Emerald Enclave Ranks
Rank |
Renown |
Title |
Perk |
---|
1 |
1 |
Springwarden |
Consumable item Permanent item Downtime activity |
2 |
5 |
Summerstrider |
Consumable item Permanent item Downtime activity |
3 |
15 |
Autumnreaver |
Consumable item Permanent item Supernatural gift |
4 |
15 |
Winterstalker |
Consumable item Downtime activity Sidekick |
5 |
50 |
Master of the Wild |
Downtime activity Supernatural gift |
Consumable items. Once per week, a character can select one consumable item associated with its current rank or lower and can only have one provided consumable in its possession at a time. Consumables provided by a faction can not be sold or traded, but can be used on other players. The item is lost at the end of the upcoming week.
Permanent items. A character has access to the current rank’s items, and of all lower rank items. These items can not be sold, traded, or gifted but might be replaced if destroyed or lost.
Rank 1 — Springwarden
Required Renown: 1
This is the rank a character receives when first joining a faction. It is available at character creation or any time the character wishes to join. Perks include:
Consumable item. Once per week, an agent can receive a Potion of Healing or another common magical item or non-magical item worth less than or equal to 50 GP when requested or retrieved from a faction loot satchel.
Permanent item. All agents are given an Emerald Enclave Leaf Brooch and a Faction Loot Satchel.
Downtime activity. The agent can choose to complete a faction job.
Rank 2 — Summerstrider
Required Renown: 5
At this rank, characters have shown that they’re aligned with the faction’s goals and are able to take on more responsibility. Perks include:
Consumable item. Once per week, a Potion of Greater Healing or 10 pieces of Silvered Ammunition when requested or retrieved from a faction loot satchel.
Permanent item. Agents are granted their choice of mount, along with one land vehicle.
Downtime activity. Once, an agent may request training in animal handling, nature, or medicine, training with a herbalism kit, or training in one language such as Sylvan or Primordial. Receiving training in a language or weapon typically takes at least ten workweeks, but this time is reduced by a number of workweeks equal to twice the character's Intelligence modifier (an Intelligence penalty doesn't increase the time needed), with a minimum of two workweeks.
Rank 3 — Autumnreaver
Required Renown: 15
Characters are reliable faction members, entrusted with many secrets and deserving of additional support during adventures. Perks include:
Consumable item. Once per week, a Potion of Superior Healing or up to 2 non-lethal poisons with a combined value of 500 gp or less when requested or retrieved from a faction loot satchel.
Permanent item. The agent's leaf clasp is magically upgraded and given the properties of a Ring of Animal Influence. Additionally, an agent can receive either a +1 weapon and +1 shield (if proficient), a +1 rod of the pact keeper, or a +1 wand of the war mage (if applicable). The items disintegrate upon leaving the faction.
Supernatural gift. The faction can call upon a deity to bestow a Charm of Animal Conjuring upon the agent.
Rank 4 — Winterstalker
Required Renown: 30
Characters are trusted voices within the faction’s leadership. They are looked upon as champions of the faction’s beliefs, and as mentors by those of lower rank. Perks include:
Consumable item. When requested or retrieved from a faction loot satchel, a Potion of Supreme Healing or a spell scroll of 4th level or lower.
Permanent item. The agent’s leaf clasp is magically upgraded and now also serves as a key to activate Emerald Enclave portals throughout Faerûn.
Sidekick. An agent gains one 6th-level sidekick that can adventure, go on assignments, or perform other tasks such as maintain a house or small inn.
Rank 5 — Master of the Wild
Required Renown: 50
Characters are ensconced within the leadership of the faction and have a great degree of influence, guiding faction decisions. Perks include:
Downtime activity. Once, at the agent’s requested location, the faction will sponsor a spellcaster to cast Druid Grove, Teleportation Circle, Private Sanctum, or Temple of the Gods repeatedly for one year to make the spell permanent. The character does not need to be present for the repeated casting of this spell.
Supernatural gift. Once, the faction can call upon a deity to bestow a Blessing of the Zephyr upon the agent.