PeerBlock can't possibly know everyone that could try to snoop your traffic, and is only going to give you a false sense of security. Many users have gotten 'caught' torrenting while using PeerBlock. Similarly, while encryption used to protect you from ISP throttling, ISPs have found other means of snooping on your traffic. The Solution : There's no harm in using encryption and PeerBlock, but they aren't enough to keep your traffic hidden.
If you really want to keep other people out of your business, you'll need to use a proxy like BTGuard, a VPN like one of these, or other similar methods. And yes, you'll probably have to pay money for these services, so if you're looking for free solutions, you're mostly out of luck. The Problem : Lastly, some people go to sign up for a proxy of VPN service—which is good—but sign up for one that doesn't take privacy seriously—which is bad.
Many VPN services, like the very popular HideMyAss, keep logs of all your activity and will gladly offer it up to those that ask for it.
This means your data is barely safer than if you had foregone the VPN in the first place. George L. This is by far one of my favorite supplemental downloads from the DMs Guild. The content is thoughtfully designed, has some incredible ideas, and contains some of my favorite new Subclasses.
More recently a couple friends and I were picking through the [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight.
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Jan 31, — Results of frm part 2 schweser torrent: free download. The spell must be of a level you can cast and can be from any class spell list.
As a bonus action, you can request a spell for your gen to retrieve and it returns in a number of rounds equal to 1d12 minus your Charisma modifier minimum of 1. Well, scratch two eye minions. You must really want these notes back. I'm just borrowing them, you know.
When the gen returns, it immediately imparts the spell knowledge to you at the beginning of your turn, which you can then cast normally by expending a spell slot. You can use this feature twice between long rests at 6th level and three times between long rests at 14th level.
Gen Familiar A warlock who attains the Pact of the Chain at 3rd level can choose their gen as their familiar. See appendix A for the stat blocks of each gen type. The dice for your Spell Fetching feature turns into a d At 14th level, it turns into a d8.
Additionally, you can expend one of these die, to gain advantage on a Charisma Intimidation or Persuasion check. Elemental Attunement At 10th level, you become more attuned to the primordial realm of your patron. You have resistance to the damage type defined by the Noble Genie Patron table.
Also, whenever you cast a spell that deals damage of the type defined by the Noble Genie Patron table, add your Charisma modifier to that damage minimum of 1. Genie Form At 14th level, you can merge with yourself with your gen vizier to assume the form of an aspect of your genie patron. Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits. After you use this feature, you must finish a long rest before you can use it again. Or you can learn to blend disciplines to create something entirely new. Beguiler Those who think charm and misdirection are the trades of the bard and warlock never heard of the arcane colleges specializing in Beguiling magic.
The tradition blends enchantment and illusion magic, rather than specializing in either of those schools. Followers of this tradition are known as beguilers and believe a brilliant mind beats a charming personality. Beguilers are suave and adept spies, equipped to infiltrate any organization or compound without detection or with minimal casualties.
You also learn one language of your choice. Erudite Elucidation Beginning when you select this school at 2nd level, influencing and resisting others is just like solving any other puzzle to you. When you make a Charisma check or saving throw, you can add your Intelligence modifier to the result. Sneak Spell Starting at 6th level, you know how to strike subtly with a spell and exploit a foe's distraction.
Once per turn, you can deal extra damage equal to your Intelligence modifier minimum of 1 to one creature you hit with a spell attack from a wizard cantrip if you have advantage on the attack roll.
These "regulators" should just stick to hunting their own until only the strongest are left. That would be the simplest solution. You mean instead of hunting you? You afraid of some competition, Eye-ball? Mage Hunter Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region.
Those who tracked and dealt with offending spellcasters were known as mage hunters. With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers.
They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland. Mage hunters can be found in any setting. They're part of many tribal clans in Chult. The amount of the extra damage increases when you reach certain levels in this class: to double your Intelligence modifier at 11th level, and triple your Intelligence modifier at 17th level.
Mind Ambush Starting at 10th level, if you are hidden from a creature when you cast an enchantment or illusion spell that affects it, the creature has disadvantage on any saving throw it makes against the spell for its duration. Master Deceiver Beginning at 14th level, you are immune to the charmed condition. In addition, when you are concentrating on an enchantment or illusion spell that affects one creature and that creature dies or falls unconscious, you can use your reaction to target a new creature with the spell for the remainder of its duration, until you lose concentration, or become incapacitated by any means.
Any spellcaster looking to abuse or defile the magical weave or practice dark arts such as blood magic and necromancy, are sure to draw the wrath of the order's members. Mage Hunter Features Wizard Level Features 2nd Arcanist Investigator, Counter-Weave 6th Hunter's Armament 10th Arcane Sanctum 11th Eyes of the Master Arcanist Investigator When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one simple melee weapon of your choice.
You also gain proficiency in the Perception skill if you don't already have it. Counter-Weave Starting at 2nd level, you can hinder the effectiveness of a creature's magical prowess when you identify them as a magical threat. You can use a bonus action to place the counter-weave on a creature you can see within 30 feet of you, which lasts for 1 minute. It ends early if the creature dies, you die, or you are incapacitated.
Arcane Sanctum At 10th level, you learn the magic circle spell. You always have it prepared and it doesn't count toward your total number of prepared spells for the day. You can use an action to cast magic circle instantly and at a range of self without expending a spell slot.
Additionally, when you hit a creature affected by counter-weave, you can instead use your bonus action to cast the spell in the same manner, centered on your target. Once you cast magic circle using this feature, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Eyes of the Master At 14th level, you are constantly on the lookout to distinguish the magical from the mundane. Your Intelligence Arcana skill proficiency is doubled with checks made to identify persistent magic, magical items, or the presence of magical and otherworldly creatures.
You can use this feature twice, after which you regain all expended uses when you finish a short or long rest. Hunter's Armament At 6th level, you can forge a magical bond with a weapon you have chosen to combat renegade spellcasters and otherworldly beasts. Choose a melee weapon in which you are proficient.
Performing the bonding ritual takes 1 hour, which may be done during a short rest. The weapon must be within your reach throughout the ritual. You can't be disarmed of your bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
If you attempt to bond to another weapon, you must break the bond with the first. While your bond exists, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon also becomes magical, if it isn't already. There's a portrait of me in here! Academy C lass of ' Look at that hair! Applied Reconstruction Starting at 2nd level, you can reverse the destructive force of your evocation spells, transforming their power into healing energy.
If the spell requires you to make an attack roll or requires a creature to make a saving throw, the creature can choose to be hit or fail the saving throw. Undead and constructs can't regain hit points in this way. Prolonged Regeneration School of Reconstruction You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals.
While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer. Additionally, you learn two cantrips and add one 1stlevel spell to your spellbook from the cleric spell list. The creature regains hit points equal to your Intelligence modifier at the start of its turn, provided it has at least 1 hit point remaining.
If the creature is currently diseased or poisoned, any effects are suspended for the duration of its regeneration. Starting at 10th level, you can focus the healing energies around certain pockets within the effects of your evocation spells. The chosen creatures automatically succeed on their saving throws and take no damage from the spell. They also regain hit points equal to half the damage the spell would have dealt.
Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that restores hit points, you can maximize the healing power of that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 1d12 necrotic damage for each level of the spell, immediately after the healing affect occurs.
Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d This damage ignores resistance and immunity. Additionally, you choose four spells from the cleric spell list to add to your spellbook, one from each of the following levels: 2nd, 3rd, 4th, 5th.
But strange folk pass through Skullport every day. The Xanathar knows of many adventurers with unusual origins, and has taken careful notes on their unique traits and mannerisms. This chapter offers additional backgrounds which can also be applied to any character and adapted to either an existing setting or a setting of your own.
The backgrounds presented here provide additional proficiencies, languages, and features particular to each entry, as well as suggested personality traits. These can be easily adapted to the character creation options provided in Xanathar's Guide to Everything.
Dead You died and came back. This experience changed you and defines who you are today. The specifics of your death are up to you, but the following questions and suggestions will help you determine your odd personal history. How did you die? It probably wasn't of old age. Spells like raise dead can bring back those who die before old age takes them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat?
An accident? A disease? How long were you dead? Spells like true resurrection allow a character to return from death after as many as years. How has the world changed politically, technologically, and culturally since your death? What remains of your family, friends, and personal life?
What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time? Maybe you didn't completely pass on, but lived life as an undead, such as a ghost or vampire.
Why did you become such a being? What acts did you commit that you now regret? Who still thinks of you as a monster? Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy.
Maybe it was a loved one who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a more sinister secret. Skill Proficiencies: History, Intimidation Languages: Two of your choice Equipment: 50 feet of rope, a bit of dirt from your grave in a sacred vial, a set of common clothes, two rare coins with which you were buried, and a belt pouch with 5 gp Feature: Spirit Talk You can connect with the souls of the dead thanks to the long time you spent dead.
You may spend a day of downtime communicating with the souls to learn a piece of information by asking a question. The quality and specifics of the information you get is up to the DM. Suggested Characteristics You have experienced something few living people have yet to go through. You might be the type who embraces the second chance and loves life, relishing every opportunity and letting nothing stand in your way.
Or you might be quiet and brooding, thinking of the revenge you seek for your death or missing the planar heaven you left behind. People who have died often live in one of these extremes, experiencing life to the fullest or becoming fixated on a single goal that gives their new life meaning.
Life is short so live how you want. Chaotic 2 I always have the loudest laugh in the room. Nothing in life is worth celebrating and death is the destination we all deserve. Evil 3 4 The story of my demise, like all my stories, is greatly exaggerated. I will find and punish what killed me. Neutral 4 Those who ask me about my death quickly learn to never ask again.
I want to prevent others from dying before their time. Good 5 I treat most people like they're idiots. They don't know what I know. I was given a second chance and others should get the same opportunity. Good 6 Labor. Life is short, and so I must keep working to make my mark. Lawful 5 6 7 If I don't want to do something, I simply don't do it. Unless could understand earlier. I neverling. I've died and come back.
People should stop whining. Heretic You believe in a doctrine outlawed by your faith, taught to you in secret by other heretics. Perhaps your superiors excommunicated you from your temple, or forbidden dogma provided answers to questions you never sought. Skill Proficiencies: Deception, Religion Languages: Two of your choice Equipment: A holy symbol subtly modified to represent your own heretical belief , a prayer book or prayer wheel, vestments, a bottle of invisible ink, a quill, a set of common clothes, and a pouch containing 10 gp.
Heretical Belief Hundreds of outlawed sects exist throughout the Forgotten Realms and other settings. Choose a belief that defines you as a heretic, or roll on the table below. There's An oth er clo se one. You nee d to be mo re cautious, young pupil. Alright, who is this? Tymorans who believe mortals can influence and control luck.
A belief that Tyr, Helm and Torm are all the same god. A conspiracy that Savras and Leira conceived and abandoned a god child. The sun is a tripartite deity, with divine aspects of dawn, noon and dusk. Belief that dying gods sent a divine sphere of annihilation to Toril to kill wizards. Feature: Heretical Contacts You know where to find heretics in settlements where your faith is represented. If no heretics are present, you can indoctrinate weak-willed souls if you spend a day preaching.
Where heretics are present, you can always find a place to hide, rest and recuperate. If needed, they can help you escape the settlement on a cart or through a secret tunnel. Suggested Characteristics Heretics survive by living on the run, or by blending into the ranks of greater faiths. They tend to be suspicious folk with zealous ideals and unshakable convictions.
I must teach others my forbidden doctrine. Neutral 2 Caution. Any 3 Knowledge. If this conspiracy is true, what else are we being lied to about? Neutral 4 Insurrection. My old faith is corrupt and must be brought down by the new order. Chaotic 5 Honesty. Lawful 6 Self-Knowledge. Those who seek the truth become wise beyond their years. Good d6 Bonds 1 The heretics who educated me were burned at the stake. Have I chosen the right path? Legendary Lineage You have heroes in your family background and the story of your ancestors is known far and wide.
Perhaps your parents were a famous adventuring duo, or a grandparent hunted and killed great evils. Maybe your heroic bloodline has many heroes within it going back as far as any can remember. Whatever the case, the deeds of those who came before you are great and the public's expectation of your accomplishments is even greater.
The weight of your family name affects all you do. Skill Proficiencies: Athletics, History Tool Proficiencies: Vehicles land Languages: One of your choice Equipment: A set of traveler's clothes, a wood figure made in the likeness of an ancestor, a signet ring, a gaming set in which you are proficient, and a belt pouch containing 15 gp 43 Feature: Good Reputation Since your family name is known, you can reap many benefits by flying the flag of your heritage. People in positions of power and privilege are willing to take a meeting with you and grant you favors.
The DM decides the extent and effect of these favors, but they shouldn't involve lavish gifts or great personal risk to the granter. Suggested Characteristics You've lived a different life than those less famous than you, and probably don't know yourself as well as you should. Since birth you've been told you are special and destined for greatness, which is an idea you may be eager to prove or disprove.
You're used to being under pressure and to folks talking about you both to your face and behind your back. As you start your adventuring career you have a choice to make. Most people of a heroic lineage who adventure either embrace the family name or try to get out there and make their own way. The result, however, is the same — a determined hero trying to show the world they're something more just a lucky kid with the right parents. I intend to uphold my family name. Lawful 2 Superiority.
I was born better than everyone and so I deserve better than everyone. Evil 3 Individuality. I am not my family's name and will make my own legend. Chaotic 4 Leadership. I feel a call beyond my heritage to protect the people who look to me.
Good 5 Aspiration. I want to make the people who believe in me proud. Neutral 6 Generosity. I was lucky to be born into this family and I will give back to those less fortunate. Good d6 Bonds 1 I wield the same weapon my ancestor used. Polymorphed You were transformed into an animal or monster and lived that way for years. You most likely entered this form unwillingly but how you came down with this affliction is up to you.
A caster with an axe to grind may have cast true polymorph for some petty offense committed by you or a loved one. Maybe you unwittingly donned a cursed magic item. Perhaps you activated some arcane trap when you accidentally stumbled into an ancient ruin. You could have made the choice willingly to infiltrate some group of monsters or hide as a beast from someone hunting you.
You also should decide who or what changed you back to your true form. You were in your alternate form for years. How was living in that form different from the way you lived your life before? In what ways were you more powerful? Less powerful? Do you miss the strength of your old form or are you glad to be back in your own flesh? Languages: Two of your choice Equipment: A bag of caltrops, a realistic ink drawing of your polymorphed form, a set of common clothes, and a belt pouch with 5 gp Feature: Kindred Spirit Nonhostile creatures of the same type as your polymorphed form are inclined to like you.
This discomfort may manifest in a physical form like fidgeting, wearing baggy or eccentric clothing, or the need to change your appearance through tattoos or piercings. You may have more of a subconscious mental tick like targeting the appearance of others to make yourself feel better or nightmares of once again living in your polymorphed form.
Your old form was a prison that hid your true self, but it was also a way to keep yourself shielded from harm. People should be free to express who they are. Chaotic 2 Power. Evil 3 Security. All people deserve a place where they feel at peace. Good 4 Beauty. All people should appreciate who they are.
Neutral 5 Authority. If you respect authority, you will be protected. Lawful 6 Dog Eat Dog. To survive you must be the smartest or strongest. Neutral d6 Bonds 1 I have altered my appearance to look like my polymorphed form. Before choosing this feature you must ask your DM. You have spent so much time in the form of another creature that you aren't easily shocked by bodily manipulation and mutilation.
Whenever such a sight would cause you to save against a madness effect you automatically succeed. Retired Adventurer You have lived a life of adventure already and retired to something quieter. You thought you were done and to that end may have given away all your old gear and spent all your treasure. Little did you know something would pull you back into your old life. If you choose this background you have some exciting questions to answer.
You determine what your past looked like. What adventures have you already had? How much time did you spend adventuring before retirement? Who was your most-hated enemy? Who did you adventure with?
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