-21T09:52:30Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &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 and may not be born in the Nine Hells.&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>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2596</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2596"/>
		<updated>2026-10-14T18:53:52Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Crafting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Now move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab. If your clan has claimed part of the territory with it&#039;s build, you will need to move outside of the land claim to be able to gather. People not in the clan are not affected.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigate to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. Creating this blueprint does not cost profession energy. You can then interact with the blueprint to start crafting. This blueprint can also be traded to other players of the same profession, to continue or finish crafting it.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hexblade%27s_Curse&amp;diff=2576</id>
		<title>Hexblade&#039;s Curse</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hexblade%27s_Curse&amp;diff=2576"/>
		<updated>2026-10-05T04:50:17Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a bonus action, you can place a baleful curse on someone. The curse lasts for 10 turns and can be cast once per short rest.&lt;br /&gt;
&lt;br /&gt;
You deal +4 damage to the cursed character, and you critical hit them even on a roll of 19.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Moonbeam&amp;diff=2575</id>
		<title>Moonbeam</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Moonbeam&amp;diff=2575"/>
		<updated>2026-10-04T23:03:57Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability&lt;br /&gt;
|image=Moonbeam.png&lt;br /&gt;
|type=Spell&lt;br /&gt;
|level=2&lt;br /&gt;
|school=Evocation&lt;br /&gt;
|target=AoE&lt;br /&gt;
|cost=Action&lt;br /&gt;
|range=6&lt;br /&gt;
|radius=0.5&lt;br /&gt;
|damage=2d10 (Radiant)&lt;br /&gt;
|saves=Constitution&lt;br /&gt;
|concentration=10&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.&lt;br /&gt;
&lt;br /&gt;
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can&#039;t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell&#039;s area moves into its space and when it enters the spell&#039;s area or ends its turn there. A creature makes this save only once per turn.&lt;br /&gt;
&lt;br /&gt;
* Intended for &#039;&#039;&#039;combat use only&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=2574</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=2574"/>
		<updated>2026-10-04T04:13:24Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Wild Shape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Druid PHB5e.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Druid&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Intelligence, Wisdom&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Druid Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Druid&lt;br /&gt;
| frwiki = Druid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Guide ===&lt;br /&gt;
Druids are aligned with the natural world and to some degree distance themselves from that which civilisation has wrought. They make a conscious choice to wear materials and garments that reflect their connection to the natural world, such as leather, bone, hide wood and other natural materials. Druids do not wear metal such as armour, nor do they use shields made of metal. Though for practical reasons druids may wear small metal items such as buckles or small items of jewellery like necklaces. &lt;br /&gt;
&lt;br /&gt;
On Avardon, players are expected to correctly depict their characters as per the Ravenloft and Forgotten Realms lore. Wearing metal armour or using a metal shield is considered a breach of our rules regarding character depiction.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor*&lt;br /&gt;
* Medium Armor*&lt;br /&gt;
* Clubs&lt;br /&gt;
* Daggers&lt;br /&gt;
* Javelins&lt;br /&gt;
* Maces&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
* Sickles&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Spears&lt;br /&gt;
* &#039;&#039;&#039;*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Extra Language===&lt;br /&gt;
Druidic&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus&lt;br /&gt;
Spell attack modifier = Wisdom modifier + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 4 cantrips to call upon from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== [[Wild Shape]] ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest. Attacks made in Wild Shape are considered magical for the purposes of resistances. All Wild Shapes have 2 attack actions.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Wolf====&lt;br /&gt;
&amp;lt;br&amp;gt;45 HP &amp;amp; 14 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Wolf Bite: 5+3d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Inciting Howl: Each ally within 3 tiles radius can move an additional 1 tile during their next turn.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Bear====&lt;br /&gt;
&amp;lt;br&amp;gt;60 HP &amp;amp; 12 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Bear Claws: 6+3d4 Slashing damage, +9 to hit&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Panther====&lt;br /&gt;
&amp;lt;br&amp;gt;40 HP &amp;amp; 14 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Panther Bite: 4+4d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Enhanced Jump: 	Jump up to 4 tiles without using movement.&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying in Wild Shape ====&lt;br /&gt;
Druids have a unique and deep connection to the natural and untamed world that few others may even attempt to understand. Their powers derive from this bond and as such they have an innate respect for untamed wildlife which forms the foundation for their ability to Wild Shape. &lt;br /&gt;
&lt;br /&gt;
On Avardon, we expect players to properly reflect this deep and respectful bond. This means that a druid would not ever use their Wild Shape ability in a manner that demeans the untamed wildlife whose form they take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids do not in any situation act as domestic animals or pets. Engaging in such behaviour is considered a breach of our rules regarding character depiction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Circle of the Land]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Moon]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Spores]]&lt;br /&gt;
&lt;br /&gt;
== Druid Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Druidcraft|Druidcraft]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2541</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2541"/>
		<updated>2026-09-30T11:25:29Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Gathering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Now move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab. If your clan has claimed part of the territory with it&#039;s build, you will need to move outside of the land claim to be able to gather. People not in the clan are not affected.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigating to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. Creating this blueprint does not cost profession energy. You can then interact with the blueprint to start crafting. This blueprint can also be traded to other players of the same profession, to continue or finish crafting it.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2540</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2540"/>
		<updated>2026-09-30T11:25:07Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Gathering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Now move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab. If your land has claimed part of the territory with it&#039;s build, you will need to move outside of the land claim to be able to gather. People not in the clan are not affected.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigating to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. Creating this blueprint does not cost profession energy. You can then interact with the blueprint to start crafting. This blueprint can also be traded to other players of the same profession, to continue or finish crafting it.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2539</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2539"/>
		<updated>2026-09-30T11:24:29Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Crafting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Then move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab. If your land has claimed part of the territory with it&#039;s build, you will need to move outside of the land claim to be able to gather. People not in the clan are not affected.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigating to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. Creating this blueprint does not cost profession energy. You can then interact with the blueprint to start crafting. This blueprint can also be traded to other players of the same profession, to continue or finish crafting it.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2538</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2538"/>
		<updated>2026-09-30T11:22:53Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Gathering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Then move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab. If your land has claimed part of the territory with it&#039;s build, you will need to move outside of the land claim to be able to gather. People not in the clan are not affected.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigating to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. When you interact with the blueprint, it will allow you to start crafting.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Professions&amp;diff=2537</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Professions&amp;diff=2537"/>
		<updated>2026-09-30T11:15:52Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Profession map.png|thumb]]&lt;br /&gt;
Professions in Avardon are sorted into two types, gathering and crafting. There is no limit on how many you can pick, but only a cap of a hundred points can be spread out overall. If you&#039;d like to make sure you don&#039;t go over a cap, use /caps to set limits.  &lt;br /&gt;
&lt;br /&gt;
==Gathering==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that. &lt;br /&gt;
&lt;br /&gt;
Then move into the territory or circle of the node and open up the RPR sheet, you will find buttons to gather under the Economy tab.&lt;br /&gt;
&lt;br /&gt;
To find the territories, go to [https://avardon.com/map avardon.com/map]. There&#039;s an option in the far-right corner to see the profession areas.&lt;br /&gt;
&lt;br /&gt;
This is different for Mining, where you have to enter the mine located on the in-game map and then click on the corresponding node!&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
&lt;br /&gt;
First learn the appropriate skill in the library in Livarun or Scarabend. You can increase your skill through the NPC to 10, but not higher than that.&lt;br /&gt;
&lt;br /&gt;
Open your Crafting page by pressing &amp;quot;tab&amp;quot; or &amp;quot;j&amp;quot;, then navigating to the Crafting page at the top of your screen.&lt;br /&gt;
&lt;br /&gt;
Select your Profession, click on the item you would like to craft and if you have all the materials required in your inventory, you will create a crafting blueprint that will be spawned in your inventory. When you interact with the blueprint, it will allow you to start crafting.&lt;br /&gt;
&lt;br /&gt;
The crafting roll is a 1d20 + bonuses and costs one profession energy. Bonuses include one tenth of your profession level (IE: 30 = +3) and the Artisan bonus if applicable. The crafting quota can be met cumulatively from all crafting rolls.&lt;br /&gt;
&lt;br /&gt;
In select locations there are also [[Quests]] that can be done to gain experience and/or silver based on crafting professions.&lt;br /&gt;
[[File:RPR ability profession image..png|thumb]]&#039;&#039;&#039;Gathering:&#039;&#039;&#039;&lt;br /&gt;
* [[Foraging]]&lt;br /&gt;
* [[Forestry]]&lt;br /&gt;
* [[Hunting]]&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crafting:&#039;&#039;&#039;&lt;br /&gt;
* [[Alchemy]]&lt;br /&gt;
* [[Blacksmithing]]&lt;br /&gt;
* [[Leatherworking]]&lt;br /&gt;
* [[Woodcarving]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Others:&#039;&#039;&#039;&lt;br /&gt;
* [[Chirurgery]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Retraining&amp;diff=2526</id>
		<title>Retraining</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Retraining&amp;diff=2526"/>
		<updated>2026-09-25T11:36:46Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* What does it cost? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to change your RPR sheet on Avardon requires you to go through a process of retraining. This is done via a process distinct from the related [[Class Changing]].&lt;br /&gt;
&lt;br /&gt;
== What CAN you change with Retraining? ==&lt;br /&gt;
&lt;br /&gt;
With retraining, you may change everything that you picked in RPR and from Falko except for race, class, and subclass. Here&#039;s the full list of things that you can change (all at once) with this respec:&lt;br /&gt;
&lt;br /&gt;
* RPR sheet: Attribute and skill points allocation, and class features (Totem Spirit, Environment, Pact Boon).&lt;br /&gt;
* Talents: Feats, Fighting Styles, Eldritch Invocations, Kensei Weapons, Maneuvers, Traits, Spells related to your origin (High Elf Cantrip, Magical Secrets, Divine Magic, Pact of the Tome Cantrips, Druidic Warrior Cantrips)&lt;br /&gt;
&lt;br /&gt;
== What can you NOT change with Retraining? ==&lt;br /&gt;
You cannot change spell selection or languages, those are still researched in the library as always.&lt;br /&gt;
&lt;br /&gt;
== Retraining Process ==&lt;br /&gt;
&lt;br /&gt;
Alright, you&#039;ve made the decision that you want to go respec your character and go through this retraining.&lt;br /&gt;
&lt;br /&gt;
=== What does it cost? ===&lt;br /&gt;
&lt;br /&gt;
Usually, you will need to spend &#039;&#039;&#039;150 Silver Coins and a full charge of Profession Energy&#039;&#039;&#039; (6 for most classes, 12 if you are a Commoner).&lt;br /&gt;
&lt;br /&gt;
Of course, retraining might often be desired by new players or even skilled players who made some mistake on their sheet of a new character. What about those?&lt;br /&gt;
&lt;br /&gt;
Luckily! The first retraining does not cost Silver Coins, but it &#039;&#039;&#039;does cost Profession Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Where do you need to go for retraining? ===&lt;br /&gt;
&lt;br /&gt;
There&#039;s a gentleman named &#039;&#039;&#039;Seymour&#039;&#039;&#039; on [[Livarun|Livarun&#039;s]] training grounds, just next to the garrison and a court house, in front of the graveyard, it is also marked on the [https://avardon.com/map map] as &#039;&#039;Training Grounds&#039;&#039;. I&#039;m sure you&#039;ll find it! Then simply follow the in game instructions. &lt;br /&gt;
&lt;br /&gt;
And no, you will not lose your profession experience, languages, or any other progress; but if you&#039;re nervous, you can screenshot your Sheet (J) just in case.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Sleep&amp;diff=2525</id>
		<title>Sleep</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Sleep&amp;diff=2525"/>
		<updated>2026-09-25T11:03:09Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &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 use only&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Druid&amp;diff=2505</id>
		<title>Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Druid&amp;diff=2505"/>
		<updated>2026-09-17T12:59:31Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Wild Shape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Druid PHB5e.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Druid&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Intelligence, Wisdom&lt;br /&gt;
| cr = 2 SR or LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Druid Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
* 3rd Level: 3&lt;br /&gt;
* 4th Level: 3&lt;br /&gt;
* 5th Level: 2&lt;br /&gt;
| 5ewiki = Druid&lt;br /&gt;
| frwiki = Druid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature&#039;s resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature&#039;s indomitable will.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Guide ===&lt;br /&gt;
Druids are aligned with the natural world and to some degree distance themselves from that which civilisation has wrought. They make a conscious choice to wear materials and garments that reflect their connection to the natural world, such as leather, bone, hide wood and other natural materials. Druids do not wear metal such as armour, nor do they use shields made of metal. Though for practical reasons druids may wear small metal items such as buckles or small items of jewellery like necklaces. &lt;br /&gt;
&lt;br /&gt;
On Avardon, players are expected to correctly depict their characters as per the Ravenloft and Forgotten Realms lore. Wearing metal armour or using a metal shield is considered a breach of our rules regarding character depiction.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;===&lt;br /&gt;
* Shields&lt;br /&gt;
* Light Armor*&lt;br /&gt;
* Medium Armor*&lt;br /&gt;
* Clubs&lt;br /&gt;
* Daggers&lt;br /&gt;
* Javelins&lt;br /&gt;
* Maces&lt;br /&gt;
* Quarterstaves&lt;br /&gt;
* Sickles&lt;br /&gt;
* Scimitars&lt;br /&gt;
* Spears&lt;br /&gt;
* &#039;&#039;&#039;*Note: Druids are unable to use armour made of metal materials as it interferes with their magic ability.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Extra Language===&lt;br /&gt;
Druidic&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Wisdom modifier + Proficiency Bonus&lt;br /&gt;
Spell attack modifier = Wisdom modifier + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
You may memorize 14 spells and 4 cantrips to call upon from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Prepared Caster ===&lt;br /&gt;
As a prepared caster you may change your spells using only profession energy.&lt;br /&gt;
&lt;br /&gt;
=== [[Wild Shape]] ===&lt;br /&gt;
At the cost of an action, you can use your action to magically assume the shape of a beast. You can use this feature twice, and you regain expended uses when you take a Long or Short Rest. Attacks made in Wild Shape are considered magical for the purposes of resistances.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Wolf====&lt;br /&gt;
&amp;lt;br&amp;gt;45 HP &amp;amp; 14 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Wolf Bite: 5+3d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Inciting Howl: Each ally within 3 tiles radius can move an additional 1 tile during their next turn.&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Bear====&lt;br /&gt;
&amp;lt;br&amp;gt;60 HP &amp;amp; 12 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Bear Claws: 6+3d4 Slashing damage, +9 to hit&lt;br /&gt;
&lt;br /&gt;
====Wild Shape: Panther====&lt;br /&gt;
&amp;lt;br&amp;gt;40 HP &amp;amp; 14 AC&lt;br /&gt;
&amp;lt;br&amp;gt;Panther Bite: 4+4d6 Piercing damage, +9 to hit&lt;br /&gt;
&amp;lt;br&amp;gt;Enhanced Jump: 	Jump up to 4 tiles without using movement.&lt;br /&gt;
&lt;br /&gt;
==== Roleplaying in Wild Shape ====&lt;br /&gt;
Druids have a unique and deep connection to the natural and untamed world that few others may even attempt to understand. Their powers derive from this bond and as such they have an innate respect for untamed wildlife which forms the foundation for their ability to Wild Shape. &lt;br /&gt;
&lt;br /&gt;
On Avardon, we expect players to properly reflect this deep and respectful bond. This means that a druid would not ever use their Wild Shape ability in a manner that demeans the untamed wildlife whose form they take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids do not in any situation act as domestic animals or pets. Engaging in such behaviour is considered a breach of our rules regarding character depiction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
At the cost of a Level 2 Spell Slot, you may recover 3 Wounds. You may upcast this using higher level Spell Slots to heal a further 1 Wound per Spell Slot Level.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
[[Circle of the Land]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Moon]]&lt;br /&gt;
&lt;br /&gt;
[[Circle of the Spores]]&lt;br /&gt;
&lt;br /&gt;
== Druid Flavor Spells ==&lt;br /&gt;
* [[Flavor_Spells#Druidcraft|Druidcraft]]&lt;br /&gt;
* [[Flavor_Spells#Control_Flames|Control Flames]]&lt;br /&gt;
* [[Flavor_Spells#Create_Water|Create Water]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Mold_Earth|Mold Earth]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Purify_Food_And_Drink|Purify Food and Drink]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bard&amp;diff=2470</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bard&amp;diff=2470"/>
		<updated>2026-09-08T08:53:31Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Magical Secrets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e bard.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Bard&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Dexterity, Charisma&lt;br /&gt;
| cr = 5 LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Bard 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 = Bard&lt;br /&gt;
| frwiki = Bard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.&#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 Armor&lt;br /&gt;
* Hand Crossbows&lt;br /&gt;
* Longswords&lt;br /&gt;
* Rapiers&lt;br /&gt;
* Shortswords&lt;br /&gt;
* Simple Weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Shortsword&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. &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 14 spells and 4 cantrips to call upon from the [[Bard Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic Inspiration]] ===&lt;br /&gt;
{{:Bardic Inspiration}}&lt;br /&gt;
&lt;br /&gt;
=== [[Countercharm]] ===&lt;br /&gt;
Use your music to disrupt mind-influencing effects upon yourself or an ally within 6 tiles, at the cost of a Bardic Inspiration die.&lt;br /&gt;
&lt;br /&gt;
Remove any Charmed or Frightened conditions.&lt;br /&gt;
&lt;br /&gt;
=== [[Song of Rest]] ===&lt;br /&gt;
{{:Song of Rest}}&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
{{:Lesser_Wound_Regeneration}}&lt;br /&gt;
=== Magical Secrets ===&lt;br /&gt;
Pick 2 spells from any of the [[Cleric Spell List|Cleric]], [[Druid Spell List|Druid]], [[Ranger Spell List|Ranger]] or [[Wizard Spell List|Wizard]] Spell Lists.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
* [[College of Lore]]&lt;br /&gt;
* [[College of Swords]]&lt;br /&gt;
* [[College of Valor]]&lt;br /&gt;
&lt;br /&gt;
==Bard Flavor Spells==&lt;br /&gt;
* [[Flavor_Spells#Dancing_Lights|Dancing Lights]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;br /&gt;
* [[Flavor_Spells#Mage_Hand|Mage Hand]]&lt;br /&gt;
* [[Flavor_Spells#Major_Image|Major Image]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Illusory_Script|Illusory Script]]&lt;br /&gt;
* [[Flavor_Spells#Silent_Image|Silent Image]]&lt;br /&gt;
* [[Flavor_Spells#Unseen_Servant|Unseen Servant]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bard&amp;diff=2468</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bard&amp;diff=2468"/>
		<updated>2026-09-06T14:54:22Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* Bard Flavor Spells */  added Plant Growth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:4e bard.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| name = Bard&lt;br /&gt;
| image = &lt;br /&gt;
| caption = &lt;br /&gt;
| hp = 80&lt;br /&gt;
| st= Dexterity, Charisma&lt;br /&gt;
| cr = 5 LR&lt;br /&gt;
| description =&lt;br /&gt;
| spells = [[Bard 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 = Bard&lt;br /&gt;
| frwiki = Bard&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.&#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 Armor&lt;br /&gt;
* Hand Crossbows&lt;br /&gt;
* Longswords&lt;br /&gt;
* Rapiers&lt;br /&gt;
* Shortswords&lt;br /&gt;
* Simple Weapons&lt;br /&gt;
&lt;br /&gt;
=== Starting Gear ===&lt;br /&gt;
* Shortsword&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. &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 14 spells and 4 cantrips to call upon from the [[Bard Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic Inspiration]] ===&lt;br /&gt;
{{:Bardic Inspiration}}&lt;br /&gt;
&lt;br /&gt;
=== [[Countercharm]] ===&lt;br /&gt;
Use your music to disrupt mind-influencing effects upon yourself or an ally within 6 tiles, at the cost of a Bardic Inspiration die.&lt;br /&gt;
&lt;br /&gt;
Remove any Charmed or Frightened conditions.&lt;br /&gt;
&lt;br /&gt;
=== [[Song of Rest]] ===&lt;br /&gt;
{{:Song of Rest}}&lt;br /&gt;
=== [[Lesser Wound Regeneration]] ===&lt;br /&gt;
{{:Lesser_Wound_Regeneration}}&lt;br /&gt;
=== Magical Secrets ===&lt;br /&gt;
Pick 2 spells from any of the [[Cleric Spell List|Cleric]], [[Druid Spell List|Druid]] or [[Wizard Spell List|Wizard]] Spell Lists.&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
* [[College of Lore]]&lt;br /&gt;
* [[College of Swords]]&lt;br /&gt;
* [[College of Valor]]&lt;br /&gt;
&lt;br /&gt;
==Bard Flavor Spells==&lt;br /&gt;
* [[Flavor_Spells#Dancing_Lights|Dancing Lights]]&lt;br /&gt;
* [[Flavor_Spells#Light|Light]]&lt;br /&gt;
* [[Flavor_Spells#Mage_Hand|Mage Hand]]&lt;br /&gt;
* [[Flavor_Spells#Major_Image|Major Image]]&lt;br /&gt;
* [[Flavor_Spells#Mending|Mending]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Plant_Growth|Plant Growth]]&lt;br /&gt;
* [[Flavor_Spells#Illusory_Script|Illusory Script]]&lt;br /&gt;
* [[Flavor_Spells#Silent_Image|Silent Image]]&lt;br /&gt;
* [[Flavor_Spells#Unseen_Servant|Unseen Servant]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Gloom_Stalker&amp;diff=2440</id>
		<title>Gloom Stalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Gloom_Stalker&amp;diff=2440"/>
		<updated>2026-08-29T09:52:31Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* 1st Level Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.&lt;br /&gt;
&lt;br /&gt;
* You may have entered Avardon to hunt down dark forces that dwell there.&lt;br /&gt;
&lt;br /&gt;
* When in combat you may want to wear down a high priority target quickly. Staying at range and peppering them with arrows. Your dread ambusher gives you high tempo on your first turn.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Gloom Stalker Magic ===&lt;br /&gt;
You get the [[Fear]] spell in your available spells.&lt;br /&gt;
&lt;br /&gt;
=== Dread Ambusher ===&lt;br /&gt;
You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
At the start of your first turn of each combat, your walking speed increases by 1 Tile, which lasts until the end of that turn. If you take the Attack action on that turn and if that attack hits, the target takes an extra 1d8 damage of the weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
=== Umbral Shroud ===&lt;br /&gt;
During combat, you can become invisible for 2 turns or until you make an attack, cast a spell or enter a lit area.&lt;br /&gt;
&lt;br /&gt;
For the entirety of your invisibility, you have to stay within obscured areas or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
While invisible, you get an advantage on attack rolls, others have disadvantage on attack rolls against you, and you can only be targeted with AoE abilities. You can still be heard.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
[[Misty Step]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
[[Fear]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Mirror_Image&amp;diff=2439</id>
		<title>Mirror Image</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Mirror_Image&amp;diff=2439"/>
		<updated>2026-08-29T09:49:32Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: Created page with &amp;quot;{{Infobox Ability|name=Mirror Image|image=disguise_self.png|caption=|target=Self|cost=1 Action|duration=5 turns|damage=|saves=|level=2|school=Illusion|description=}} Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.  Each time a creature targets you with an att...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Ability|name=Mirror Image|image=disguise_self.png|caption=|target=Self|cost=1 Action|duration=5 turns|damage=|saves=|level=2|school=Illusion|description=}}&lt;br /&gt;
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.&lt;br /&gt;
&lt;br /&gt;
Each time a creature targets you with an attack, there is a 33% chance this attack hits one of your duplicates instead. This is resolved before the attack hits, and one duplicate will be consumed, whether it would be a hit or a miss.&lt;br /&gt;
&lt;br /&gt;
A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.&lt;br /&gt;
&lt;br /&gt;
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blind fighting.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Gloom_Stalker&amp;diff=2438</id>
		<title>Gloom Stalker</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Gloom_Stalker&amp;diff=2438"/>
		<updated>2026-08-29T09:42:53Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* 1st Level Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.&lt;br /&gt;
&lt;br /&gt;
* You may have entered Avardon to hunt down dark forces that dwell there.&lt;br /&gt;
&lt;br /&gt;
* When in combat you may want to wear down a high priority target quickly. Staying at range and peppering them with arrows. Your dread ambusher gives you high tempo on your first turn.&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Gloom Stalker Magic ===&lt;br /&gt;
You get the [[Fear]] spell in your available spells.&lt;br /&gt;
&lt;br /&gt;
=== Dread Ambusher ===&lt;br /&gt;
You master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.&lt;br /&gt;
&lt;br /&gt;
At the start of your first turn of each combat, your walking speed increases by 1 Tile, which lasts until the end of that turn. If you take the Attack action on that turn and if that attack hits, the target takes an extra 1d8 damage of the weapon&#039;s damage type.&lt;br /&gt;
&lt;br /&gt;
=== Umbral Shroud ===&lt;br /&gt;
During combat, you can become invisible for 2 turns or until you make an attack, cast a spell or enter a lit area.&lt;br /&gt;
&lt;br /&gt;
For the entirety of your invisibility, you have to stay within obscured areas or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
While invisible, you get an advantage on attack rolls, others have disadvantage on attack rolls against you, and you can only be targeted with AoE abilities. You can still be heard.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Mirror Image]]&lt;br /&gt;
&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
[[Misty Step]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
[[Fear]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Ranger_Spell_List&amp;diff=2437</id>
		<title>Ranger Spell List</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Ranger_Spell_List&amp;diff=2437"/>
		<updated>2026-08-29T09:41:47Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== 1st Level Spells ===&lt;br /&gt;
[[Absorb Elements]]&lt;br /&gt;
&lt;br /&gt;
[[Alarm]]&lt;br /&gt;
&lt;br /&gt;
[[Cure Wounds]]&lt;br /&gt;
&lt;br /&gt;
[[Ensnaring Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Fog Cloud]]&lt;br /&gt;
&lt;br /&gt;
[[Hail of Thorns]]&lt;br /&gt;
&lt;br /&gt;
[[Hunter&#039;s Mark]]&lt;br /&gt;
&lt;br /&gt;
[[Longstrider]]&lt;br /&gt;
&lt;br /&gt;
=== 2nd Level Spells ===&lt;br /&gt;
[[Barkskin]]&lt;br /&gt;
&lt;br /&gt;
[[Lesser Restoration]]&lt;br /&gt;
&lt;br /&gt;
[[Pass Without Trace]]&lt;br /&gt;
&lt;br /&gt;
[[Silence]]&lt;br /&gt;
&lt;br /&gt;
[[Spike Growth]]&lt;br /&gt;
&lt;br /&gt;
[[Magic Weapon]]&lt;br /&gt;
&lt;br /&gt;
=== 3rd Level Spells ===&lt;br /&gt;
[[Conjure Barrage]]&lt;br /&gt;
&lt;br /&gt;
[[Daylight]]&lt;br /&gt;
&lt;br /&gt;
[[Grasping Vine]]&lt;br /&gt;
&lt;br /&gt;
[[Lightning Arrow]]&lt;br /&gt;
&lt;br /&gt;
[[Protection from Energy]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2436</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2436"/>
		<updated>2026-08-29T09:41:08Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: /* 1st Level Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and at the beginning of each of your turns, foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2435</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2435"/>
		<updated>2026-08-29T09:40:49Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and at the beginning of each of your turns, foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2434</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2434"/>
		<updated>2026-08-29T09:40:21Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and at the beginning of each of your turns, foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
[[Wrathful Smite]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Bladesinging&amp;diff=2407</id>
		<title>Bladesinging</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Bladesinging&amp;diff=2407"/>
		<updated>2026-08-25T15:26:52Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Wizard]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&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. This effect lasts for 10 turns.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=The_Hexblade&amp;diff=2406</id>
		<title>The Hexblade</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=The_Hexblade&amp;diff=2406"/>
		<updated>2026-08-25T15:26:17Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Warlock]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hexblade, those who have made pacts with blades from the Shadowfell. First created by the Raven Queen, these blades are the patrons themselves. They are usually semi-sentient, their personalities entirely up to their creators. Though they were originally created by the Raven Queen, Hexblades can come from any Shadowfell creature powerful enough to create them. This can include Shadow Dragons, Shades, and other powerful Shadowfell creatures. Though, they may differ blade to blade, their intentions often are malicious and of an evil nature. Despite being similar to warlocks with a Pact of the Blade, Hexblades diverge in the fact that the pact is made to the blade itself and not its creator.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Bg3-Hexblade.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Shields&lt;br /&gt;
*Medium Armor&lt;br /&gt;
*Martial Weapons&lt;br /&gt;
===[[Armor Of Hexes]]===&lt;br /&gt;
{{:Armor_of_Hexes}}&lt;br /&gt;
===[[Bind Hexed Weapon]]===&lt;br /&gt;
{{:Bind_Hexed_Weapon}}&lt;br /&gt;
===[[Hexblade&#039;s Curse]]===&lt;br /&gt;
{{:Hexblade&#039;s_Curse}}&lt;br /&gt;
===Expanded Spell List===&lt;br /&gt;
These options are provided in addition to the [[Warlock Spell List]] for spell selection.&lt;br /&gt;
=== 1st Level Spells ===&lt;br /&gt;
*[[Shield]]&lt;br /&gt;
=== 2nd Level Spells ===&lt;br /&gt;
*[[Blur]]&lt;br /&gt;
=== 3rd Level Spells ===&lt;br /&gt;
*[[Elemental Weapon]]&lt;br /&gt;
=== 4th Level Spells ===&lt;br /&gt;
*[[Phantasmal Killer]]&lt;br /&gt;
=== 5th Level Spells ===&lt;br /&gt;
* [[Cone of Cold]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=The_Great_Old_One&amp;diff=2405</id>
		<title>The Great Old One</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=The_Great_Old_One&amp;diff=2405"/>
		<updated>2026-08-25T15:25:45Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Warlock]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A pact with things so old some of them remain nameless. Great stars, being from the far realm, are mysterious entities, or those only known in legend. Their knowledge and secrets are vast and seemingly infinite, but they have shared a few with you. Great old ones have motives and desires that are far beyond the knowledge of mortals, even those who create binding pacts with them. Often, great old ones are entirely indifferent to your service or remain unaware of it.&#039;&#039;&#039;&lt;br /&gt;
[[File:Greatoldone-warlock.png|thumb]]&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Thought Shield===&lt;br /&gt;
When in combat you have resistance to Psychic damage.&lt;br /&gt;
&lt;br /&gt;
When taking Psychic damage, deal 1d6 Psychic damage in retaliation.&lt;br /&gt;
=== Entropic Ward ===&lt;br /&gt;
As a Reaction, magically ward an attack and impose disadvantage on the attack roll. Activation of this feature also grants you advantage on attack rolls against the attacker until the end of your turn. This ability is usable once per Short Rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;small&amp;gt;You have to toggle this ability at the start of combat for it to be utilized. You may toggle it again to turn it off. Toggling is a free action you can do whenever you&#039;d like.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Expanded Spell List===&lt;br /&gt;
These options are provided in addition to the [[Warlock Spell List]] for spell selection.&lt;br /&gt;
&lt;br /&gt;
=== 1st Level Spells ===&lt;br /&gt;
*[[Dissonant Whispers]]&lt;br /&gt;
=== 2nd Level Spells ===&lt;br /&gt;
*[[Phantasmal Force]]&lt;br /&gt;
=== 4th Level Spells ===&lt;br /&gt;
*[[Evard&#039;s Black Tentacles]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=The_Fiend&amp;diff=2404</id>
		<title>The Fiend</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=The_Fiend&amp;diff=2404"/>
		<updated>2026-08-25T15:25:19Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Warlock]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pact of the Fiend. One of the most common pacts taken by warlocks is one with a fiend for their power. They desire nothing but corruption and destruction, including the pact maker. Fiend warlocks typically take their power in service to an archdevil or one powerful enough to lend them their strength. Although, some might be against their makers&#039; wishes. Warlocks can make their pacts with demon lords, pit fiends, balors, and ultroloths.&#039;&#039;&#039; &#039;&#039;&amp;lt;small&amp;gt;This is not the full list.&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
[[File:Fiend-Warlock.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Fiendish Resilience===&lt;br /&gt;
Choose a damage type and become Resistant to it. You can pick a new damage type every short rest.&lt;br /&gt;
&lt;br /&gt;
===Expanded Spell List===&lt;br /&gt;
These options are provided in addition to the [[Warlock Spell List]] for spell selection.&lt;br /&gt;
&lt;br /&gt;
=== 1st Level Spells ===&lt;br /&gt;
*[[Burning Hands]]&lt;br /&gt;
=== 2nd Level Spells ===&lt;br /&gt;
*[[Invisibility]]&lt;br /&gt;
=== 3rd Level Spells ===&lt;br /&gt;
*[[Fireball]]&lt;br /&gt;
=== 4th Level Spells ===&lt;br /&gt;
*[[Fire Shield]]&lt;br /&gt;
&lt;br /&gt;
=== 5th Level Spells ===&lt;br /&gt;
*[[Cone of Cold]]&lt;br /&gt;
*[[Flame Strike]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Soulknife&amp;diff=2403</id>
		<title>Soulknife</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Soulknife&amp;diff=2403"/>
		<updated>2026-08-25T15:24:09Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Rogue]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Psionic Energy===&lt;br /&gt;
This subclass uses a Class Resource with maximum of 8 charges that replenish on Long Rest.&lt;br /&gt;
&lt;br /&gt;
===Psychic Blade===&lt;br /&gt;
You can manifest a psychic blade from your free hand and make an attack with that blade. This weapon is considered finesse, magical, and has range of 4 tiles. It deals 1d6 + STR/DEX Psychic damage (ignoring resistance due to being magical). &lt;br /&gt;
&lt;br /&gt;
Soulknife will use Psychic Blade for Opportunity Attack, Mage Slayer, and Charger Attack.&lt;br /&gt;
&lt;br /&gt;
===Secondary Psychic Blade===&lt;br /&gt;
Following a Psychic Blade attack, you may do another using a bonus action. This attack rolls a 1d4 instead of 1d6.&lt;br /&gt;
&lt;br /&gt;
===Homing Strike===&lt;br /&gt;
After missing a Psychic Blade (or the Secondary) attack, you can spend one Class Resource to repeat the attack with a 1d8 bonus to the attack roll. The damage roll will always be 1d6.&lt;br /&gt;
&lt;br /&gt;
===Psychic Teleportation===&lt;br /&gt;
As a bonus action and with cost of one Class Resource, roll 1d4 and teleport up to that amount of tiles.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Arcane_Trickster&amp;diff=2402</id>
		<title>Arcane Trickster</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Arcane_Trickster&amp;diff=2402"/>
		<updated>2026-08-25T15:23:54Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class&lt;br /&gt;
| spells = [[Wizard Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Rogue]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Magical Ambush===&lt;br /&gt;
If you are hidden from a creature, that does not have alert, when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.&lt;br /&gt;
&lt;br /&gt;
===Spellcasting Ability===&lt;br /&gt;
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
Spell attack modifier = Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may learn 7 Spells up to 2nd level and 3 cantrips from the [[Wizard Spell List]].&lt;br /&gt;
&lt;br /&gt;
== Arcane Trickster 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#Mage_Hand|Mage Hand]]&lt;br /&gt;
* [[Flavor_Spells#Illusory_Script|Illusory Script]]&lt;br /&gt;
* [[Flavor_Spells#Minor_Illusion|Minor Illusion]]&lt;br /&gt;
* [[Flavor_Spells#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2401</id>
		<title>Hollow Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Hollow_Warden&amp;diff=2401"/>
		<updated>2026-08-25T15:23:36Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Ranger]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth—unfathomable, bloodthirsty entities of fallow soil and sharpened claws.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hollow Wardens venerate and draw power from such beings, transforming themselves into merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath of the Wild ===&lt;br /&gt;
Draw powers from the horror of the lands and transform into ghastly form, grow unnatural sprouts, bloody antlers, or putrid fangs. Your body becomes wreathed in rotten bark and beastly bristles. You gain a +1 bonus to AC, access to Prowling Retribution, and at the beginning of each of your turns, foes within 1 tile have to succeed on a Wisdom saving throw or become Frightened.&lt;br /&gt;
&lt;br /&gt;
=== Prowling Retribution ===&lt;br /&gt;
After a foe makes an attack within your melee range, you can attack them with a weapon as a reaction.&lt;br /&gt;
&lt;br /&gt;
=== Hungering Might ===&lt;br /&gt;
Once per turn when you hit a creature with an attack roll while you are transformed using Wrath of the Wild, you regain a number of Hit Points equal to 1d10 plus your Wisdom modifier, provided you are below half of your HP at the time.&lt;br /&gt;
&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
[[Wrathful Smite]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
[[Disguise Self]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Oath_of_Vengeance&amp;diff=2400</id>
		<title>Oath of Vengeance</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Oath_of_Vengeance&amp;diff=2400"/>
		<updated>2026-08-25T15:21:29Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Paladin]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oath of Vengeance, also nicknamed &amp;quot;avengers&amp;quot; or &amp;quot;dark knights,&amp;quot; is an oath dedicated to the removal or dismantling of a certain person, people, or organization. This oath is typically taken in times of high conflict due to a major personal or historical wrongdoing. An example of this might be a Shevarashan dedicated to the removal of Drow or, in turn, a Drow dedicated to destroying the Seldarine per their ancestral hatred. This conflict might also boil down to particular afflictions, such as vampires or werewolves, that have caused strife for them and their people. Whatever their hatred is directed at, it is deep-rooted, and they must see to its death no matter what it costs.&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their oath is laid out as follows. Keep in mind &#039;greater evil&#039; will mean different things to different people. What might be evil in one person&#039;s eyes might be different in another&#039;s. Something consistent with all vengeance paladins is the removal of their sworn enemy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Fight the Greater Evil.&#039;&#039;&#039;&#039;&#039; Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;No Mercy for the Wicked.&#039;&#039;&#039;&#039;&#039; Ordinary foes might win my mercy, but my sworn enemies do not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;By Any Means Necessary.&#039;&#039;&#039;&#039;&#039; My qualms can&#039;t get in the way of exterminating my foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Restitution.&#039;&#039;&#039;&#039;&#039; If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Relentless Avenger===&lt;br /&gt;
When you hit a creature with an opportunity attack, you can move up an additional half your movement on your next turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Does not include AoO from Mage Slayer or War Caster.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Channel Oath: Vow of Enmity===&lt;br /&gt;
Gain Advantage on Attack Rolls against a specific enemy within 1 tile for 10 turns. This consumes your Channel Oath charge which is regained on a short or long rest.&lt;br /&gt;
&lt;br /&gt;
===Expanded Spell List===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
[[Bane]]&lt;br /&gt;
[[Hunter&#039;s Mark]]&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
[[Misty Step]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
[[Haste]]&lt;br /&gt;
[[Protection from Energy]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Oath_of_the_Crown&amp;diff=2399</id>
		<title>Oath of the Crown</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Oath_of_the_Crown&amp;diff=2399"/>
		<updated>2026-08-25T15:21:03Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Paladin]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Image.png|thumb]]&lt;br /&gt;
Oath of the Crown Paladin is a Paladin subclass based on structure and devotion to that structure. They have typically taken an oath to a structure of laws or a person. Crown Paladins can take their oaths centered to a particular god and their ideals, although not all are taken this way. Crown Paladins are often oath-sworn knights, elite guards serving nobles, or the enforcement of law in a nation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their tenets are typically laid out like this, although it may vary depending on what they swear their oath to. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Law.&#039;&#039;&#039;&#039;&#039; The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Loyalty.&#039;&#039;&#039;&#039;&#039; Your word is your bond. Without loyalty, oaths and laws are meaningless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Courage.&#039;&#039;&#039;&#039;&#039; You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don&#039;t act, then who will?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Responsibility.&#039;&#039;&#039;&#039;&#039; You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
===Channel Oath: Righteous Clarity===&lt;br /&gt;
Add +4 to Attack Rolls for 10 turns. This consumes your Channel Oath charge which is regained on a short or long rest.&lt;br /&gt;
===Channel Oath: Champion Challenge===&lt;br /&gt;
Challenge enemies within 3 tiles, on a failed Wisdom save they are compelled to attack only you. Any attacks they might make against other targets have disadvantage. This consumes your Channel Oath charge which is regained on a short or long rest.&lt;br /&gt;
===Divine Allegiance===&lt;br /&gt;
When an ally within 1 tile takes damage, you can use a reaction to take the damage instead. This damage can&#039;t be reduced or prevented in any way.&lt;br /&gt;
===Additional Spells===&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
[[Spirit Guardians]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Oath_of_Devotion&amp;diff=2398</id>
		<title>Oath of Devotion</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Oath_of_Devotion&amp;diff=2398"/>
		<updated>2026-08-25T15:20:05Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Paladin]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of the most traditional paladins is the oath of devotion. Sometimes called &#039;white knights&#039; or &#039;oathkeepers.&#039; They are dedicated to upholding justice, protecting the weak, and acting with honor. These paladins do not cater their ideals to anyone in particular, often calling out perceived injustices to their friends and foes alike. They hold themselves to the highest standard.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their oaths are typically laid out as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honesty&#039;&#039;&#039;. Don&#039;t lie or cheat. Let your word be your promise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;. Never fear to act, though caution is wise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compassion&#039;&#039;&#039;. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes but temper it with wisdom.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honor&#039;&#039;&#039;. Treat others with fairness and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duty&#039;&#039;&#039;. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.&lt;br /&gt;
&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
&lt;br /&gt;
=== Aura of Devotion ===&lt;br /&gt;
You and friendly creatures within 1 tile of you can&#039;t be charmed while you are conscious.&lt;br /&gt;
&lt;br /&gt;
===Channel Oath: Sacred Weapon===&lt;br /&gt;
Add your Charisma bonus to your Attack Rolls for 10 turns. Your weapon also becomes Magical and emits bright light in a 2-tiles radius. This consumes your Channel Oath charge which is regained on a short or long rest.&lt;br /&gt;
&lt;br /&gt;
===Channel Oath: Holy Rebuke===&lt;br /&gt;
Call upon your Oath to grant a vengeful aura that deals 1d6 (Radiant) damage to anyone who hits the target with a melee attack for a duration of 3 turns. This consumes your Channel Oath charge which is regained on a short or long rest.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_Shadow&amp;diff=2397</id>
		<title>Way of Shadow</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_Shadow&amp;diff=2397"/>
		<updated>2026-08-25T15:19:25Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Monk]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves&#039; guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Subclass Features ==&lt;br /&gt;
&lt;br /&gt;
=== Shadow Arts ===&lt;br /&gt;
At the cost of 2 Class Resources and an Action, you can use your mastery of the shadow arts in one of the two following ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shadow Arts: [[Pass Without Trace]] -&#039;&#039;&#039; You and everyone within 2 tiles radius of you becomes veiled in shadows, granting them +10 Stealth for 1 hour. Usable once a Long Rest.&lt;br /&gt;
* &#039;&#039;&#039;Shadow Arts: [[Darkness]] -&#039;&#039;&#039; Create an area of Darkness in the form of a 2 tile sphere. Magical darkness heavily obscures vision (even of creatures with Darkvision), making it impossible for anyone to see through it. Only melee attacks are allowed if this area blocks line of sight.&lt;br /&gt;
* &#039;&#039;&#039;Shadow Arts: [[Silence]] -&#039;&#039;&#039; Summon a sphere of absolute quiet, 2 tiles in radius, in an area within range, silencing creatures inside (and granting them immunity to Thunder damage).&lt;br /&gt;
&lt;br /&gt;
=== Shadow Step ===&lt;br /&gt;
At the cost of a Bonus Action and 1 Class Resource, teleport up to 4 tiles and gain advantage on your next attack roll. Your current and intended location both have to be either obscured or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
=== Cloak of Shadows ===&lt;br /&gt;
At the cost of 2 Class Resources and an Action, become invisible for 2 turns or until you make an attack, cast a spell, or enter lit area.&lt;br /&gt;
&lt;br /&gt;
For the entirety of your invisibility, you have to stay within obscured areas or at least 1 tile away from any light source.&lt;br /&gt;
&lt;br /&gt;
While Invisible, you gain advantage on attack rolls, others have disadvantage on attack rolls against you, and you can only be targeted with AoE abilities. You can still be heard.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_the_Open_Hand&amp;diff=2396</id>
		<title>Way of the Open Hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Way_of_the_Open_Hand&amp;diff=2396"/>
		<updated>2026-08-25T15:19:12Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Monk]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Subclass Features ==&lt;br /&gt;
&lt;br /&gt;
=== Flurry of Blows Augmentation ===&lt;br /&gt;
When you use Flurry of Blows, you can augment your attack in a number of ways:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Push&#039;&#039;&#039; - Attempt to Push a creature 1 tile away from you (STR Save).&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Stagger&#039;&#039;&#039; - Stagger your opponent to steal their Reaction. Costs one additional Class Resource (total of 2).&lt;br /&gt;
* &#039;&#039;&#039;Flurry of Blows: Topple&#039;&#039;&#039; - Attempt to Topple a creature to the ground (DEX Save). Costs one additional Class Resource (total of 2).&lt;br /&gt;
&lt;br /&gt;
=== Manifestations ===&lt;br /&gt;
You can 1d4 deal additional damage with your unarmed attacks through Manifestations. Which Manifestation you choose determines the damage type:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Manifestation of Body&#039;&#039;&#039; - Necrotic&lt;br /&gt;
* &#039;&#039;&#039;Manifestation of Mind&#039;&#039;&#039; - Psychic&lt;br /&gt;
* &#039;&#039;&#039;Manifestion of Soul&#039;&#039;&#039; - Radiant&lt;br /&gt;
&lt;br /&gt;
=== Wholeness of Body ===&lt;br /&gt;
At the cost of an Action, Heal 30 HP and gain 1 Ki Point per turn for 3 Turns.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Way_of_the_Kensei&amp;diff=2395</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=2395"/>
		<updated>2026-08-25T15:18:53Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Monk]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&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 up to 3. 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>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Eldritch_Knight&amp;diff=2394</id>
		<title>Eldritch Knight</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Eldritch_Knight&amp;diff=2394"/>
		<updated>2026-08-25T15:16:44Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Fighter]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Fighter Eldritch Knight Badge Icon.png|thumb]]&lt;br /&gt;
{{Infobox Class&lt;br /&gt;
| spells = [[Wizard Spell List]]&lt;br /&gt;
* 1st Level: 4&lt;br /&gt;
* 2nd Level: 3&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter&#039;s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== War Magic ===&lt;br /&gt;
You have honed your body and magic for war. After you cast a Cantrip, you can make a Weapon Attack using your Bonus Action.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Bond ===&lt;br /&gt;
You cannot be disarmed.&lt;br /&gt;
&lt;br /&gt;
=== Eldritch Strike ===&lt;br /&gt;
When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting Ability  ===&lt;br /&gt;
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization.&lt;br /&gt;
&lt;br /&gt;
Spell save DC = 8 + Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
Spell attack modifier = Intelligence modifier + Proficiency Bonus (4)&lt;br /&gt;
&lt;br /&gt;
You may learn 7 Spells up to 2nd Level and 3 Cantrips from the [[Wizard Spell List]].&lt;br /&gt;
&lt;br /&gt;
===Eldritch Knight Flavor Spells===&lt;br /&gt;
* [[Flavor_Spells#Dancing_Lights|Dancing Lights]]&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#Prestidigitation|Prestidigitation]]&lt;br /&gt;
* [[Flavor_Spells#Shape_Water|Shape Water]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Champion&amp;diff=2393</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Champion&amp;diff=2393"/>
		<updated>2026-08-25T15:16:28Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Fighter]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Fighter Champion Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Features&lt;br /&gt;
&lt;br /&gt;
=== Combat Stance ===&lt;br /&gt;
At the cost of Bonus Action, change your Combat Stance, lasting until the end of the duration or if you change your stance:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bulwark (4 Turns) -&#039;&#039;&#039; You cannot be forcibly moved, knocked prone or disarmed and adds a +2 to your AC.&lt;br /&gt;
* &#039;&#039;&#039;Reckless Abandon (2 Turns) -&#039;&#039;&#039; Suffer -1 on AC in exchange for +4 on weapon damage.&lt;br /&gt;
* &#039;&#039;&#039;Deft Footwork (3 Turns)-&#039;&#039;&#039; Your Opportunity Attacks have Advantage (including Mage Slayer) while also imposing disadvantage on Opportunity Attacks (including Mage Slayer) against you.&lt;br /&gt;
&lt;br /&gt;
=== Initiative Bonus ===&lt;br /&gt;
Gain a permanent +2 bonus to initiative rolls&lt;br /&gt;
&lt;br /&gt;
=== Improved Critical ===&lt;br /&gt;
Your weapon attacks score a critical hit on a roll of 19 or 20.&lt;br /&gt;
&lt;br /&gt;
=== Additional Fighting Style ===&lt;br /&gt;
You can choose a second option from the [[Fighting Style]] list.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Battle_Master&amp;diff=2392</id>
		<title>Battle Master</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Battle_Master&amp;diff=2392"/>
		<updated>2026-08-25T15:16:16Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Fighter]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Fighter Battle Master Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Superiority Dice ===&lt;br /&gt;
You gain 8 Superiority Dice. 1 Superiority Dice is expended when you use it. Your Superiority Dice are restored on a Long or Short Rest. You may only use two maneuvers per turn (only applies to the ones done on turn and on hit). &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Maneuvers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note: During Character Creation you may only pick 7 Maneuvers of your choice&#039;&#039;&#039;.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
At the cost of 1 Superiority Dice, you may use a Maneuver, all of which enhance your attack in some way. You can only use one Maneuver per attack.&lt;br /&gt;
* &#039;&#039;&#039;Ambush -&#039;&#039;&#039; Expend a superiority die to get +1d10 bonus to initiative. &amp;lt;small&amp;gt;This maneuver is meant to be used right after rolling initiative.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Bait and Switch -&#039;&#039;&#039; Expend a superiority die and one tile of movement to swap position with an ally without provoking opportunity attacks. &amp;lt;small&amp;gt;The ally must be within a 1 tile range.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Commander&#039;s Strike -&#039;&#039;&#039; Direct an ally to strike a foe. The ally can use their Reaction to make a Weapon Attack with +1d10 bonus damage. &amp;lt;small&amp;gt;Requires both Action and Bonus Action to use.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Disarming Attack -&#039;&#039;&#039; Attempt to Disarm your opponent&#039;s main hand weapon (STR save). +1d10 Bonus Damage. &amp;lt;small&amp;gt;Only consumes a Superiority Die on a hit.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Distracting Strike -&#039;&#039;&#039; Upon Hit, your opponent is Distracted and your allies can attack them with Advantage. +1d10 Bonus Damage. &amp;lt;small&amp;gt;Only consumes a Superiority Die on a hit.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Evasive Footwork -&#039;&#039;&#039; Enemies receive Disadvantage on Attacks against you. &lt;br /&gt;
* &#039;&#039;&#039;Feinting Attack -&#039;&#039;&#039; Use both your Attack Action and Bonus Action to attack with advantage. +1d10 Bonus Damage.&lt;br /&gt;
* &#039;&#039;&#039;Parry -&#039;&#039;&#039; As a reaction and at a cost of superiority die, recover 1d10 + STR/DEX (whichever is higher) HP from an attack (has to target AC).&lt;br /&gt;
* &#039;&#039;&#039;Precision Attack -&#039;&#039;&#039; Your superiority die bonus (1d10) will be added to your next Attack Roll.&lt;br /&gt;
* &#039;&#039;&#039;Pushing Attack -&#039;&#039;&#039; Attempt to Push your opponent 1 tile away from you. +1d10 Bonus Damage. &amp;lt;small&amp;gt;Only consumes a Superiority Die on a hit.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Trip Attack -&#039;&#039;&#039; Attempt to Trip your opponent to the ground (STR save). +1d10 Bonus Damage. &amp;lt;small&amp;gt;Only consumes a Superiority Die on a hit.&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Riposte -&#039;&#039;&#039; When a creature misses you with a melee attack roll, as a reaction and at a cost of superiority die, attempt to make a melee attack against that target with +1d10 bonus damage.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Spores&amp;diff=2391</id>
		<title>Circle of the Spores</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Spores&amp;diff=2391"/>
		<updated>2026-08-25T15:15:55Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Druid]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Druid Spores Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn&#039;t the end of life, but instead a change of state that sees life shift into a new form.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&lt;br /&gt;
=== Symbiotic Entity ===&lt;br /&gt;
At the cost of an Action and a Class Resource, awaken the magic of your spores, granting you 40 Temporary HP and adding 1d6 Necrotic damage to your weapon attacks. This also doubles the damage of Halo of Spores.&lt;br /&gt;
&lt;br /&gt;
=== Spreading Spores ===&lt;br /&gt;
At the cost of a Bonus Action, spread spores to enemies within a 1 tile sphere radius around you. The enemy must succeed on a CON Save versus your Spell Bonus or take 2d8 Necrotic damage.&lt;br /&gt;
&lt;br /&gt;
=== Halo of Spores ===&lt;br /&gt;
Whenever an enemy moves within 1 tile of you or starts their turn there, you can use your Reaction to cast Halo of Spores. The enemy must succeed on a CON Save versus your Spell Bonus or take 1d8 Necrotic damage. This damage is doubled whilst using Symbiotic Entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Circle of Spores Spells===&lt;br /&gt;
====Cantrips====&lt;br /&gt;
* [[Chill Touch]]&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
*[[Blindness]]&lt;br /&gt;
====5th Level Spells====&lt;br /&gt;
*[[Cloudkill]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Moon&amp;diff=2390</id>
		<title>Circle of the Moon</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Moon&amp;diff=2390"/>
		<updated>2026-08-25T15:15:33Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Druid]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Druid Moon Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid&#039;s blood.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== Lunar Mend ===&lt;br /&gt;
At the cost of a Bonus Action, whilst in Wild Form, heal 1d8 Hit Points per Spell Slot Level.&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Circle_of_the_Land&amp;diff=2389</id>
		<title>Circle of the Land</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Circle_of_the_Land&amp;diff=2389"/>
		<updated>2026-08-25T15:15:16Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Druid]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Druid Land Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle&#039;s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle&#039;s mysterious rites.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Class Features ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Natural Recovery&#039;&#039;&#039; ===&lt;br /&gt;
At the cost of one charge per spell level, you may recover any spell slot.&lt;br /&gt;
&lt;br /&gt;
You have 5 charges of Natural Recovery and they refresh on a Longrest&lt;br /&gt;
&lt;br /&gt;
=== Land&#039;s Stride ===&lt;br /&gt;
You are immune to the effects of Difficult Terrain and will not take damage from Spike Growth.&lt;br /&gt;
&lt;br /&gt;
===Circle of the Land Spells===&lt;br /&gt;
====2nd Level Spells====&lt;br /&gt;
* [[Blur]]&lt;br /&gt;
* [[Darkness]]&lt;br /&gt;
* [[Invisibility]]&lt;br /&gt;
* [[Silence]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
*[[Haste]]&lt;br /&gt;
*[[Grant Flight]]&lt;br /&gt;
*[[Lightning Bolt]]&lt;br /&gt;
====5th Level Spells====&lt;br /&gt;
*[[Cloudkill]]&lt;br /&gt;
*[[Cone of Cold]]&lt;br /&gt;
*[[Greater Restoration]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=War_Domain&amp;diff=2388</id>
		<title>War Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=War_Domain&amp;diff=2388"/>
		<updated>2026-08-25T15:14:19Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Cleric]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class Cleric War Badge Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.&#039;&#039;&#039;&lt;br /&gt;
== Class Features ==&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Heavy Armor&lt;br /&gt;
*Martial Weapons&lt;br /&gt;
&lt;br /&gt;
=== War Priest ===&lt;br /&gt;
Use your Bonus Action and War Priest Charge to make another attack with an additional 1d6 damage.&lt;br /&gt;
&lt;br /&gt;
You gain 5 War Priest Charges and they refresh on long rest&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Guided Strike ===&lt;br /&gt;
Add +10 to your next Attack Roll.&lt;br /&gt;
&lt;br /&gt;
This can be used before any attack, reactions included.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: War God&#039;s Blessing===&lt;br /&gt;
Add +10 to the next Attack Roll of your ally within 3 tiles.&lt;br /&gt;
&lt;br /&gt;
This can be used outside of your turn, before another player&#039;s attack, including reactions.&lt;br /&gt;
&lt;br /&gt;
=== Divine Strike: Weapon ===&lt;br /&gt;
As an attack action, make a weapon attack against a target. On a hit, the target takes 1d8 additional weapon damage. This can only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
===War Domain Spells===&lt;br /&gt;
====1st Level Spells====&lt;br /&gt;
* [[Divine Favor]]&lt;br /&gt;
===2nd Level Spells===&lt;br /&gt;
*[[Magic Weapon]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
*[[Crusader&#039;s Mantle]]&lt;br /&gt;
====4th Level Spells====&lt;br /&gt;
*[[Stoneskin]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Trickery_Domain&amp;diff=2387</id>
		<title>Trickery Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Trickery_Domain&amp;diff=2387"/>
		<updated>2026-08-25T15:13:41Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Cleric]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Class_Cleric_Trickery_Badge_Icon.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Gods of trickery – such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki – are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They&#039;re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.&#039;&#039;&#039;&lt;br /&gt;
==Subclass Features==&lt;br /&gt;
=== Channel Divinity: Invoke Duplicity ===&lt;br /&gt;
Create an illusory duplicate of yourself that can distract enemies. You and all your allies will get advantage on all attacks made against hostile creatures within range of this illusory duplicate. You can later move this image as a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
=== Channel Divinity: Cloak of Elusion ===&lt;br /&gt;
Become Invisible for 2 turns or until you make an attack or a cast spell. This is essentially Cloak of Shadows, but renamed to not get confused with the Monk class ability, which functions slightly differently.&lt;br /&gt;
&lt;br /&gt;
=== Divine Strike: Poison ===&lt;br /&gt;
This is your usual Divine Strike (+1d8 damage), but with Poison damage.&lt;br /&gt;
&lt;br /&gt;
=== Trickery Domain Spells ===&lt;br /&gt;
==== 1st Level Spells ====&lt;br /&gt;
[[Charm Person]]&lt;br /&gt;
&lt;br /&gt;
[[Disguise Self]]&lt;br /&gt;
&lt;br /&gt;
[[Mirror Image]]&lt;br /&gt;
==== 2nd Level Spells ====&lt;br /&gt;
[[Pass Without Trace]]&lt;br /&gt;
==== 3rd level spells ====&lt;br /&gt;
[[Fear]]&lt;br /&gt;
==== 4th level spells ====&lt;br /&gt;
[[Polymorph]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Nature_Domain&amp;diff=2386</id>
		<title>Nature Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Nature_Domain&amp;diff=2386"/>
		<updated>2026-08-25T15:11:39Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Cleric]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&gt;
[[File:Nature_Domain.png|thumb]]&lt;br /&gt;
Gods of nature are as varied as the natural world itself; from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.&lt;br /&gt;
== Class Features ==&lt;br /&gt;
=== Dampen Elements ===&lt;br /&gt;
As a Reaction, when you or any ally of yours within radius of 3 tiles of you take elemental damage, you can halve this damage.&lt;br /&gt;
&lt;br /&gt;
=== Divine Strike: Elemental ===&lt;br /&gt;
As an Attack Action, make a weapon attack against a target. On a hit, the target takes 1d8 additional Cold, Fire or Lightning damage. This can only be used once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Acolyte of Nature ===&lt;br /&gt;
You may pick one cantrip from the [[Druid Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Land&#039;s Stride ===&lt;br /&gt;
You are immune to the effects of Difficult Terrain and will not take damage from Spike Growth.&lt;br /&gt;
&lt;br /&gt;
===Nature Domain Spells===&lt;br /&gt;
====Cantrips====&lt;br /&gt;
* [[Poison Spray]]&lt;br /&gt;
* [[Thorn Whip]]&lt;br /&gt;
===2nd Level Spells===&lt;br /&gt;
* [[Spike Growth]]&lt;br /&gt;
* [[Barkskin]]&lt;br /&gt;
====3rd Level Spells====&lt;br /&gt;
* [[Sleet Storm]]&lt;br /&gt;
* [[Grasping Vine]]&lt;/div&gt;</summary>
		<author><name>Littlestar</name></author>
	</entry>
	<entry>
		<id>https://wiki.avardon.com/index.php?title=Light_Domain&amp;diff=2385</id>
		<title>Light Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.avardon.com/index.php?title=Light_Domain&amp;diff=2385"/>
		<updated>2026-08-25T15:11:21Z</updated>

		<summary type="html">&lt;p&gt;Littlestar: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}}&#039;&#039;&#039; is a [[Cleric]] subclass available on Avardon.&lt;br /&gt;
&lt;br /&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>Littlestar</name></author>
	</entry>
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