recursal/Fanatic-Fandom huggingface dataset:
Dare ga Sono Kane wo Narasu no ka?

## Promotional Image

**Dare ga Sono Kane wo Narasu no ka?** (誰がその鐘を鳴らすのか?) is Keyakizaka46's 1st and only digital single. It was released on August 21, 2020. The digital single served as the group's last single.

## Tracklist

1. Dare ga Sono Kane wo Narasu no ka? (誰がその鐘を鳴らすのか?)

## Singing Members

### Dare ga Sono Kane wo Narasu no ka?

* **1st Generation** : Ishimori Nijika, Uemura Rina, Ozeki Rika, Koike Minami, Kobayashi Yui, Saito Fuyuka, Sato Shiori, Sugai Yuuka, Habu Mizuho, Harada Aoi, Moriya Akane, Watanabe Rika, Watanabe Risa
* **2nd Generation** : Inoue Rina, Endo Hikari, Ozono Rei, Onuma Akiho, Kousaka Marino, Seki Yumiko, Takemoto Yui, Tamura Hono, Fujiyoshi Karin, Masumoto Kira, Matsuda Rina, Matsudaira Riko, Morita Hikaru, Moriya Rena, Yamasaki Ten

## Trivia

* According to Captain Sugai Yuuka, the song has no center.
	+ This makes it the only A-side to not be centered by Hirate Yurina.
* First CD release to include 2nd Generation members and not include Hiragana Keyakizaka46 members.
	+ Only release to include Endo Hikari, Ozono Rei, Onuma Akiho, Kousaka Marino, Masumoto Kira and Moriya Rena.
* Harada Aoi's first release since she returned from her hiatus.
* The song was used as a CM song for AEON CARD "My Road".

## See Also

* Dare ga Sono Kane wo Narasu no ka?/Gallery

## External Links

* Special Site
* Keyakizaka46 Official Website
	+ Digital Single
* Sony Music
	+ Digital Single
Saito Kyoko

### Social Media

**Saito Kyoko** (齊藤 京子) is a member of Hinatazaka46's 1st Generation and a former member of Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)Sonna Koto Nai yo
(February 2020)Hinatazaka
(September 2020)Hinatazaka
(September 2020)Kimi Shika Katan
(May 2021)Tteka
(October 2021)
Ski Combat

This page is gonna be wacky.

You can also use this page for Snowboarding

You cannot make precision attacks while traveling on skis

## Ski Requirements

or things you **should** have without impairing yourself

Proficiency in Skiing or Snowboarding

Wax: Used on the underside of skis and snowboards to help them glide smoothly over the snow.

## Movement

Your movement has 3 stages in which you can travel exceeding distances with every stage you go up.

Traverse: Involves skiing back and forth perpendicular to the slope.

Straight lining: Going Straight Down

## Angle of Mountains

Flat: Below 10° angle

Shallow: Below 30° angle

Steep: Above 30° angle

Precipitous: Above 60° angle

Triple Black Diamond: 85° to 90° angle Most of these that are skiable require constant Athletics checks. Usually when skiing down a slope of this size, an avalanche of snow will follow you.

## Skiable Terrain

Things that are harder to travel in

Piste: Packed Snow (More Groomed Snow) a marked ski run

Off-Piste: Fluffy Snow (Fresh Untouched Snow)

Deep Snow:

Ice: When the snow on the slopes becomes like ice as it hasn't snowed for a while.

Slush: Wet snow, snow that is melting.

Moguls: Moguls are bumps set out on a slope - usually found on black runs and used by advanced skiers.

## Dangerous Terrain

Includes things that are not skiable

Snow Avalanche

Tree Wells

Crevasse: A deep and sometimes hidden crack in a glacier.

Rocks

Glade skiing (In between Trees)

## Types of Skis and Snowboards

There are three main types of ski & snowboard profile: camber, rocker, and flat
Monk Tradition: Sun Soul

***Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.***

Sources: Sword Coast Adventurer's Guide, Xanathar's Guide to Everything

### Radiant Sun Bolt

Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

### Searing Arc Strike

At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 ki points to cast the Burning Hands spell as a bonus action.

You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level.

### Searing Sunburst

At 11th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 2d6 radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.

You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by 2d6.

### Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.
Ranger Conclave: Hunter

***Some rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.***

Source: Player's Handbook

### Hunter's Prey

At 3rd level, you gain one of the following features of your choice.

* **Colossus Slayer.** Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

* **Giant Killer.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

* **Horde Breaker.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

### Defensive Tactics

At 7th level, you gain one of the following features of your choice.

* **Escape the Horde.** Opportunity attacks against you are made with disadvantage.

* **Multiattack Defense.** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

* **Steel Will.** You have advantage on saving throws against being frightened.

### Multiattack

At 11th level, you gain one of the following features of your choice.

* **Volley.** You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target

* **Whirlwind Attack.** You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

### Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice.

* **Evasion.** When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail

* **Stand Against the Tide.** When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

* **Uncanny Dodge.** When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Shapeshifter Way: Therianthrope

***Humanoid to animals; has a true human form but can assume many animal forms***

### Animal Forms

You can Transform into any creature within the limits of your CR cap as long as it is from the following Creature Types: Beast, Dragon, or Plant

### Preferred Transformation

At 3rd level, you may select a creature of CR 1/2 or lower as your preferred creature.

By concentrating for 1 minute, you may shapeshift into your preferred creature without expending a shapeshift use, and you can remain in this form indefinitely.

You may select an additional preferred creature with a higher CR limit again when you reach 7th level (CR 1), 10th level (CR 2), 14th level (CR 4), 18th level (CR 6), and 20th level (CR 8).

### Partial Transformation

Beginning at 7th level, you gain access to a partial transformation in your true form(untransformed form). You may only have one partial transformation at any time and may replace it with another as part of a short rest.

These Partial Transformations can be chosen from The Inheritance chart. You can Choose any trait up to 2 points, and they must be Either a Movement Trait, Anatomy Trait, Spell Like ability or Natural Attacks.

### Passive Repairs

At 10th level, You've learned to shape your body and repair it passively. You regain 1d10 hit points every 10 minutes, provided that you have at least 1 hit point.

### Evolved Forms

At 14th level, when Shapeshifting, the minimum Strength and Dexterity score of any creature you turn into is equal to your shapeshifter level and the minimum hit points of any creature you shapeshift into is 100.

### Master Shapeshifter

At 18th level, when you roll for initiative and don't have any uses of Shapeshift remaining, you regain one use.
Sorcerer Origin: Pyromancy

***Your innate magic manifests in fire. You are your fire, and your fire is you.***

*You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.*

Source: Plane Shift - Kaladesh

### Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

### Fire in the Veins

At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

### Pyromancer's Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

### Fiery Soul

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Tomita Suzuka

### Social Media

**Tomita Suzuka** (富田 鈴花) is a member of Hinatazaka46's 2nd Generation and a former member of Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)Sonna Koto Nai yo
(February 2020)Hinatazaka
(September 2020)Hinatazaka
(September 2020)Kimi Shika Katan
(May 2021)Tteka
(October 2021)
Cleric Domain: Light

***Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul's improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods' discerning vision, charged with chasing away lies and burning away darkness.***

Source: Player's Handbook

 1st

### Bonus Cantrip

When you choose this domain at 1st level, you gain the Light cantrip if you don't already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

### Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

### Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

### Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
Ushio Sarina

### Social Media

**Ushio Sarina** (潮紗 理菜) is a member of Hinatazaka46's 1st Generation and a former member of Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)Sonna Koto Nai yo
(February 2020)Hinatazaka
(September 2020)Hinatazaka
(September 2020)Kimi Shika Katan
(May 2021)Tteka
(October 2021)
Wizard School: Divination

***The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.***

Sources: Player's Handbook

### Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

### Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

### Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

### The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a short or long rest.

***Darkvision.*** You gain darkvision out to a range of 60 feet.

***Ethereal Sight.*** You can see into the Ethereal Plane within 60 feet of you.

***Greater Comprehension.*** You can read any language.

***See Invisibility.*** You can see invisible creatures and objects within 10 feet of you that are within line of sight.

### Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.
Wizard School: Graviturgy

***Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.***

Sources: Explorer's Guide to Wildemount

### Adjust Density

At 2nd level, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target's weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature's speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

While the weight of a creature is doubled by this effect, the creature's speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

### Gravity Well

When you reach 6th level, whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

### Violent Attraction

At 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack's velocity, causing the attack's target to take an extra 1d10 damage of the weapon's type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall's damage by 2d10.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

### Event Horizon

Starting at 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can't do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.
Traditional Weapons

For thousands of years these weapons have been used in the world of Parvolon. These weapons mirror that of the Middle Ages in the real world.

### Traditional Ammunition Table:

 Fire Arrows (20)
 Blowgun Needles (50)
 Crossbow Bolts (20)
 Sling Bullets (20)

## Ammo Information

### Fire Arrows

This arrow can be lit before using it either by spending an action from a Tinderbox, or spending a free action from an open flame, such as a torch, a bonfire, or a burning tree. When lit, this arrow sets alight any highly flammable materials on impact, and does the normal attack damage from the base weapon plus an extra 1d4 fire damage to the target. It will continue to do 1 fire damage until an action or bonus action is spent to remove it. One of the disadvantages of using the fire arrows is that you lose any advantage when attempting a surprise attacks with it due to its clear visibility, even during night time.
Matsuda Konoka

### Social Media

**Matsuda Konoka** (松田 好花) is a member of Hinatazaka46's 2nd Generation and a former member of Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)Sonna Koto Nai yo
(February 2020)Hinatazaka
(September 2020)Hinatazaka
(September 2020)Kimi Shika Katan
(May 2021)Tteka
(October 2021)
Warlock Patron: Celestial

***Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.***

***Being connected to such power can cause changes to your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.***

Source: Xanathar's Guide to Everything

### Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 1st

### Bonus Cantrips

At 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

### Healing Light

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

### Radiant Soul

Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

### Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.

### Searing Vengeance

Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and is blinded until the end of the current turn.

Once you use this feature, you can’t use it again until you finish a long rest.
Agricultural Period

The Agricultural Period, or Global Bronze Age, is the first period of Parvolon recorded history. This period, ranging from roughly 4,000 to 7,500 years after the Great Freeze, would be defined by a growing shift from hunter-gatherer life to urbanization, the adoption of new materials, and the beginning of interspecies interactions.

<-- Prehistory | Classical Period -->

## Events

### 5000 g.f.

#### Orcs and the Southern Evolvi

*Continued Battles for the Narrowlands -* Western Orcs and Evolvi are continuing to fight over the lands at the edge of the Orcish subcontinent. Evolvi have pushed Western Orcs further south, splitting off a group of these Orcs from the rest of their brethren. This group and the Evolvi exclave have also been involved in conflicts, pushing these Evolvi further east into unknown lands.

*Orcish Head-to-Head* - Territory conflicts between Western Orcs and Eastern Orcs have heated up. Unlike previous centuries, though, these conflicts are beginning to favor Eastern Orcs, who have been able to establish more intensive agriculture and fuel longer advances.

*Island Communities -* Island Orcs have been starting off on much better terms with Eastern Orcs. A trade community of the two kinds of Orcs has been established on the southern tip of the River Delta.

#### Northern Evolvi

*Sightings of a Northern People* - Evolvi living in the Far North have begun to spot strange beings at night while hunting. They possess massive antlers and a red gaze that seems to pierce deep into the heart. *Some are beginning to wonder if they are really all that alone up there.*

*Pottery in the East* - Evolvi east of the Greater Straits region are building the earliest forms of pottery.

#### Elves

*Tin in the Elven Mountains* - Two major deposits of tin have been discovered on the Big Island. These mines are beginning to facilitate the earliest mass production of bronze in the west, with later variants of Elven bronze like Mezzorean bronze being spread as far as the Narrowlands.

#### Drylands Avians

*Lost in the Shifting Sands* - a band of Drylands Avians has been separated from the rest of their population by the movements of the semi-arid region at the edge of the desert. Signs of increased desertification are appearing across the board, and parts of the desert are becoming too harsh for even the Drylands Avians.
Rules of Combat Engagement

**Rules of Combat Engagement [WiP]**

> DM declares when a character is engaged in a state of “Combat”

> After the DM has declared which characters are in a state of Combat, they then declare which non-player characters (NPC) are engaged in combat, that the characters would be aware of.

> Movement

> Hexagonal Grid, each hexagon represents around 5 feet. Moving from one hexagon to another, takes one unit of movement.

> if you have a melee weapon, you can attack anyone in an adjacent hexagon.

> you can move into a hexagon with another entity (unless there are already two entities of medium size or larger within that hexagon. Or the entity is large. In which case, you are prevented from doing so.) in which case you are now “Close Quarters” (CQ).

> if an entity is considered large, you can choose to gain +1 range when attacking it.

> certain weapons gain advantages or disadvantages based on their range compared to their entity target.

> If you are attacked within CQ range, you are flat footed.

Range

> 0 : Must be in CQ to make an attack

> 1 : Can attack target 1 unit away

> 2 : Can attack target 2 units away

Melee can target in CQ, Projectile cannot

**Weapons**

Sword (melee): Range +1|0|-

Short Bow (projectile): Range +20|12|3

Long Spear (melee): Range +2|2|1

Dagger (melee): Range +0|0|-

Weapon - CanHit|Precise|TooClose

AC 14

Arms +0

Legs +2

Upper Torso +3

Lower Torso +2

Head +4

Wings + 4

For a precision attack, you must be within precision range, and cant be using a bludgeoning weapon. If you make a precision attack, roll to hit as usual, after rolling to hit, roll a strategy (Intelligence) roll with the above modifiers to dictate the DC of the attack. If either fails, the attack fails. If you are stealthed in relation to your target, when you are making a precision attack, only their AC is applied to the DC for the strategy roll.

**Precision of an attack**

Generally Attack

ARMS

(Left/Right)

Hands (Disarm)

Forearms

Shoulders

Targeting a vein (Bleeding)

LEGS

(Left/Right)

Feet (Trip)

Leg

Groin???? (Critical?)

Targeting a vein (Bleeding)

TORSO

1 Upper Chest

> Targeting the heart (Critical)

> Lung

2 Lower Chest

>

3 Targeting a vein (Bleeding)

HEAD

Targeting the neck (Critical and/or immediate kill chance?)

Targeting the eyes (Critical, blindness chance)

Targeting a vein (Bleeding)

Targeting the Temple  (Bludgeon knocks out if they fai?

WINGS
Watanabe Rika

### Units

Kanji Keyakizaka46, Senbatsu, Nagahama Neru & Keyakizaka46, FIVE CARDS, Sakamichi AKB, Kanji & Hiragana Keyakizaka Group, Aozora to MARRY, Shoujo Friends

### Last Release

Eien Yori Nagai Isshun ~Ano Koro, Tashika ni Sonzaishita Watashitachi~

## Links

### Social Media

**Watanabe Rika** (渡辺梨加) is a former member of Sakurazaka46's 1st Generation and Keyakizaka46.

## Trivia

### Keyakizaka46

October 2015October 2015February 2016Silent Majority
(April 2016)Sekai ni wa Ai Shika Nai
(July 2016)Futari Saison
(November 2016)Fukyouwaon
(March 2017)Kaze ni Fukarete mo
(October 2017)Glass wo Ware!
(February 2018)Ambivalent
(August 2018)Kuroi Hitsuji
(February 2019)March 2020
### Sakurazaka46

Nobody's fault
(October 2020)BAN
(March 2021)BACKS LIVE!!
(June 2021)Nagaredama
(September 2021)
## External Links

* ~~Keyakizaka46 Profile~~
* ~~Sakurazaka46 Profile~~
* Ray Model Profile
* Official Instagram
* Official SHOWROOM
* 1st Photobook Official Twitter
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Sasaki Mirei

### Social Media

**Sasaki Mirei** (佐々木 美玲) is a member of Hinatazaka46's 1st Generation and a former member of Hiragana Keyakizaka46.

## Trivia

### Hinatazaka46

Kyun
(February 2019)Doremisolasido
(July 2019)Konna ni Suki ni Natchatte Ii no?
(September 2019)Sonna Koto Nai yo
(February 2020)Hinatazaka
(September 2020)Hinatazaka
(September 2020)Kimi Shika Katan
(May 2021)Tteka
(October 2021)
Wizard School: War Magic

***A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.***

***Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters' magical energy against them.***

***In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"***

Sources: Xanathar's Guide to Everything

### Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

### Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

### Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your wizard level.
Warlock Patron: Undying

***Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death.***

Source: Sword Coast Adventurer's Guide

### Expanded Spell List

The Undying lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 1st

### Among the Dead

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

### Defy Death

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.

Once you use this feature, you can't use it again until you finish a long rest.

### Undying Nature

Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

### Indestructible Life

When you reach 14th level, you partake of some of the true secrets of the Undying. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

Once you use this feature, you can't use it again until you finish a short or long rest.
Ranger Conclave: Trapper

***The trapper avoids a fair fight whenever possible, using their devices and wits to outsmart their enemies and leave them defenseless. They are experts at ambushes and traps, knowing exactly where an enemy will step and using it to their advantage. They prefer to make their first strike from the shadows, luring the enemy into their traps before going in to finish them off.***

### Trapper Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Trapper Spells table. The spell counts as a ranger spell for you, and it doesn’t count against the number of ranger spells you know.

Trapper Spells Table:

### Home Design

When you unlock this feature at 3rd level, you get the ability to create your own traps to suit the environment. These traps can range from a pit with spikes, trip wire and a crossbow, and more: as many as you can imagine. Depending on the complexity of the trap, you may be required to make a Wisdom or Intelligence (Survival) check. Your traps, if they deal damage, deal damage equal to your trap damage and whatever additional damage your DM feels should be applied (if your trap fires a crossbow bolt aimed at head height, if your target falls into a pit of javelins/acid etc.) In order to detect your traps, a creature needs to make an Wisdom(Perception) or an Intelligence(Investigation) against your Trap DC.

### Improved Traps

Starting at 3rd level, traps used by you deal an extra 1d8 damage. This damage increases at later levels (shown on the Trapper table. Any trap you place that requires a DC save to escape or avoid has a *Trap DC* of 8 + Proficiency + your Intelligence or Wisdom modifier, or it can use its normal DC save (whichever is higher). You cannot score a critical hit with a trap.

### Trap Comprehension

When you unlock this ability at 7th level, you have honed your knowledge of traps. You know what and where to look for them, and how to disarm them. You have advantage on all checks relating to traps: finding them, disarming them and understanding how they work. You also have advantage on any saving throw they cause to you.

### Extra Trap

At 11th level, when you use your action or bonus action to place a trap, you can instead place two traps. Additionally, you can now use your bonus action to take the shove action.

### Move Earth

When you reach 15th level, you gain the ability to cast Move earth to help you trap your targets. Once you use this ability you cannot use it again until you take a long rest.
Cleric Domain: Peace

***The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.***

***Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics' blessings draw people together and help them shoulder one another's burdens, and the clerics' magic aids those who are driven to fight for the way of peace.***

Source: Tasha's Cauldron of Everything

 1st

### Implement of Peace

When you choose this domain at 1st level, you gain proficiency in the Insight, Performance, or Persuasion skill (your choice).

### Emboldening Bond

Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Channel Divinity: Balm of Peace

Starting at 2nd level, you can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

### Protective Bond

Beginning at 6th level, the bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

### Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

### Expansive Bond

At 17th level, the benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else's damage, the creature has resistance to that damage.
Cleric Domain: Force

### Bonus Proficiencies

At 1st level, you learn the [1]mage hand cantrip, which counts as a cleric cantrip for you and doesn't count against your number of known cantrips. Additionally, you one language of your choice reflecting your experience traveling the world.

### Repulsion Field

Also at 1st level, you can use your telekinetic powers to repel enemies. Whenever you cast a spell of 1st-level or higher, you can force all creatures of your choice within 10 feet to make a Strength saving throw against your spell save DC, or be pushed 10 feet back.

### Channel Divinity: Gravitonic Parameter

At level 2, you meticulously shift the gravity around yourself. You can use your Channel Divinity as an action to decrease or increase the gravity within a 30 foot radius centered on yourself. You generate one of the following effects of your choice

* **Increase Gravity:** Creatures of your choice within a 30 foot radius of you have their speed Halved for 1d4 turns. Also, all individuals knocked prone must spend a full-round action to stand up.

* **Decrease Gravity:** Creatures of your choice within a 30 foot radius of you have their speed Doubled for 1d4 turns. Also, all individuals who jump have their jump height **forcibly** doubled.

### Unseen Hand

Starting at 6th level, when you cast mage hand, you can make the spectral hand invisible. In addition, you gain the following benefits when casting mage hand:

* When you cast mage hand, you create two hands, instead of one.
* As a bonus action in each of your turns, you can control one of the hands.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

### Wormhole

At 17th level, your control of space grows more natural. When you take the move action, you can teleport up to your move speed to a space you can see in any direction. You can use this ability up to to your Wisdom Modifier. Once you expend all uses of wormhole, you cannot gain the benefits until you take a long rest.
Druid Circle: Land

***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'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's mysterious rites.***

Source: Player's Handbook

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.

### Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

### Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, or swamp – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

### Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.